(to be continued, am at the office & boss just called me)Įdited by FlowingWater, 15 October 2015 - 10:36. how many layers can i put on a group of mobs (pull)? When i "meditate" over my possible maximum damage output i like to imagine the damage over time skills/talents as "layers / damage layers". i think it could increase your damage output per pull. (Righteous Defense: lasts 12s, 30s cooldown.) You can be killed by a caster before this ability expires, so. Use a -25 damage cooldown since they all use shields. 1 Enlighten - insignificant mana regen, but better than nothing. 2 Lasting Supplication - already paid for Benediction, so might as well use it. Example: Mage/Prophet build can do the following: 1. 2 Beacon of Light - for personal mana regeneration. i liked it but didnt need it, was a waste of (casting) time. The problem is that they're able to attain massive amounts of defense/utility without sacrificing much (barely any) damage output. The recommended abilities for the Templar are: Level 5: Heal The highlight of Templar abilities, his healing scales with Strength on gear and is uniquely affected by cooldown reduction on gear. I tested engulf a little bit when my mage was lvl2x or something. Luke: "(.) you could also grab engulf over static discharge if you prefer, i had it once but never used it i just liked the name hence why i got it (.)" if u cast dragon's breath with +8% more crit chance on 5 of the 10 mobs of the actual pull it makes a difference too imo. those +8% combined with erupt/blizzard do make a difference imo. imagine a pull of 10 mobs, after u casted your overload (1.5s not very long imo if u consider the benefits) u got +8% crit chance on 5 of those 10 mobs. just one example where it is really usefull: bt weekly solo.Ĭrit effect of fully talented " static discharge": i think it makes most sense for a pve dungeon build. The only defense against magic damage that melee (or Rangers) have in this game are: stuns and silences, which share the same lockout after their duration (3 to 6 seconds is the highest), and magic defense gems which could get you up to around 50-55% magical defense (if you stack nothing but them), but the better gems cost so much that you likely won't want to bother.I actually do like " static discharge" very very much. I haven't heard anything about PvP balances being made, except blatant ability bugs, so if you're super-obsessed with PvP, play a caster. So essentially, casters are really ♥♥♥♥♥♥♥ broken, and if HCS wants to balance PvP at all, right there is where they need to start. they will just laugh at you and heal to full with one cooldown (it has a 60s cooldown, but considering you can stack up to around 80% haste (which lowers cooldown times), it's probably around 15-20 seconds for such builds.) If you do manage to somehow break through their defenses, not die, and do some damage to them. Snare you, slow you, stun you, and essentially kill you without you either getting to them, or doing much of any damage to them.ĥ. More information will be included to guide. Included is tips to make money, ways to get gear/weapons, using transportation to get around, a small tour of Othalo and Eldevin City, and other useful information like the Adera forest shortcut. It takes a talent to make it dispell 2 debuffs, though but that same talent also lowers its cooldown by 30 seconds (bringing it to 5 seconds), and gives you a -30% damage buff for the next attack.)Ĥ. A guide to the world of Eldevin for players new to the game. Can dispell TWO debuffs with one cooldown, which is a very, very short cooldown to begin with, and can almost be spammed when they stack spell haste (which there is a massive amount of through talents alone). (Plasma Shield I forget if it stops all damage or only a percentage of it, until 10% mana has been drained.)ģ. Have a damage absoption shield that makes damage hurt their mana instead, but only lasts until 10% mana has been drained. (Righteous Defense: lasts 12s, 30s cooldown.) You can be killed by a caster before this ability expires, so the rest of this is just icing on the cake.Ģ. Use a -25% damage cooldown since they all use shields. The problem is that they're able to attain massive amounts of defense/utility without sacrificing much (barely any) damage output.Įxample: Mage/Prophet build can do the following:ġ. Mages, and Mage/Prophet builds you'll see a lot of, are stupid overpowered in PvP and will pretty much decimate all competition. If you don't have a healer pocketing you, who can also protect themselves, you're going to die in just a few casts to a caster, or get kited to oblivion by a (smart) Ranger. Unfortunately, Warriors aren't currently that great in PvP.
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