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Messages - Scornfire

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16
Necromancer / Re: patch notes 2/17
« on: February 18, 2016, 12:58:21 AM »
I've got nothing nice to say today

17
Necromancer / Re: Necro Triggers
« on: February 01, 2016, 04:38:40 AM »
Added a separate group for Twincast Timers, the coding is courtesy of Hatit on Necrotalk, I just added a separate one for Dichotomic Paroxysm and fixed a few errors the original file had

This *can* be a useful tool for any Necro, seeing as you absolutely do not want to be overwriting/refreshing a DoT that is currently twincasted, but you'll need to lower the font size in your overlay to something around 20 or it's going to get extremely cluttered on your screen during burns

18
Necromancer / Re: Necromancer Guide - TDS
« on: January 30, 2016, 03:06:33 PM »
Alrighty, I stopped being lazy and updated for TBM, nothing really changed for Necros, the only real DPS boost was in the form of a new innate pet crit dmg line. Added 1 more AA explanation (Gift of Deathly Resolve)

Don't quite feel the need to add an alternate spell set for damsel of decay but can if you guys want, could also do something in the vein of a prioritized AA list if there's interest, Don't be afraid to ask!

19
Necromancer / Re: Multiple targets and dots
« on: November 30, 2015, 07:24:06 AM »
I'm really not sure how to answer you here. The short of it is, that yes, obviously focusing on a single mob will result in more realized DPS, but our class is built to be a lot more versatile than to be relegated to a single target


I don't have any particular numbers on what Loading an exorbitant amount of DoTs on a mob would add (though my experience is that in place of Chaotic procs the number is negative), but Chain Nuking a mob would add about 15k DPS in the best of circumstances (assuming max aa and not factoring in the time that needs to be allocated to refreshing DoTs). Chain Swarm pets would add about 40k once established (with max aa, also factoring out DoT refreshing/chaotic) I can /sleep my way to upwards of 70-80k DPS (each) on 2-3 targets without burning/accounting for my pet. If the mob(s) are capable of completely negating our DoTs via regen, your DD rotation will hardly put a dent in them so why bother trying to make headway with a single mob when you can presumably hamper a second one's regeneration just as capably (Note that this is pretty much relevant only to events where we're engaged with multiple mobs at once, not kiting/offtanking them etc). Going swarm pet crazy will do a fair bit more but require you to essentially do away with half of your spell set, which will hamper that added dps considerably. So the choice essentially comes down to adding a tiny/perhaps respectable amount of dps to a single mob, or adding a lot to the overall encounter. I can't recall any mobs outside of crazy regen Anashti who can even come close to out regening our DoTs, this is especially true for add based events like Tita's Ghost where DoTing up every legalus is a heeeeellllllll of a lot more useful than following the MA.

It's hard to really come to any solid conclusion, as most of this debate is pretty circumstantial, but I've raided pretty much everything in EQ when it was either current or at least still relevant, and there have been very very few encounters with multiple mobs that I wouldn't endorse the tactic of Necros DoTing multiple targets


20
Necromancer / Re: Necromancer Guide - TDS
« on: November 29, 2015, 06:09:41 PM »
The biggest thing is just toggling off pet taunt, there's really no reason a pet should be anywhere near the top of agro outside of the Tanks all getting slaughtered

Ps. Should have time to do a Guide update once I'm out in Regina, as long as my coworkers don't want to go out for dinner every night

21
Necromancer / Re: Multiple targets and dots
« on: November 29, 2015, 06:07:13 PM »
Typically we do so with Furro's prior consent, otherwise we just stick with the MA. As far as effectiveness goes, if you're casting at a good pace you should pretty easily be able to keep your DoTs up on 2-3 targets without them lapsing. If you're using 2-3 spell sets worth of DoTs that's another issue entirely and a pretty old argument that still hasn't been settled apparently. All I know is I do 1 Spellset +3 changeouts on each mob and I've been pretty happy with the results

22
Raider Essentials / Illusion Benefits
« on: November 29, 2015, 05:58:51 PM »
You've got extra buff slots now that most clicky buffs are innate, so you mayaswell make some use of them!


I don't want to list every single illusion and which buff it carries, since allah will likely have that attached to the spell's info page in due time, but I did a fair bit of testing and can give everyone a good idea of which buff benefits stack and which don't~


Conflicts with Gunthak/Mount blessing buffs:

Azia (AC buff)
Caza (AC Buff)
Ena (HP/AC Buff)
Ozah (HP Regen/AC Buff)
Paza (Random crap and AGI/AC Buff)
Vena (Endurance/AC Buff)


Conflict with Eachother:

Beza (Damage Shield)
Geza (Damage Shield/Fire Resist)
Essence of Bertoxxulous (Mana Regen/Damage Shield)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Neza (Increased Dodge Rate/Movement speed)
Sana (Movement Speed/Disease Resist)
Taza (Movement Speed/Magic Resist) - This one's Weird, it seems to stack only if you put it as the designated stat illusion
Uzah (Movement Speed/Faction mod with Claws of Veeshan)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Izah (STR Buff)
Earth Elemental's Form (STR Buff/5% Melee Mitigation Rune to 85k Dmg/Snare Proc)



Separate Buff Slots:

Dena (Movement Speed/Attack Buff)
Dragorn War Mask (+10 Dmg to all weapon damage, after calculations)
Fana (40% Haste/STR Buff)
Heda (HP Regen) - Note, I'm just assuming for this one, don't have an illusion with this benefit to test
Jaka (AGI Buff)
Kala (Fearune type crap and Cold Resist)
Lena (Fire Resist)
Levitation (Grants you a defensive DT proc that'll go off any time a Druid gets within 50' of you)
Meda (500 Hp Buff, was surprised this stacked with mount) -Does not stack with Invigoration of the Ry`Gorr and presumably Brells/Ranger HP buffs
Miniature Eyepatch (+10 Dmg to Slashing and Peircing weapon damage, after calculations)
Qela (Disease Resist)
Recluse Spider (Grants a 226 Dmg melee proc)
Rena (Horribad Spell Rune that dissipates after absorbing 100 dmg)


Edit: You can totally left click the icon in the stat illusion window to remove the Illusion and wipe the designated stat, but the effect seems to still linger (even with nothing visibly in the stat illusion box anything cast off the keyring will have the benefit of whatever was in it last). You can however remove the illusions from the keyring and cast them from inventory once the designated stat buff is wiped (You'll simply have to remove the illusion to cast the next one and get it's buff)

Anyway, hopes this helps a few of you so you don't wind up buying something that doesn't stack with other clickies (Not sure on how these stack with full raid buffs on either yet). If you have any questions regarding which illusions give which benefit I can give you examples, if Allah takes forever updating the "Items with this effect" portions I might just make a list myself

23
It's hard to really tell exactly what the regeneration sap proc is doing, but it was plainly obvious that any time we all went off to assist on the golem that she would absolutely rocket back up HP wise. Whether it's a simple dd proc or some type of mechanic that negates/mitigates her next round of regen each time it's proc'd we're definitely going to need to keep a large contingent of the raid on her

24
Necromancer / Re: Necromancer Guide - TDS
« on: November 17, 2015, 06:16:45 AM »
Cleaned it up a bit, added 2 swarm pet toys, the new Symp Proc rate breakdown and a link to some alternate spellsets for Add based events/PoWar

Going to leave it at that until TBM releases and then update with that stuff and expand on some stuff I laz'd out on

Just make sure I don't rewatch Clannad in the meantime /cry

25
Warrior / Re: Warrior DPS strat
« on: November 17, 2015, 01:24:54 AM »
Wrong section ya goof :P

26
Necromancer / Necro Triggers
« on: November 17, 2015, 12:53:56 AM »
Some basic Triggers to assist on raids;


-The Utility Triggers are pretty much the main ones I had before, added a few extra ones in there

-Twincast Timers were updated by Hatit, more efficient now!

-The DoT fade triggers are kind of annoying to me personally, but it is a surefire way to know when Paroxysm fades if nothing else (Causes some clutter though) - Also Courtesy Hatit

-The Burn Order triggers are pretty basic right now but should still be of some use. I can't find a workaround for chaotic power and death's grip having the same cast message, but will keep trying to figure something out





Any ideas for new triggers are always welcome

27
Necromancer / Re: Necromancer Guide - TDS
« on: November 16, 2015, 10:26:56 PM »
Correction on the Burn section, No idea why I couldn't see that it was stacking when I tested last week (36k to 38k might've fooled my drunken eyes *Nod*) but Messing around right now and it appears Glyph is indeed stacking with Spire/EC (loaded up the chanty and it's stacking with IoG aswell), So I'd once again recommend it's usage within the primary Burn.

Should have a revision for the Proc aug section shortly too (Overall rate and breakdowns)

28
Necromancer / Re: Necromancer Guide - TDS
« on: November 15, 2015, 10:34:01 PM »
is this http://eq.magelo.com/item/94656 worth putting into anecro Epic or 1HB ?

Even before the advent of Death Bloom it's been pretty much impossible to go OOM as a Necro, so I wouldn't really endorse the idea of using spec augs or mana augs in general at all (HSta > HInt by a mile)

29
Raider Essentials / Lag Reduction Guide
« on: November 12, 2015, 09:54:56 PM »
Been about a year or two since I updated this, but might be of some assistance to people constantly lagging out on raids

Lag Reduction Guide

30
Necromancer / Necromancer Guide - TBM
« on: November 12, 2015, 08:53:54 PM »
I've hosted this on the DA Forums to prevent Furro from editing it and subbing in Combust bones for every spell slot

Necromancy For Dummies

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