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Messages - Padraigg

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31
Freelance Ramblings / Hate/Fear
« on: January 07, 2016, 02:00:27 PM »
I know our current focus on raids is to get through the progression raids, but are there any plans on hitting the hate/fear raids?  Just curious, as they are easy raids for acquiring some upgrades.

32
Freelance Ramblings / Re: Booted from raid, missing some progression?
« on: December 19, 2015, 05:23:49 PM »
There goes Furro, confusing the word day with life again.

33
Think my backstab pressing finger got exhausted at some point....

34
Raid Performance / Re: Debuff Breakdown - Spells & AA
« on: November 28, 2015, 05:58:34 PM »
Just an FYI, they added a Cripple Debuff to Turgur's Swarm (Sham AA Slow) from The Broken Mirror.  The Slow and Cripple are seperate debuffs, but are cast together.  And the slow as been upped to 80% from 75% with the additional TBM ranks.

Turgur's Diminishment IV
Classes: SHM/254
Skill: Melee
Target: Single
Range: 250'
Resist: Magic -2000
Focusable: Yes
Reflectable: Yes
Casting: 0s
Duration: 8m (80 ticks), Dispelable: No, Allow Fast Regen: No
1: Increase Disease Counter by 23
3: Decrease STR by 321
4: Decrease AC by 132
5: Decrease DEX by 321
6: Decrease AGI by 321
7: Decrease Chance to Dual Wield by 18%
Text: Your strength is diminished.

35
Shaman / Re: Shaman guides
« on: November 28, 2015, 05:35:06 PM »
Recommended to make two triggers for Epic as well.  One trigger for when Bard clicks epic so you know to click yours as well.  And a trigger for when epic becomes available to reclick (timer).

36
Under the Flag & Key Requirements section, you have it as "Mirror Fragment of Anashit Sul is not required", but it is listed as the keyword to enter the instance. 

37
Rogue / Rogue DPS Guide - ToV Edition
« on: November 27, 2015, 02:33:59 PM »
Rogue DPS - TBM

DISCS - This is the most current list of all Discs and offensive abilities that should be used/hotkeyed.  Further explanation of using in burns and when to use each described in the BURNS section found below.

* Short reuse ability that should be used whenever becomes available

   1)  Frenzied Stabbing Discipline
            - Focuses your energy to substantially increase how often you can backstab.

   2)  Twisted Chance Discipline
            1: Increase Chance to Critical Hit by 500% with All Skills
            2: Increase Chance to Hit by 10000% with All Skills

   3)  Blitzstrike* -  strikes your foe for 3272 damage and increases the damage you do with melee weapons for a short time.
           1: Backstab Attack for 3272 with 10000% Accuracy Mod
               Recourse Effect   Aggravated Fellstrike
                      1: Increase Damage Bonus by 126 with 1H Slashing
                      2: Increase Damage Bonus by 126 with Piercing
                      3: Increase Damage Bonus by 126 with 1H Blunt

   4)  Chelicerae Discipline  - Adds 8770 damage to your poisons and increases the rate at which your weapon's innate spells fire
           10: Increase Proc Modifier by 604%

   5)  Cloaked Blade * - adds extra strikes to your normal melee attacks.
           1: Piercing Attack for 227 with 500% Accuracy Mod
           2: Piercing Attack for 227 with 500% Accuracy Mod
           3: Piercing Attack for 227 with 500% Accuracy Mod
           4: 27% Chance to trigger: Cloaked Blade
                                  a: Strikes your target with three attacks with base damage of 227. .

   6)  Slash* - 19135 damage every six seconds for 12 secs (2 ticks).
           1: Decrease Hitpoints by 19135 per tick, and lowers hatred for you

   7)  Drachnid Blade* - chance for your melee attacks to deal extra damage for a short time (up to 16 melee attacks)
           1: Decrease Hitpoints by 5019.

   8 )  Cloaking Speed Discipline - Increases the speed with which you can attack with your weapons, and adds an
                                                                        additional damaging spell effect to them.
           1: Decrease Hitpoints by 15736.
           3: Hundred Hands Effect
 
   9)  Jugular Cut * - 4575 damage every six seconds for 48 secs (8 ticks)
           1: Decrease Hitpoints by 4575 per tick
           2: Decrease Hate by 6239

   10)  Dissident Weapons - Increases Damage
 
   11)  Naive Mark * - Increases incoming piercing damage by 28 percent for 12 secs (2 ticks).
           1: Stun (3.00 sec/115)

   12)  Executioner Discipline - Increases the damage of all of your melee attacks.
           1: Increase All Skills Damage Modifier by 138%
           2: Increase All Skills Minimum Damage Modifier by 696%

   12)  Pinpoint Shortcomings* - increasing the damage they take from backstabs by 12 percent and piercing by 3 percent
           1: Decrease Chance to Avoid Melee by 7%
           4: Skill Damage Taken (12%)
           7: Skill Damage Taken (3%)

   13)  Knifeplay Discipline - increase your chance to hit with all melee skills as well as your melee damage (3mins)
           1: Increase Chance to Hit by 100% with All Skills
           2: Increase Chance to Critical Hit by 67% with All Skills
           3: Increase All Skills Damage Modifier by 137%
           4: Increase All Skills Minimum Damage Modifier by 181%

   14)  Thief's Vision* - Improves your companions' balance, causing them to be less likely to miss with melee attacks.
           5: Increase Chance to Hit by 5% with All Skills
           8: Increase Accuracy by 252%
 
   15)  Ragged Edge Discipline - Increases your accuracy by 10000 percent  (Careful using if heavy AE event)
           1: Increase Incoming Spell Damage by 1%
           2: Skill Damage Taken (15%)
           4: Increase Accuracy by 10000%
           5: Increase Damage Bonus by 593 with All Skills

16)    Vexatious Puncture        
            1: Backstab Attack for 1846 with 10000% Accuracy Mod
            2: Decrease Hate by 5%
            3: Move to Bottom of Hatelist (30%)

17)   Poisonous Alliance Effect
           1: Increase Spell Damage Taken by 475% to 550% (After Crit)
           2: Limit: Spell Group: Tallon's Tactic Poison Strike I
           3: Limit Caster: Exclude Same
           4: Trigger Effect: Poisonous Fulmination on Max Hits


AA ABILITIES - Current list of AA abilities that should be used/hotkeyed.  Further explanation of using in burns and when to use each described in the BURNS section found below.

* Short reuse ability that should be used whenever becomes available

   1)  Rogue's Fury - Foundation of our main burn
           2: Increase All Skills Damage Modifier by 270%
           3: Hundred Hands Effect
           4: Increase All Skills Minimum Damage Modifier by 265%
           8: Increase Chance to Hit by 16% with All Skills

   2)  Spire of the Rake
          1: Increase Critical Damage by 40% with All Skills
          3: Increase Chance to Critical Hit by 40% with All Skills
          9: Add Proc: Rake's Weakening III rate mod 100
         10: Increase Damage Bonus by 46 with All Skills
   
   3)  Glyph of the Cataclysm
           1: Increase Critical Damage by 60% with 1H Blunt
           2: Increase Critical Damage by 60% with 1H Slashing
           3: Increase Critical Damage by 60% with 2H Blunt
           4: Increase Critical Damage by 60% with 2H Slashing
           5: Increase Critical Damage by 60% with Hand To Hand
           6: Increase Critical Damage by 60% with Piercing
           7: Increase Spell Critical Direct Damage by 0%
           8: Increase Critical DoT Damage by 60%
           10: Increase Chance to Critical Cast by 60%
           12: Increase Critical Damage by 60% with 2H Piercing

   4)  Twisted Shank*
           1: Set Healing Effectiveness to -20%
           2: Decrease Hitpoints by 4200 per tick

   5)  Envenomed Blades* - Poison Proc
           1: Decrease Hitpoints by 3100

   6)  Absorbing Agent*
           1: Increase Incoming Spell Damage by 8%
           2: Limit: Resist (Poison allowed)
           3: Increase Poison Counter by 12

   7 ) Focused Rake's Rampage
           2: Increase Chance to Repeat Melee Round by 100%

   8)  Rake's Rampage
           1: Increase Chance to AE Attack by 100%
           2: Increase Chance to Repeat Melee Round by 100%

  9)  Shadow's Flanking
          1:  Increases your melee damage by 503% when attacking your target from behind.

BURNS

   1)  Main Burn 1 - Highly recommend binding to 1 Hotkey - to maximize efficiency and reduce effects of any lag causing issues - Also, click epic and BP just prior to hitting the main burn hotkey as to not waste the discs during casting time.
           a)  Rogue's Fury
           b)  Frenzied Stabbing
           c)  Focused Rake's Rampage
           d)  Dissident Weapons
           e)  3rd Spire
           f)  Shadow's Flanking



   2)  Main Burn 2
          a)  Once Frenzied Stabbing Fades, click Twisted Chance (Rogue's Fury will still be running). NOTE:  Twisted Chance and Cloaking Speed are on the same timer, but Cloaking Speed has a MUCH longer reuse timer.  I can use Twisted Chance TWICE in an event, where Cloaking Speed would only be able to be used once.  For that reason, I am still using Twisted Chance.  I will continue to parse out both to see if Cloaking Speed does considerably more DPS and will update this if necessary.

   3)  Use Ragged Edge once Twisted Chance has ended.  Rogue's Fury still will have some ticks left once twisted has faded, and Executioners doesnt stack well with Rogue's Fury and Knifeplay is blocked by RF.  Once Ragged Edge fades, I will generally use Knifeplay, unless for some reason i need a shorter duration disc, which I will then use Executioner's.  But 9 times out of 10, Knifeplay will be next in the rotation.   After Knifeplay, I will usually go to Chelicerae Discipline and then Executioner's.  This will get me back to Knifeplay being available again which i will then re-engage.  Main Burn is usually back to being available prior to Knifeplay ending.

* Make sure you are constantly mashing the above discs that are italicized and *.  These are short reuse abilities that add a lot to our sustained dps

**With Knifeplay being a long (3minute) duration and short reuse, there is basically never a time we should not have some kind of disc running.  Knifeplay is a necessity to use to bridge between main burns on longer events.  It can really have a huge impact on our sustained dps on those event types.  I am not shy in using it as Rogue's Fury will overwrite it, so use it if it is up and your main burn is not.  Once Rogue's Fury becomes available, can click "Main Burn 1" even if Knifeplay is running, and it will overwrite.

POISONS

   1)  Etherbrewed Toxin
        1: Decrease Hitpoints by 148 (L1) to 15436 (L105)

          Ethereal Suspension Fluid (*)
          Ro Emulsifier (*)
          Distilled Grade A Mamba Venom (*)
          Stylized Sealed Poison Vial (*)
          Ethernere Essence

    2)  Mana Poison
         1: Decrease Hitpoints by 149 (L1) to 15541 (L105)

          Mercuric Ore (*)
          Relic Fragments
          Animal Venom
          Toxin Vial (*)

   3)  Draconic Poison (Current Best Poison)
         1:  Decrease Current HP by 18591
         11: Add Melee Proc: Draconic Poison with 50% Rate Mod

           Mercuric Ore (*)
           Toxin Vial (*)
           Kunark Conflagrant Powder
           Lacertilia Venom


MISC ITEMS

  1) Dragorn War Mask - Illusion carries a buff that increases damage to piercing, slashing and blunt

  2) Stoic Wolf Familiar - easy quest that increases Double Attack
         1: Summon Familiar: MeleeWolfFamiliar
         10: Increase Hitpoints by 6 per tick
         11: Increase Double Attack by 6%

  3)  TBL Breastplate (click)
         1:  Poisoned Bladestorm 
                1: Decrease Current HP by 312500 
                2: Triggers  Poisoned Bladestorm Attunement  which increases your melee damage for up to 50 hits.
                                     4: Increase 1H Slash Damage Bonus by 12500 (v418)
                                     5: Increase Backstab Damage Bonus by 12500 (v418)
                                     6: Increase 1H Pierce Damage Bonus by 12500 (v418)
                                     7: Increase 1H Blunt Damage Bonus by 12500 (v418)
                                     8: Increase 2H Pierce Damage Bonus by 12500 (v418)

38
Had a thought about healer positioning, not sure if this was done already during our attempts.  Would it be possible for healers to stay up on a walkway just above and heal from there?  That way they would not have to move to avoid the aura at all, could make healing easier and more efficient. 

39
Freelance Ramblings / Re: Connectivity issues.
« on: July 10, 2015, 12:16:05 AM »
Annoying, the one night I can be there for entire night of raiding....

40
The most success I have had during the group mission was bringing Calix down to 40%, then switching to Lanys and bringing her down to get her adds to stop spawning.  With Calix getting harder the lower in hp he drops, dont want to get him too low with Lanys adds still spawning.

Not sure if would be the same in raid, or if we would just balance down.  Just putting in my 2 cents

41
Freelance Ramblings / Thank you
« on: August 26, 2014, 07:48:04 PM »
Finished up my Savior of Plane of War last night (merc and partisan).  I just wanted to say thank you to all FLers that assisted along the way.  It is a long and grueling set of tasks that I never would have finished on my own.  So thank you!  FL is the finest group of players I have been around!

42
Do we have some dps or a grp that stays on Bayle at all times?  Just based off what I saw last night, there were a number of instances that we had fallen adds spawn, and then once they died, bayle still had to be brought down the 5% to spawn the next set and then because of the time it took, we were getting the timed adds again before we get get the next % adds.  As a result we stalled out and stuck in a holding pattern dealing with timed adds only.  This also could have been due to fallen adds not really dieing fast enough, but it seemed also that it was taking too long to get bayle down to next % threshold after adds were down.

43
Was thinking about the 5% mark, specifically with the blue scout adds.  I would think that if the groups that are assigned to the scout adds actually began killing them just prior to 5% (within the 30s spawn timer), we could get a few dead and free up some tanks/healing for the red con adds that will spawn.  Not sure if they die before the 5% if they would still respawn if hit 5% before the 30s respawn timer.   Was just a thought.  Either way, seems like last night we were slow to get on the scout adds.

44
Raid Performance / Re: Circle of Power clickie
« on: April 25, 2014, 11:00:25 PM »
Just picked up a CoP4!  Thanks all that helped =)

45
Upcoming Events & Strategy / Re: HoF - Epicenter - An End to Fear
« on: September 10, 2013, 04:39:59 PM »
Seems like the faster we kill Xaric the faster we get adds to spawn. In the past 3 or 4 attempts we wiped due to adds loose and some even absorbing crystal. Xaric should be burned down after we have all adds down, not at the start.

I don't think it is Xaric health % spawns adds faster.  I am pretty sure that when the add that is dragged around absorbs a new aura and progresses, the add type changes (ie. from bug to ghoul) and as the add type changes, more adds spawn at a time.   That has been my observation (i know it is that way in the group mission).

I think it is more that, if we are burning xaric down to start, the adds are not getting killed as fast and start piling up as they are kited. I guess my main concern with kiting all those adds, is I could see one easily getting kited right into an aura.

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