Theory crafting here... is there a certain amount of recovery we can get to our cooldowns low enough to have flurry procd at all times in combat?
Using throw cation, thorn strike and some other quick cool down to keep the flurry coming. I'm thinking we would need to get all the encounters under a 9 or 8 second cool down. I don't know what third encounter we could use to do this. Plant growth won't make it, way too long refresh time.
The lightning enchant could help a lot too. But i hear or heard it's getting nerfed soon so idk if we would want that over vorpal.
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I am interested in math on flurry uptime via a lower cd power vs Plant Growth -- PG is great but that cd is so long.
.. Teucer (HR) / Maximus Decimus (DC) .. GT: ApexDemon
Been using mauraders strike, steel breeze and hindering for tests. Gushing on bosses.
Can't decide which is best for trash, most likely hindering.
Open with throw caution (buff lasts 10 second) flurry for 2 secs, thorn strike as flurry for 2, then hindering flurry for 2.
If i can get throw caution and the third encounter under 8 seconds of cool down, ill be able to keep flurry up 100% with throw caution
.. Teucer (HR) / Maximus Decimus (DC) .. GT: ApexDemon
look at the new crit/recovery rings
thorn strike, throw caution and gushing wounds should do the trick
if its still not enough, stormstep action and distruptive shot will definitely do it
Helping me flurry more is the skill that help you refresh things when using a daily, using ghost or the fast bow skill.
3rd skill i use is gushing, steel or the beginner one i forgot name that applies roots on hit cos it s fast cast decent damage and recast.
With this maxed i can close to no wait on flurry with lightning enchant, didnt try vorpal but we hit fast so i felt skills,petbuff,enchants linked to fast hits may stack well, for now, on ps4, on random groups i always end up being 1 or 2nd dps on what i can hit with 2800 gs.
Thanks for reading, enjoy the game.
Ps i never crossed another melee ranger to compair.?? Always legolas or roots...