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Messages - Ssark

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31
Freelance Ramblings / Just Get It Fixed by 7:30pm EST SoE
« on: August 24, 2013, 09:26:10 PM »
nt

32
Raid Performance / Re: Circle of Power clickie
« on: August 10, 2013, 09:47:09 PM »
For those of you who do NOT have a COP3 clickie, even the non-melee, might I highly suggest:

Calcified Rage

MAGIC ITEM LORE ITEM NO TRADE PRESTIGE PLACEABLE
Slot: RANGE
Charges: Unlimited
AC: 139
This item is placeable in yards, guild yards, houses and guild halls.
STR: +30+15 DEX: +27+14 STA: +23+11 CHA: +23+11 WIS: +20+9 INT: +20+9 AGI: +26+13 HP: +3059 MANA: +2849 ENDUR: +3029
SV FIRE: +60 SV DISEASE: +60 SV COLD: +60 SV MAGIC: +60 SV POISON: +60
Combat Effects: +5 Shielding: +3% Spell Shield: +3% Avoidance: +7 Accuracy: +8 Stun Resist: +3% Strikethrough: +3% DoT Shielding: +3% Attack: +32 HP Regen +3 Mana Regeneration: +2 Damage Shield: +2 Clairvoyance: +23 Spell Damage: +16 Damage Shield Mitigation: +3 Heal Amount: +16
Required level of 100.
Effect: Circle of Power III (Any Slot/Can Equip, Casting Time: 0.5)
Recast Delay: 1800 seconds, Recast Type: 12
Effect: Improved Dodge VII (Worn, Casting Time: Instant)
Recast Delay: 1800 seconds, Recast Type: 12
Focus: Nefarious Sylvan's Iniquity III
WT: 1.4 Size: SMALL
Class: ALL
Race: ALL


That's right.  ALL/ALL.  And just 48 Shadowstones.  If you don't have COP3, and you're often in DPS groups and yet you've been restricted from owning one before, I highly suggest you take advantage of this... even if it just ends up in the bag to click.

33
Freelance Ramblings / Call of the Forsaken
« on: August 03, 2013, 08:38:44 PM »
Basics:
Story said to be a dragon, Lendinaria from EQ2 that gets sent through a portal/rift/whatever and sent into the EQ1 universe. You will then begin from there to learn more!
Beta starts around August 14th, Release is in September
West Karana is the expansions hub zone
Staggered release like RoF
Zones so far: Dead Hills, Neriak D
T4 RoF gear will remain relevant all the way throughout the new expansion (New gear is a small or no upgrade)


Features:
There is No level increase
New spells and AA, design direction is convenience and consolidation
2 shared bank slots
Mercenary AA, passive, they extend to all mercs you own
Mercenary Gear, 4 slots (Primary, Secondary, Helm, Chest)
Mercenary stats page, can see all their stats
Heroic Adventures: Lots of instanced content ie LDoN 2.0, based on levels, gear and class makeup



Misc/Future stuff:
Plans to remove leader and raid AA and make them base default game
Fix necro epic
Fix quest and mission windows, Guild and raid windows to make easier, possibly adding assistant RL's

Small class balance changes that will happen more often
New AA, spells, and systems made with long term in mind
Less amount of raids will be complex -> more NToV style raids, lot of positive feedback on NToV
Undead in at least 2 zones (Neriak D and Dead Hills)
Simplifying raid currency system
New hero's forge bixie, clockwork, will be robes brought up to speed too and shrunk options


15th Anniversary next year:
Plane of War release
New class/race combo for players to vote on
New features for players to vote on

34
Raid Performance / DPS, Mob Pins, Positioning and YOU
« on: July 19, 2013, 11:21:05 PM »
Mob Pins and Attack Arc

Please review the Mob Pins web page.  While the page (written by Furro) has been around for a long time, it is still quite relevant:

  • Though a number of our events resist the use of pins (Chelsith and Zlandicor being fine examples), others do not (Grelleth, Evantil).
  • More importantly, to DPS, notice the position is always to the rear or flanks of the boss mob.  This not only improves our ability to land hits on the mob, but also lowers the damage we take from ripostes from the mob, aiding the healers.
  • This positioning includes pets.  You will maximize your pet's effectiveness if you can get it to attack from behind the boss.  I know this is more difficult on non-pins mobs, but it is still doable.
  • The section on early engages is also important, in particular, when the mob moves and wipes its aggro list a bit like the first boss in Chelsith.  Engaging early often leads to dead characters.  And while the dead do 0 DPS, the recently rezzed have just 95% haste for 3 minutes, which sucks almost as much (not to mention the loss of endurance and mana, as well as wasting time on the healers/buffers).
Positioning is key on a number of these fights.  Even though pet push is not a problem like it used to be, PC push is still real, and we can all help the MT position the mob appropriately to maximize our DPS.

By the way, with strikethrough and such, it is very easy to tell if you're not positioned directly: EQ will tell you that you are striking through your opponents' defenses.  If this happens, you are positioned incorrectly.  Strafe or adjust your position accordingly to flank or get to the rear of the mob.  It does not matter if you're a monk, rogue, or paladin, if you're not the MT, you shouldn't be taking ripostes.



AE Rampage, Hit Box, and the Sweet Spot

In addition to pin positions, please consider AE Rampage and the Hit Box, defined as follows:

  • AE Rampage - a particular ability of a boss mob to, on occasion, hit everyone within a certain range, called the AE Rampage range, with a melee attack.*
  • Hit Box - a distance from the boss mob in which melee characters can land a hit.  Note that the term is a bit of a misnomer; original, it was defined as a cylinder, although these days it is like a sphere.  Within the Hit Box range, melee characters can strike at boss mobs.**

Often, the AE Rampage range is less than the Hit Box.  In other words, there's often a small sweet spot just outside of AE Rampage range but inside the Hit Box where a melee character can strike at the mob without fear of AE Rampage.  If the mob is held at a steady position (not always easy), one can literally find the sweet spot and park one's character right there and attack away.  In practice, the boss mobs move, meaning you may have to reposition constantly to stay within the sweet spot.



In the diagram above, the the blue Smart DPS'er is in the green Hit Box, but just outside in the AE Rampage Range.  You can think of the green ring there as the sweet spot.  The dark black DPS'er is about to get an earful from the Raid Leader.

For some boss mobs, the sweet spot is larger making this task easier; for some it's really small, so it's a challenge.  For others, the AE Rampage range is greater than the Hit Box of the boss mob, in which case we often will call for a ranged fight rather than try to heal through the AE Rampage.  (This depends somewhat on the class makeup of the raid.)

Your goal as a melee dps'er is to find that sweet spot and stay in it as much as you can.  You'll often hear the RL or the RAs say "max melee range!" which is another way of saying too many people are in the orange sphere and not enough in the green sweet spot.



* There is actually Full Rampage damage and Mitigated Rampage damage, the latter being a reduced melee damage amount.  Sometimes Rampage will hit you for the max, sometimes it is mitigated, but either way it needs to be healed and is not optimal.

** I have found that some special attacks, like Flying Kick, will actually land at a greater range than my melee attacks.  However, for the purposes of this discussion, since one wants to land full DPS, one needs to be in the closest range to land all of one's attacks.

35
Raid Performance / Re: Parses
« on: July 19, 2013, 03:57:08 AM »
Lord Yelinak (7/18/2013)

36
Monk / Re: Monk DPS - Ssark version.
« on: July 18, 2013, 11:13:08 PM »
I've created some GINA / GTT package files that may be useful to monks.  The triggers include:

  • Failed Feign Death attempts
  • Two-finger Wasp Touch landed (even if you did not cast) with timer
  • Synergy has landed (even if you did not cast) with timer
  • Zan Fi timer with reminder for you to hit it again

Reminder:

  • Two-Finger Wasp Touch is a 1 minute debuff on the mob which makes it more susceptible to Tiger Claw attacks.
  • Synergy is a 3 tick debuff on the mob which makes it more susceptible to Flying Kick attacks.
  • Zan Fi's Whistle is a buff on you which increases Damage Bonuses by 60 (max AA), increases Flying Kick damage bonus by 415, and increases all skills damage modifier by 15%.  It normally lasts 3 minutes with a 7 minute recast time.  However, when coupled with the Extended Ingenuity AA, it lasts for about 5 minutes with a 7 minute reuse timer.

Package Files:

GTT: monk-effects.gtt (untested, please report any errors/changes)
GINA: monk-effects.gtp

37
Raid Performance / Re: attributable dps emotes and affects
« on: July 18, 2013, 11:49:13 AM »
Updates:

- Added two Circle of Power emotes, one for you, one for others casting.
- Added GINA option package file as well as GTT.

COP NOTES:

COP CASTERS: Make sure you stay alive during COP3 (it fades if you die), and stay centered if possible with respect to the raid.  I understand melee characters will need to be at the boss, and this is fine, but ranged characters, bards in int caster groups, etc need to be centered when COP has been cast by them or when casting MGBs like Auspice or Warcry.  Try not to move around too much; when you move, others may have to move with you.

RECIPIENTS:With Circle of Power, it will tell you it has been cast, but it is centered over the person casting as an aura with a 200 range.  You will notice the buff in your songs/short buff window (ALT-E).  When COP is cast, you are to ensure you're within range by making note of the buff in the songs window.  Since most casters of COP are melee characters, this will likely mean you're within a 200 range of the boss mob.  This means if the person casting COP moves, you may have to move too.

COP usefulness: Clearly COP is most useful when we're together and not running all over a large room, unless we're running together.  For example, in Evantil's 2nd phase, COP is quite useful, since the entire room is probably not bigger than 200.  Even the arena in Chelsith isn't that much larger than 200, so staying in the aura should not be difficult.  However, in raids like Grelleth, care must be taken to generally DPS and tank adds close to one another (except of course for Lelri/Lelro, which is balanced anyway).

Let me reiterate for the tanking population: where we tank the mobs is now going to have an effect on how fast we kill them.  There is no reason to drag your add to your own little private corner of the room.  When possible and practical, stay centralized.

38
From the SOE boards:

Glyph doesnt stack with shaman epic now, for rogues or any other class. Please fix, as a suggestion. I suggest moving the 2h piercing mod to slot 12. It has the least amount of things that will conflict with burns on a raid or group setting

[6273] Prophet's Gift of the Ruchu
Target: Caster Group
AE Range: 100'
Beneficial: Blockable
Casting: 0s
Duration: 60s (10 ticks), Extendable: No, Dispelable: Yes
10: Increase Critical Hit Damage by 110% of Base Damage
11: Increase Chance to Critical Hit by 65%
12: Increase Current HP by 500 per tick
Text: You are blessed with the gift of the Ruchu.

[21661] Glyph of the Cataclysm
Target: Self
Beneficial: Blockable
Casting: 0s
Duration: 2m (20 ticks), Extendable: No, Dispelable: Yes
1: Increase Critical 1H Blunt Damage by 60% of Base Damage
2: Increase Critical 1H Slash Damage by 60% of Base Damage
3: Increase Critical 2H Blunt Damage by 60% of Base Damage
4: Increase Critical 2H Slash Damage by 60% of Base Damage
5: Increase Critical Hand to Hand Damage by 60% of Base Damage
6: Increase Critical 1H Pierce Damage by 60% of Base Damage
7: Increase Critical Nuke Damage by 160% of Base Damage
8: Increase Critical DoT Damage by 60% of Base Damage
10: Increase Critical 2H Pierce Damage by 60% of Base Damage

39
Raid Performance / Re: Poisons
« on: July 17, 2013, 10:44:06 PM »
rar Thanks Padraigg.  All DPS melee characters should have a supply of these.  We will be looking for it on the parses! :)

40
Raid Performance / Re: Circle of Power clickie
« on: July 17, 2013, 10:42:59 PM »
Added Dahterrorizer and Poddo

And yes, CoLIII should be used near the healers, I don't join the FLHeals channel all the time, I assume there's a rotation for it, but that would be in a different thread. :)

41
Raid Performance / Re: Parses
« on: July 17, 2013, 10:40:22 PM »
Ugh GP probably never expected this.

42
Raid Performance / Re: Circle of Power clickie
« on: July 16, 2013, 12:05:17 AM »
Added Tyranosawr and Darkenvoid (with note about pally aura)

@Drasp - aye, that is the point of this thread, to know ahead of time who has the clickies, and set up a COP rotation

43
Raid Performance / Re: Circle of Power clickie
« on: July 14, 2013, 09:15:47 PM »
Added Drasp.  It's not strange, Drasp, and you should join FLDPS:DPS and be part of the COP3 chain.  After all, as an SK, you should be well placed right at the mob.  We can take into account when you're tanking also.

44
Raid Performance / Re: Circle of Power clickie
« on: July 14, 2013, 08:38:11 PM »
Modified, Added Huevos

45
Raid Performance / Parses
« on: July 12, 2013, 11:37:22 AM »
I'm using this thread to post, and refer to, DPS parsing from past Freelance Raids.

Lord Yelinak

First up, a straight burn on the 2nd Lord Yelinak pop.  In this raid, we had a decent selection of shamans for the melee DPS, enchanters for the INT caster DPS, a berserker, but probably short bards.  Overall, we had good DPS going, 1M/s over the short 70s fight.  This is about taking your best short DPS burn and applying it the mob.  If you're lower on the parse than where you want to be -- and honestly, we all have room for improvement -- take a look at someone in the same class as yours, and go to the Show Discs, Spells and Actions.  Select yourself and others, and see what they did differently.  Discuss it with them, or here.  Check the ADPS in your group and see what's going on.

For example, Xarlass and I parsed about the same.  We both Glyph'ed (no one else did to my parse's knowledge).  Did we use the same disc?  What did he do that I didn't that could make my parse better (we certainly didn't do the same things)?  I know it doesn't catch everything, because I hit some keys before I start attacking (like the Heel disc I opened with).  You may have to go back into your log file, have GP parse out your actions and another's and make a comparison.

Very small changes can easily make a big difference in the raid's overall DPS.  More DPS means the tank doesn't have to tank as long, which means less chance for some random spike of damage to kill him.  And as we know, the healers can heal the best, the tanks can tank the best, but if there's no DPS, the mob never dies, and the raid never ends.  Improving DPS means not only lessening the time of a raid (and hence we get more raids in), but increases the chance of us winning.

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