I am a new level 70 with item level around 7800, so I’ve got a ways to go with gear. But I wanted to try to optimize my powers/rotation and I’m looking for advice.
I have been running Chains, Sunburst, and Daunting Light (DL). I love DL, it has been my go to boss killer. But in the Epic Dungeons the bosses just seem too mobile. I miss far too often and end up wasting a fully empowered shot.
I decided to try swapping it for Divine Glow. It is a massive drop in direct damage. But some damage that hits is better than high damage that misses, right?
Anyone have better suggestions? I don’t know how to test the numbers so maybe someone more tech savvy can advise. Thank you.
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Lose sunburst if you are in a group. I wouldn't run it even solo, but that is up to you. Simply put, scattering mobs is always a DPS loss unless you are 1 shotting them and then it is irrelevant. Also, your party will hate you for using it.
For soloing I also go for exactly those encounters you mentioned, make sure have a gotten to 60% armour penetration (joining a guild is a good idea as most will have the armour penetration boon) or else you are squandering damage output on the harder mobs. For extra damage and divinity, use brand of the sun as one of your at wills, try to make it a habit to use this about every six second to get the most out of it. If you are a divine oracle then you obviously will need to slot terrifying insight to get the extra dps. Finally you did not mention your dailies, I am assuming you are using flame strike on mobs, and hammers on single bosses, I am also assuming you have the avatar capstone feat for your solo loadout, you probably do but I just in case I had to mention this...
So Chains, Daunting, and Glow and just Get Good with Daunting?
As for Daunting, it does take some practice but ultimately just learning to see good windows of opportunity. Some places it just isnt worth slotting IMO like Chult. Better to use a direct fire power. I like Forgemasters for this. Great for Lifesteal or pairing with Astral Seal.
60% RI isn't a realistic assessment IMO. Shoot for 30 in the early campaigns, 45 in Level 73 areas and 60 to 75 in Chult (as much as you can as get!)
Dailies had been Flamestrike and Hammer, but I have been really disappointed with FS so I’m planning on putting in Hallowed Ground. It seems like an empowered Chains or Daunting does more damage than Flamestrike. But I could be wrong too.
I need to respec my feats/boons. Looking back I didn’t know what I was doing on those. I have Avatar but I think that’s the only thing I did right. Need to put in some power sharing and more action points. I focused on regen, defense, and power (in that order) while leveling.
On the solo encounters, the reason I prefer flamestrike over say hallowed ground is that it provides a bit of crowd control which is at times needed for the hardest hitting solo mobs, this is the reason why I also prefer to slot sunburst for solo content, it provides a useful cc on top of its heal and damage.
As for slotting dps powers in party, it depends on the party, ex last night I ran an fbi where i was 2nd in dps but only about10% shy of 1st (thanks to the turtle killing my companion who holds all my armor pen). In those scenario's I stay slotted for dps. For 1st and 3rd boss in fbi use FF over DL, because they don't stand still at all, it's a waste of empowerment to try and hit them with DL
I play a full righteous DO DC 15.3k very high crit but Frost enchant - I want to maximixe buffs and debuffs.
recovery I get from my companion my hollowed ground is up 90%
Normally I run:
Divine glow normal - Divine glow divinity - 2 times daunting light divinity - empored break the spirit and 1 daunting light again - the damage is very high because break the spirit on the boss also helps my daunting light
I'm not a dps class so I maximize for the group. But if people are wrong specced or lower lvl I easily out DPS them - so my DPS helps the group also to be fast.
When in Divinity I use Divine Glow followed by 2 Chains of Blaze and I use my empowered on Daunting Light.
When in groups swap out Daunting Light for Break the spirits. If you are a Divine Oracle I also swap out Chains of Blaze for Prophecy of Doom.
As for dailies I keep on my Anointed Champion build Hollow Ground and Anointed Army for solo or group play. On my Divine Oracle I run Hollow Ground and Hammer of Fate.
If you are going for a pure DPS DC build your abilities are not the only thing to consider. You have to look at your full character build. This includes stats from enchantments, Insignia, Insignia Mount Bonus, companions, etc...
I have ran with a 16K DC and he made a 14K GWF look bad. So you can do good damage on a DC it just takes more than if you played a pure DPS class.
DC at end game is all about group buffing. Your best bet is to build a buffing DC for end game content. Power, power and more power should be your focus along with high recovery. All other stats are not really needed for an end game DC.
I was running Illusionists last night and got put in with a very high level DODC. At the end they had more damage dealt than the rest of the party combined. So it is definitely possible.