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Topics - Fintank

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Paladin / Paladin Agro + Tanking Spells
« on: August 04, 2017, 10:16:22 PM »
Paladin Agro AA's and Disciplines:

Force of Disruption - Hate: 15000. 1: Interrupt Casting

Divine Call - Hate: 3000 1: Cast: Divine Pull X (Target pull, only works on level 103 and below)

Beacon of the Righteous - Hate: 14000. 1: Increase Hate by 1. 2: Stun for 3s up to level 108. 3: Increase Hate by 6750 per tick. Caps at 8 targets.

Hallowed Lodestar - Hate: 11650. 1: Increase Hate by 1. 2: Stun for 1s up to level 108. 3: Increase Hate by 5650 per tick. Caps at 8 targets.

Ageless Enmity - 1: Taunt with 12000 Hate Mod (No fail taunt that adds 12000 hate on top of the hate amount of the current top agro)

Unbroken Affirmation - 1: Lock Aggro on Caster and Decrease Other Aggro by 10% up to level 110. 4: Increase Current HP by 3057 per tick
6: Increase Hate Generated by 60%

Projection of Piety - Swarm pet, gains agro as it attacks. Once it fades or dies agro is transferred to you.

* Vanquish the Fallen - Only works on undead, mainly a DPS ability but it has significant agro on it kind of like Smite the Wicked for Clerics.

*Glyph of Angry Thoughts - 1: Increase Spell and Bash Hate by 30%

Paladin Agro Spells:

Ardent Force - Hate: 7527. 1: Stun for 4s up to level 108

*Lesson of Grief - Hate: 13170. Push: 5. 1: Stun for 10s up to level 108. 2: Decrease Current HP by 872 (If Not Undead). 3: Decrease Current HP by 1701 (If Undead)

Force of Ardency - Hate: 4339. Recourse: Ardent Healing II. 1: Stun for 6s up to level 108. Ardent Healing II: 1: Increase Current HP by 6291 per tick

Force of the Darkened Sea - Hate: 8676. 1: Stun for 4s up to level 108

Dichotomic Force - Hate: 6000. 1: Cast: Dichotomic Force Stun: Hate: 11207 1: Stun for 6s up to level 110. 2: Cast: Dichotomic Force Healing: 1: Increase Current HP by 17904 (Group Heal)

Crush of Povar - Hate: 12948. 1: Decrease Current HP by 3526 (If Not Undead Or Summoned). 2: Decrease Current HP by 4760 (If Undead). 3: Decrease Current HP by 4231 (If Summoned)

Crush of the Darkened Sea - Hate: 16640. 1: Decrease Current HP by 889

Valiant Defense - 1: Increase Hate by 9635. 2: Cast: Valiant Healing II: Hate Mod: +6785. 1: Increase Current HP by 10187 (Heals Target's Target)

My Spell Set:

I had a picture but it's being lamesauce so here's my spell order 99% of the time.
1. Splash of Atonement
2. Valiant Defense
3. Protective Proclamation
4. Admonish
5. Crush of Povar
6. Crush of the Darkened Sea
7. Brilliant Vindication
8. Grief
9. Dichotomic Force
10. Sorrow
11. Ardent Force > Swaps out to Harmonious Blessing when it falls
12. Staunch Stance

The top 4 spells (1-4) are my multi-bind spell gems. Tied into these 4 is Force of Disruption. This is ALWAYS the same, if you're tanking you hit this, if you're DPSing you hit this, if you're a MT healer you hit this. Your job as a paladin is to A. Tank mobs so DPS don't have to and B. Provide the raid with splashes and the main tank with heals. Once your agro on your mob is locked you just swap to spamming this till it dies, if DPS start spiking high then stop for a second and hit your Crushes and Stuns. Why hit Force of Disruption if you aren't trying to get agro you might ask, well the answer to that is heals. Force of Disruption can proc our AA group heal that is a recourse off using stun and costs no mana. The reason Splash is at the top is with how that free-target type of spell works. In a multi-bind it will skip straight over the spell and onto the next while simultaneously putting the target on your cursor. This means I'm ready to splash and go when I need it and click Brilliant Vindication to ensure I twincast my Splash every single time instead of waste it on a single target heal. Grief and Sorrow are both in my lineup as 2 "Oh shit!" heals, sometimes your group healer hasn't swapped to you, is dead or some other reason where you're about to drop without a quick heal. Both of these will almost always take you to full health and have a ridiculously short cast time, only drawback is they have a 2-ish minute recast timer. Forceful Rejuvenation after you use both of these could save your bad situation though! Dichotomic Force is an instant cast Stun and Group Heal, I generally use it as an "Oh shit!" group heal, or if all my agro abilities are on CD and DPS agro is spiking.

How to Paladin Agro:

Before we start the event hit your Agro Glyph and Harmonious Blessing, keep these on for the entire fight. ALWAYS keep Force of Disruption and Valiant Defense on CD, these bad boys are your money makers. I generally only have to hit my 2 Crushes and Ardent Force 1 time and agro stays locked, you may have to keep everything on CD in order to keep your mob depending on if the mobs blur or DPS is going balls to the wall etc. Ageless I just use as a taunt if someone needs a tank swap on their Captain or add/boss etc. Projection is a long term agro solution due to the slow build up of agro, generally not too great on regular trash we get constantly but desperate times call for desperate measures sometimes. Unflinching is another tank swap or instant gank off DPS tool, I normally just use it for the Heal Over Time it provides when tanking trash as agro is normally not an issue for me. Beacon of the Righteous and Hallowed Lodestar are fun! I normally stagger these out so I always have one available if a few tanks go down and mobs get lose, but they are different in how they work. Beacon is a PBAE which means it will fire on things around the caster. Hallowed is a Targeted AE meaning if you target a mob somewhere else, it will hit that mob and the mobs surrounding it. Just because these are AOE agro abilities doesn't mean you shouldn't use them on single targets. Agro build up is important and you should be using all things at your disposal. Another thing with Beacon and Hallowed is they share a slot and overwrite each other. So hitting them 1 after the other essentially just wastes 1 of them, the true hate of these comes off the "DoT" portion. Divine Call is one of those hit it whenever it's up things, it's a small agro bump on a 45s timer, adding it to your multi-bind would be fine and ensure it always gets used.

PS. The post is a little fluent with no completely obvious changes when a new section happens. For whatever reason I was unable to use the underline/bold functions or change colors etc.

2
Berserker / Empires of Kunark Berserkering
« on: February 05, 2017, 08:49:07 PM »
Disciplines and AA's:

Burning Discs:

Frenzied Resolve - Increase Chance of Additional 2H Attack by 105%, Increase Min Hit Damage by 315%, Increase Chance to Hit by 32%, Self Root
Cleaving Acrimony - Increase Chance to Critical Hit by 275%, Increase Chance to Crippling Blow by 230%
Brutal - Increase Hit Damage by 120%, Increase Min Hit Damage by 610%
Avenging Flurry - Increase Chance of Additional 2H Attack by 125%, Increase Chance to Double Attack by 10000%, Decrease Weapon Delay by 20.3%, Increase Chance to Flurry by 16%
Disconcerting - Increase Chance to Critical Hit with all weapon skills by 53%, Increase Chance to Critical Hit with Frenzy by 53%, Increase Base Hit Damage by 11%
Furious Rampage - Increase Chance to AE Attack by 100% with 15% Damage, Increase Chance to Repeat Primary Hand Round by 100%
Untamed Rage - Increase Chance to Double Attack by 50%, Decrease Current HP by 3000 per tick, Add Melee Proc: Untamed Rage XV (Azia) (Untamed Rage refresh), Increase Melee Haste v3 by 25%, Decrease Current HP by 2% up to 10000, Increase ATK by 310, Increase Chance to Hit by 40%
Savage Spirit - 1: Increase Critical All Weapon Skills damage by 280% of Base Damage, Increase Critical Frenzy Damage by 280% of Base Damage
Reckless Abandon - Increase Hit Damage by 66%
Juggernaut Surge - Increase Hit Damage Bonus by 225, Increase Critical Hit Damage by 60% of Base Damage
Blinding Fury - Increase ATK by 510, Add Melee Proc: Blinded by Fury X (Increase Chance of Additional 2H Attack by 100%, Increase Chance to Double Attack by 10000%, Decrease Weapon Delay by 15%, Blind
Second Spire of Savagery - Increase Chance to Hit with Throwing by 50%, Increase Min Throwing Damage by 60%, Increase Throwing Damage Bonus by 120

Spammable Discs - (Abilities that should always be on CD):

Desperation - Increase Melee Haste v3 by 25% (Just regular haste, already will be max on raid)
Blood Pact - Add Melee Proc: Blood Pact Strike XXII (2750)
Amplified Frenzy - Decrease Frenzy Timer by 3s, Add Skill Proc: Amplified Frenzy Strike II (4.6k)
Sapping Strikes - Add Melee Proc: Sapping Strike II (4 Procs), Decrease Current HP by 9027, Returns 40% of Damage as Endurance, Max Per Hit: 4333
War Cry of the Braxi - Increase Hit Damage Taken by 13% (30 Hits) (Always hit before Dichotomic)
Bubbling Rage - Add Melee Proc: Bubbling Rage Strike II, 2H Slash Attack for 254 with 53% Accuracy Mod (2 Strikes)
Binding Axe - Throwing Attack for 500 with 10000% Accuracy Mod
Shared Cruelty - Increase all weapon skills Damage Bonus by 457
Demolishing Frenzy - Frenzy Attack for 196 with 10000% Accuracy Mod (3), Cast: Overpowering Frenzy Effect (Increase Frenzy Damage Taken by 25%, Increase Throwing Damage Taken by 25%)
Demolishing Volley - Throwing Attack for 218 with 10000% Accuracy Mod (4)
Demolishing Axe Throw - Throwing Attack for 592 with 10000% Accuracy Mod
Axe of the Aeons - 2H Slash Attack for 669 with 1000% Accuracy Mod, 2H Slash Attack for 920 with 1000% Accuracy Mod, 2H Slash Attack for 1171 with 1000% Accuracy Mod
Rampage - AE Attack (4 Rounds)
Arcslice - Frontal AE Attack (4 Targets) 2H Slash Attack for 250 with 1000% Accuracy Mod (2)
Vicious Cyclone - AE Attack (12 Targets) Decrease Current HP by 4083 (Shares timer with Arcslice)
Distraction Attack - Add Melee Proc: Distraction Attack Strike XVIII (Decrease Hate by 2500, Decrease Current Hate by 1%) (Can hit with burns if you want, honestly doesn't help too much)

Upkeep Abilities:

Cry Carnage - Increase Chance to Critical Hit by 100%, Increase Accuracy by 21 (Lasts 10 mins now)
Battle Leap - Increase Hit Damage by 45% (Only need to hit this once per zone, unless you've died)

Randoms - (Abilities that are situational):

Agony of Absolution - Decrease Current HP by 2800 per tick, Purify (20) (Used to cure some bad shit if your group healer is slacking or dead)
Uncanny Resilience - Absorb Melee Damage: 50%, Max Per Hit: 26250, Total: 175000 (Reflex AA, I'd recommend an "oh shit" key for this if you get agro)
Blood Sustenance - Lifetap from Weapon Damage: 50% (Max 500 hits) (Can't be activated with Furious Rampage, great for heavy AOE events or if you get agro on an add)

Specials:

Vehement Rage - Increase Hit Damage by 15%, Increase Min Hit Damage by 45% (Next to worthless, honestly doesn't do much at all, hit when nothing else is up)
Bloodfury - Decrease Current HP by 29000, Decrease Current HP by 3000 per tick, Cast: Bloodshield II on Fade (35k Rune) (Used to drop health for Amplified Frenzy and Frenzied Resolve)
Communion of Blood - Decrease Current HP by 30000, Increase Current Endurance by 15017 (10 minute CD, use wisely)
Phantom Assailant - Swarm Pet (Minimal DPS, sometimes detrimental to use swarm pets)
Demolisher's Alliance - Provides your group with an 8k-ish Proc, can trigger a large nuke on the mob if enough Berserkers are on it in raid.

War Cry: (Called for by the Raid Leader or Zerker Lead for raid adps, Cry of Battle AA used to MGB):

Battle Cry of the Mastruq - Decrease Weapon Delay by 9%, Increase ATK by 50 (Bought off Merchant)
Ancient: Cry of Chaos - Decrease Weapon Delay by 11.3%, Increase ATK by 60 (Quested, GoD)

Auging:

Currently the best Heroic stat to aug for is Heroic Dexterity. There have been many people who have parsed the differences and Dexterity has come out the winner on all of their conditional parses. If you'd like to see for yourself you may have to do a little digging on the Everquest forums to find the results. Another thing to do is get your Spell slot 3's to increase their damage or decrease reuse time. Currently the useful ones are for Demolishing Axe Throw, Demolishing Volley, Axe of Numicia and Vicious Cyclone. Once you have all of the relevant ones start filling empty slots with ATK augs from LDoN's.

Disc Rotation:

Main Burn - Amplified Frenzy, Savage Spirit, Brutal Discipline, Second Spire, Blinding Fury, Untamed Rage, Epic 2.0, Silent Strikes, Furious Rampage (If allowed, Focused Furious Rampage if mezzed adds).

Inbetween - Disconcerting Discipline, Glyph of the Cataclysm

Secondary Burn - Cleaving Acrimony, Reckless Abandon, Shaman Epic, Epic 2.0

Inbetween - Frenzied Resolve, Juggernaut Surge

Tertiary Burn - Avenging Flurry, Vehement Rage, Shaman Epic, Epic 2.0

For the Main Burn you will most likely have Shaman Epic being cast since generally we hit shaman epic when we call full burn, so the in-betweens are teamed with the shorter cool down discs alongside the no longer stacking critical multipliers.

Attentive Stacking - In order to maximize your sustained DPS throughout the fight you're going to want to not use Blinding Fury when Quick Time is up. These 2 abilities are almost the same, Blinding Fury is a little better so if at all possible use this before Quick Time so you can pop it later on in the event. Both abilities are HHE's (Hundred Hands Effect). Quick Time is 14.5% and Blinding Fury is 15%. Blinding Fury has some other benefits to it as well but you never want to waste HHE's especially as a berserker. The Beastlord's Dichotomic Fury and Ruaabri's Fury are also something to watch for, but with the current up time and recast time on Dichotomic Fury it's near impossible to 100% max out your use of Blinding Fury.

General Knowledge:

With the Epic still having a cast time make sure you never click it while actively burning. The only time you should hit epic while attacking is when you either have Res Affects or have nothing running. Otherwise you're losing more DPS than you're gaining during the cast time. Another thing to mention is to wait to hit your spam DPS button till after your burns are going. Don't hit them as you pop burns or you're wasting a lot of DPS potential.

Not sure if Derresh was going to repost an update but since the old post is lost here's one I put together.

3
Ranger / Empires of Kunark Rangering
« on: February 05, 2017, 01:30:06 PM »
Spell Set:

The first 6 spells should ALWAYS be on your hotbar, casting is the backbone of ranger DPS in this game. The last 6 slots you can do whatever you need to with them depending on events but my spell set is generally always the same and is what I have below.

1. Silent Shot
2. Anticipated Shots
3. Focused Arrowrain
4. Dichotomic Fusillade
5. Summer's Cyclone
6. Blisterbeetle Swarm
7. Bosquestalker's Alliance
8. Copsestalker's Enrichment
9. Shout of the Copsestalker
10. Desperate Dousing
11. Kromtus Balm
12. Vinelash Assault

MULTI-BIND TIME! The way I have my spell key set up is just going down the list basically. So for spells 1-5 all the arrow nukes will fire whenever they pop up and then once all are on cool down Summer's will be cast over and over.  I manually click Blisterbeetle, you're going to want to keep this on the boss as much as your mana will allow, it's a decent DoT now but does take some mana. Be smart about it with it's global cool down. If 1 of your arrow nukes is about to pop up, wait to hit this till they're all on comfortable cool downs.

Combat Abilities:

Kick
Jolting Cut Kicks
Focused Squall of Blades
Squall of Blades
Reflexive Nettlespears
Banestrike (AA, explaining below)

MULTI-BIND TIME! I have another key that is DIFFERENT from my spell key. The reason for this is because you don't want to spam both of these during Scarlet Cheetah Fang or you'll waste several twincasts on Kick and what not. My Combat Ability key has the following abilities on it: Kick, Jolting Cut Kicks, Focused Squall of Blades and Banestrike. (I know Banestrike is an aa but it doesn't deserve a separate section!) Now Focused Squall of Blades is single target as opposed to Squall of Blades, so I keep Focused in almost all of the time to avoid mez breaks and also the mob moving from out in front of me causing the attack to miss (Squall is frontal, caps at 8 targets.) Reflexive Nettlespears I use as a HoT for the group if together we are low a lot, otherwise I hit it during the main burn whilst all the adps is running for added damage.

Group Makeups:

Group makeups are important for rangers and ever changing depending on AFK's, late comers, odd groupings for events etc. Generally speaking your normal group ADPS will be a Shaman, Bard and Beastlord. With that in mind you should acquaint yourself with their various ADPS abilities/spells and what they do for you. Druids and Enchanters will also be thrown into the mix some times but to a lesser extent. It's possible that you may find yourself "thrown to the wolves" and just be shit out of luck for ADPS. So, it wouldn't hurt to have a plan for when/if that happens. As far as your personal burns they will not change much at all. BUT you will have to vigorously conserve mana as well as you can while actively spamming still. For example don't DoT unless you have a gift of mana proc, and try and hold off on Dicho for a few seconds for a gift of mana proc. This also applies when you don't have a bard not just for when you're groupless/ADPSless. Do the best you can at keeping your Miniature Horn of Unity, Mod Rod, and Mana Potions on cool down. You'll also find it in your best interest to make several hotkeys to several different people for Paragons and Quiet Miracles. The way I do it is as soon as I hit 90% mana send a tell for paragon, as soon as I hit 70% I send a tell for QM. You can hold off on Paragon a bit but it's imperative to get that QM timer on you as soon as possible so you can have 2 in an event as opposed to 1. This all of course depending on if the clerics need to save it for themselves. For Paragons I've found it's better to just cycle through beast lords, don't just hammer 1 person for it the whole event.

The Burnering:

Welcome to the GIRTH of the post! The best route to take in using a disc like Copsestalker's or Empowered Blades is to use them with hundred hands effects. The reason behind this is that both of these discs just add a FLAT amount of damage to weapon strikes, further augmentation of the strikes has no affect on Copsestalker's or Empowered Blades. However the rate at which you swing your weapons IS important when maximizing your gains from both. Also sometimes events surpass the recast timer on Empowered Blades, this means you should try and use Empowered Blades before Copsestalker's as often as you can.

With Empires of Kunark we are now back to ranged burning. Once you have your aa's, Pureshot will do vastly more DPS and last the same amount of time as Copsestalker's Discipline. When you use Pureshot discipline make sure you're using 1 of your 3 Arrow Proc aas. DO NOT USE THESE UNTIL SCARLET CHARGES ARE GONE. All 3 of these (Frost Arrows, Flaming Arrows, Poison Arrows) have a mana cost when they proc which consumes your Scarlet charges. If you are not going to run into a mana issue then hit Poison Arrows, it's the highest DPS but is a -1k Mana regen. If mana is an issue then hit Flaming Arrows, it has negative mana regen as well but not enough to take you out of positive, so it basically drains 0 mana if you're buffed.

This is where coordination of everyone else and yourself are going to come in so buckle up! Now as far as ADPS goes, as soon as you see shaman epic go off you go buck wild on arrow nukes (assuming all your personal burns are running at that time of course.) I try to hit my burns as best I can based on duration time especially if we're hitting them before we trigger the mob such as Grummus or Enslavor. So here's a run down of how I press my burns most of the time:

BP Click
Scout's Mastery of Ice
Scarlet Cheetah Fang
Pureshot Discipline
Glyph of the Cataclysm (Renamed but screw that name)
Third Spire (If a Berserker is in group block their aura)
Guardian of the Forest
Outrider's Attack
Outrider's Accuracy
Imbued Ferocity (If Melee)
Empowered Blades (If Melee)
After Guardian of the Forest fades, hit Group Guardian of the Forest
After Scout's Mastery of Ice fades hit Scout's Mastery of Elements

If there's a zerker in your group, their aura does not stack with Third Spire and will block it if you hit it. Also I use Ice because I have 2 Ice procs and 1 Magic proc. Scout's Mastery of Fire and Ice work for both Magic and whichever Element you choose. Scout's Mastery of Elements is on a different timer and is hit after Ice fades. Elements is a lower damage addition and only works for Fire and Ice, not Magic. Ice/Fire are a 1600 flat damage addition to their respective spell types, Elements is 1400.

Forceful Rejuvenation:

If you plan on using Forceful Rejuvenation during your main burn what I do is use it after the 4th arrow nuke. So it'll look something like this:

Anticipated Shots
Focused Arrowrain
Dichotomic Fusillade
Summer's
Summer's
Summer's
Focused Arrowrain
Forceful Rejuvenation
Anticipated Shots
Focused Arrowrain
Dichotomic Fusillade

Auspice and Epic:

This is in it's own sub section and not mentioned in the burn because of how we rotate it, Epic will be explained further on. With Auspice it should always be on during the main burn we just rotate it so mentioning that isn't needed really. Epic is a touchy subject, while it is believed to stack with everything we use and all our ADPS the cast time is not worth the loss of DPS if burns are already going. But if we're hitting burns before we engage it's perfect, I also use it when I'm in "space" which is my term for no personal burns or ADPS burns running. So I basically only use it in the pre-click manner or for when I just have auto attack and spams going without any burns or mini-burns etc.

Survivability:

Rangers are agro whores, it's a hard truth but the sooner you get used to it the better you'll be at controlling your agro. We have 4 defensive discs 1 agro drop, and 1 fade.

Outrider's Evasion
Protection of the Spirit Wolf
Bulwark of the Brownie
Chameleon's Gift
Cover Tracks (Fade)
Weaponshield Discipline

I use Chameleon's Gift and Bulwark of the Brownie in a similar fashion. Chameleon's Gift is a 35k agro drop from whatever mob drops you below 50%. This can also be used on other players so if you see someone with a terrible faded climbing like a Berserker it may be better used on them. Bulwark on the other hand will fire 12-15 seconds of full frontal parry if you get dropped below 40%. I try my best to use both of these before I burn or for when I'm climbing up the agro list considerably fast, I try and use Cover Tracks as little as possible since it's the least reliable of all 5 abilities. Outrider's Evasion is minimal in the grand scheme of defensive disciplines but it works well enough to be useful on adds in an event, not so much for the main bosses. Protection of the Spirit Wolf however will be useful on a main boss for a little bit, as the damage cap will be absorbed quickly. It also works for spell damage, not just melee damage! 54% mitigated up to a max of 200k damage for any of you curious types! Weaponshield is a whole different story, you may have to cover an add cause tanks are down or cover the boss while the MTO gets buffed.

Auging:

Heroic Dexterity and Spell Damage are the top things to worry about as a ranger. I try to go for augs with both on them, but now with EoK there's a bunch of high Heroic Dex augs with no spell damage to get. For your bow you'll want to get the Grim Momento (12 DMG) and the Insigni Saevus (11 DMG). Currently the top melee augs for rangers to use are Sigil of Thokk and Siren's Demise, Melee IS better outside of Pureshot discipline. The only scenario where it would potentially not be is if you lack Melee adps. If any of you care to see the melee aug weapon parses let me know and I will post it.

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