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Archery Spec - Need advice

hercules125hercules125 Member Posts: 427 Arc User
edited December 2014 in The Wilds
I need advice on how to maximize my DPS in dungeon groups, since I'm having issues competing with high GS - well, virtually anything, except perhaps GFs and healing spec DCs. Current GS 16.8k.

Currently using:
Daily: Seismic Shot / Forest Ghost (rarely)
Encounters: Rain of Arrows, Thorn, Split the Sky
At Will: Rapid Shot, Split Shot

Usual sequence:
1. Lead off with Split the Sky and Thorn
2. When multiple mobs group up, hit them with Rain of Arrows.
3. Finish off trash mobs with Split Shot, then concentrate on any remaining boss mobs with Rapid Shot.

ISSUES:
1. Targeting rain of arrows is problematic at range, sometimes I get a good spot, many times I don't.
2. Team members have the penchant for pushing, pulling mobs out of rain of arrows. Drives me absolutely nuts.
CWs and GFs are the worst offenders.
3. Split the Sky only hits when the mob hits a team member. Makes it almost useless against boss mobs, unless you have a tank who is taking hits. Without a tank, most people try to avoid being hit. The supposed "root" that it has, Ive seen no indication of it. Ever.
4. Amazes me how much agro split shot draws, considering it really doesn't do that much damage per mob.
5. Seismic Shot has weird behavior at times. I can fire it into a group of mobs and get a complete miss. Ive actually fired it point blank at times at mobs directly in front of me, and it misses. Also, any other competing AE power, like Singularity seems to interfere with it actually hitting anything.
6. Forest Ghost is supposed to be a "break agro" power. Only works maybe 25% of the time for me, and it forces me
to sit there for several seconds before it will "take". If I fire it, and start moving, its like I'm interrupting myself. Any suggestions for the 2nd daily?

WISH LIST:
1. Some kind of highlighting mechanism when I ground target Rain of Arrows to indicate which mobs would be effected, so I can get optimal placement.

2. Wider area of effect for rain of arrows, maybe decreasing as it gets farther from the center. Increased target cap.

3. Split the Sky - have it hit mobs randomly who aren't hitting anything. Have the root actually work, or maybe replace with a 2-3 second stun.
Decrease fire time, the 3+ second amount of time it takes to fire has actually gotten me in trouble a number of times.
Make it work against ranged mobs. Currently it seems to only strike if both the mob and target of the mob are under the cloud. Not sure if it only works for melee npc strikes, but it seems that way.

4. Fix Seismic Shot - make it a narrow cone instead of a bullet line. Increase target cap. Make it work with Singularity
and other AE powers going off at the same time.

5. Fix Forest Ghost so it breaks agro and works instantly. I cant sit there and take more hits.


The builds I've seen online are very high end build, with lots of gold artifacts. I don't have the money and its taking forever to level up the artifacts I have. Getting to gold probably isn't happening any time soon.
Given that, usng only T2 items + purple artifacts, what target numbers should I be looking for Power, Crit, AP, etc?

Thanks.
Post edited by hercules125 on

Comments

  • ikapamkikapamk Member, Neverwinter Beta Users Posts: 294 Bounty Hunter
    edited November 2014
    I find that the trick to using RoA is not to make it your first shot. Open with StS and TW. Then, after the GF has pulled, drop RoA on top of the GF. If you're playing with a CW/DC/SW who's blasting errbody across the room, I'm sorry. I've got nothing for that, but to shout at the CW for being a selfish DPS pig.
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  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited November 2014
    If I know a target will be standing primarily still, I will drop RoA on them. Such as the green dragon archer. She normally doesn't move so it's a good target for it. The same with the golems. They don't move a whole lot unless you have someone panicking and running around in circles. If there is a GF, someone tanking, or the mobs rounded up into a neat little group, I will drop RoA on the pack of mobs. Unfortunately the size of RoA radius is so small, there is a big possibility it will go to waste if there is no one to keep the mobs stationary.

    Honestly, there are a lot of archery annoyances that made me go combat (still use RoA as combat btw). Never looked back since. Not to mention if mobs get angry at me, I can handle it.
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  • ychiakiychiaki Member Posts: 123 Arc User
    edited November 2014
    This post compiles what a lot of archery rangers feel when doing dungeons: RoA missing because of constant FLS, OF spamming by 3 wizards with DC artifact, SotEA, Sunburst, etc or CWs kiting them to make their damage as high as possible; StS being useless when most adds are under CC and Seismic Shot missing a lot when it shouldn't. It's frustrating but I love the class to much to stop playing it. Sometimes you learn to place RoA behind adds because OF will put them there (wouldn't think it's possible, but works better than expected), sometimes it's better to slot Fox Shift instead of StS because frozen/cc'd adds don't make it proc and about Seismic Shot I got nothing to tell you, it'll sometimes happen and sometimes won't.

    Edit: Also, Split Shot's aggro used to make sense when it dealt huge amounts of damage. After the 40% nerf I don't really get the point of it making adds chase you around I mean, it's not that good anymore.
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  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    Use one problem to solve the other. When Split aggros drop RoA on yourself.....
  • xeezertxeezert Member, NW M9 Playtest Posts: 29 Arc User
    edited November 2014
    My damage parses have never shown StS to outdps targeted encounters like binding arrow or hindering shot so I usually slot hindering or fox shift depending on whether or not the ads focus me, if I need extra healing etc. I use StS when there isn't a cw or I feel like more control is needed.

    Thorn ward almost never leaves the bar. It's an autotarget so if you have to run in circles around it at least it will hit things when you can't. ROA is great but if everyone is blowing things to bits and pushing the ads this way and the other I'll use one of the aforementioned instead.

    But as query523 mentions ROA is also good used defensively, especially if you have a lot of life steal.
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  • hercules125hercules125 Member Posts: 427 Arc User
    edited November 2014
    But as query523 mentions ROA is also good used defensively, especially if you have a lot of life steal.

    I've never noticed any encounter having any lifesteal, only my at-wills...
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited November 2014
    I've never noticed any encounter having any lifesteal, only my at-wills...

    Any damage you deal will apply lifesteal.
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  • query523query523 Member Posts: 1,515 Arc User
    edited November 2014
    The other thing with defensive RoA is you do still have three melle encounters, Although if using StS likely that is notthe best time to throw caution.....
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    xeezert wrote: »
    My damage parses have never shown StS to outdps targeted encounters like binding arrow or hindering shot so I usually slot hindering or fox shift depending on whether or not the ads focus me, if I need extra healing etc. I use StS when there isn't a cw or I feel like more control is needed.

    Thorn ward almost never leaves the bar. It's an autotarget so if you have to run in circles around it at least it will hit things when you can't. ROA is great but if everyone is blowing things to bits and pushing the ads this way and the other I'll use one of the aforementioned instead.

    But as query523 mentions ROA is also good used defensively, especially if you have a lot of life steal.

    thing with sts is that its passive damage u can layer while u cast atwills. so instead of casting say a hindering u cast another splitshot which actually is more damage ( if there is atleast 2-3 targets) while sts is dong its thing and adding more damage on top.
  • xeezertxeezert Member, NW M9 Playtest Posts: 29 Arc User
    edited November 2014
    ximae wrote: »
    thing with sts is that its passive damage u can layer while u cast atwills. so instead of casting say a hindering u cast another splitshot which actually is more damage ( if there is atleast 2-3 targets) while sts is dong its thing and adding more damage on top.

    Enemies have to attack you or your party members for StS to do damage tho. If you're with a good cw mobs will be frozen, stunned or dead while you're still in the cast animation. 2 cws, forget about it.

    I guesstimate that I can fire a hindering and a disruptive shot in the time it takes to get StS up (if it's not interrupted) and there's a fairly good chance that at least one of those will crit.

    It's not like I don't use it or anything it just feels situational to me but whatever works best for the individual player, I always say.
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  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited November 2014
    Well seeing as most of our encounters are still pretty much average, StS is still decent damage because it can now crit and has the potential do do even more if you run with Twin-Blade Storm. Pretty sure it is going to net you more damage with 3+ mobs than Binding Shot during the same duration. Generally I won't use StS on just 1 mob unless its a golem. I switch it out to Hindering for boss fights though.
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  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    yeah i agree its situational if im running with a cw heavy party imght not slot it as well ( must admit its still good in cn due to the ammount of mobs since steal time has a target cap) but if its just like a couple its still worth it. A few stacks of freeze still allows mobs to attack as the only typical rotation spells that disallow attacking are steal time and oppresive. Another story is if ur overgeared and running t2 dungs or lower, where **** just melts, then yeah seems useless as things will just die in the animations time and ur better off just charging up a splitshot and basically oneshotting them.

    Thing is how to use it, i tend to just use it mostly as a starter,run in alfa with cw and start with sts so u dont agro and usually get the benfits during the rest of the fight. The other great thing about slotting sts is throw caution, straight 15% dmg buff for 10 secs. Ill sometimes slot it just for the buff, as just by itself and its benefits on tw, roa and split its probably higher dps than a single target encounter shot ( i use disruptive for that).

    I think the combination of both gives superior dps output, but u cant just compare the parse of dps output of one encounter vs other, as slotting it will make the other spells parse more dmg ( extra casts and dmg buffed) with an extra 3-6% dmg coming from sts itself.

    on the otherhand if im not going to slot sts im using fox, higher single target dps output and the lovely free dodge that everyone loves.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited November 2014
    ximae wrote: »
    The other great thing about slotting sts is throw caution, straight 15% dmg buff for 10 secs.

    Whaaa? The duration is 10 seconds? And here I thought it was only on your next attack. Dayam, if so I think I should really start working Throw Caution more into my rotations. Too good to pass up then IMO.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited November 2014
    LOL.... dont u look at ur buff icons?

    thing is it debuffs ur defense (sadly doesnt really show how much anywhere) so u have to run tanky, but with my near 40% dr ill just debuffmyself while tanking XD.

    As i dont think its gona be more than the 15% of the buff, but u netting 15% higher dmg for ur ls.
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited November 2014
    ximae wrote: »
    LOL.... dont u look at ur buff icons?

    Yeah I learned a long time ago not to trust icons and tooltips on NW :p
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • xeezertxeezert Member, NW M9 Playtest Posts: 29 Arc User
    edited November 2014
    lirithiel wrote: »
    Pretty sure it is going to net you more damage with 3+ mobs than Binding Shot during the same duration.

    Have you looked at the numbers tho? I can crit for 90k on binding shot (although I only slot it when I want the regen and for party buff) StS averages 3.5k a hit for me and most Ive seen is high side of +20kish of course this is all contingent on the mobs actually attacking and the party keeping the fight under it so it's not reliable damage.

    DS and hindering are practically spammable and average upwards 13k+ non crit. But if the mobs are arrayed just so then it's all moot anyway since I'll just drop a tw and spam ss. Results will vary based on playstyle of course I'm just suggesting ways to max DPS that have worked well for me.
    ximae wrote: »
    The other great thing about slotting sts is throw caution, straight 15% dmg buff for 10 secs. Ill sometimes slot it just for the buff, as just by itself and its benefits on tw, roa and split its probably higher dps than a single target encounter shot ( i use disruptive for that).

    I think the combination of both gives superior dps output, but u cant just compare the parse of dps output of one encounter vs other, as slotting it will make the other spells parse more dmg ( extra casts and dmg buffed) with an extra 3-6% dmg coming from sts itself.

    on the otherhand if im not going to slot sts im using fox, higher single target dps output and the lovely free dodge that everyone loves.

    Using StS for Throw Caution is definitely worth considering. I've only toyed with it a little tho as my hr never feels tanky enough so don't like the idea of losing defense.
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  • query523query523 Member Posts: 1,515 Arc User
    edited December 2014
    ychiaki wrote: »
    Edit: Also, Split Shot's aggro used to make sense when it dealt huge amounts of damage. After the 40% nerf I don't really get the point of it making adds chase you around I mean, it's not that good anymore.

    Eh? I'm getting 10-15k hits out of splitmost of the time.....
  • rollingonitrollingonit Member Posts: 1,322 Arc User
    edited December 2014
    I use the same encounter rotation and slot the same Dailies. I do use 2 entirely diff at-wills, but one of them is dependant on my weapon.

    90% of the time I only get outdamaged by CWs. Which I expect, and sometimes they blow my damage out of the water. But again I expect it.

    Same rotation. But. I use the melee skills too. In combination with STS and ghost forest. ROA melee skill is terribad though. Ive tried to figure what I could replace it with, but ROA itself is amazing on mulitple stationary targets.

    About CWs, especially if you use StS; you have predict a good time ahead the position to place. With multiple CWs on trash by the time you cast it; the mobs are almost dead. If I see 2-3 CWs I forgo the entire StS opening and pretty much concede any type of dmg race. You'll know after the first couple pulls of mobs whether or not StS is worth opening or not.

    StS works best with GF and GWF in your party, because they typically want to or will take damage.

    Sometimes ill slot fox instead of StS (really good in SoT skirm). Good for the party and the melee part isnt as bad as RoA melee half.


    PS karru is one of the worst dungeons for us in a strooong party. Things melt to CWs but RoA is so difficult to place with those sliding fire archers.'

    edit: just read ximaes build, guess he came up with the same idea i did. I have lesser GS and gear than him, more like GS of yours OP. But still mighty effective.
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