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Min-Maxing (Link 1) #December 2015

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  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User
    agreed, often I will also consider using hammers also. If I'm focusing on single target (i.e. keeping high prophet and other debuffs stacked). If we have good control in runs I will usually forgo FS for hammers to focus on the strongest mob. I've mentioned before that my focus is usually more on the toughest opponents and not on clearing trash as they tend to melt by aoe damage anyhow. I guess everything is very situational. This won't win dps charts but can make for smoother runs depending on team composition.
  • scathiasscathias Member Posts: 1,174 Arc User
    edited January 2016



    I thought DR buffs that don't show up in the character sheet didn't add up to ITF damage buff, since it doesn't work with GF self DR buff, ty for the info.
    Do you know more interaction like this ? what about the other DC DR buffs ( foresight, DG, DA, AS ) ?

    I have only tested Hallowed Ground, astral shield and divine armor. all 3 of these sources transfer through ITF but DA and HG did not stack in my testing. HG and shield did though and i did not test DA+AS.
    i am told that exaltation also works but i have not tested it since exaltation is such a niche use encounter.

    I had not considered foresight since i am AC to use blessing of battle and i didn't think of testing DG as i had forgotten about the DR buff from it.

    Another thing i am curious about and have not yet tested is the % DR from the Have Faith feat in virtuous. I have taken the feat (on my way to the AC BoB feat and then gift of haste) in hopes that it works but i have not yet tested it
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  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    The thing I like about Annointed Army(AA) is that I can activate it much more frequently than Hallowed Ground(HG). Yes, I DO use HG in many situations, but as I said, I can spam AA much more frequently.

    Here is why I like it: I have Hastening Light(HL) rank 4 Class Feature slotted and also the Hastening Light Artifact Class Feature(HLACF). HL gives gives a 4 second reduction in cooldown to allies within 50 ft when I use a Daily Power, and HLACF gives a 10% Action Point gain to those same allies. So, I want to be able to use my Daily Power as often as possible.

    This takes a very precise build and you WILL have to invest in things like the Flail Snail and grind for the Burning Weapons.

    I use this in PVE AND PVP. There are calls to nerf Action Point gain, and if they ever put a hard-timer on this, its game over for me.
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  • illhoraillhora Member, NW M9 Playtest Posts: 127 Arc User
    the way i use AA/HG.

    DPS setup - normal group of 5 : HG
    Buff setup - AA + HL
    run w/out tank - AA + HL (OP group running w/ HG)
    Large group like Dragon F. AA + HL (pwr easly over 100k)
    Edemo - HG (too many DOT from the beast - breaking the AA) AA if other DC with HG


  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User

    Hallowed ground is better then anointed army in all cases for dps buffing, if that is what you are trying to do, the only exception is when you have 2 dc's and the other one is already using hallowed ground. I might not be a dc, but I tested this because I like to min/max my party compositions. The power buff from anointed will never exceed the flat % damage boost from hallowed ground. Its a catch 22 situation, to improve anointed army, you need more power but the more power you have, the more diminishing returns to %damage gain there are from the power stat effectively making it impossible to get more from AA then HG.


    AT the moment annointed army need in rare cases in pve. clerics using annointed army in pve( i am talking about the spammers ) do more bad to the pt than good. I will explain what i mean.
    perma cast annointed army instead increase the damage on great weapon fighter will decrease it. DONT forget a great weapon fighter need to get damage so he can use unstopable more often than to gain only determination via daring shout and really big hit. ALSO they get many hit in 2-3 seconds ( not only gwf and gf and op) and they lose the daily.
    frabicant said it nice hallowed ground is flat % increased damage and i will add on this and flat % damage resistance also it covers much larger area and it dont dissapears if you get 4 hit. OFcourse annointed army protects from one shots but in the current content one shot can happen only in pvp via shocking execution.
    annointed army is useful in :
    1: gray wolf den. storm callers prones and final boss create red circles make prones.
    2: gelatine cube in valindra.
    3: ecc 2nd boss. really that group i feel that i am playing pvp.;p
    4: maybe for the lasers in lostmauth or temple of the spider but mitigation can achieved and with hallowed ground+ shield-divine glow.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited February 2016

    Hallowed ground is better then anointed army in all cases for dps buffing, if that is what you are trying to do, the only exception is when you have 2 dc's and the other one is already using hallowed ground. I might not be a dc, but I tested this because I like to min/max my party compositions. The power buff from anointed will never exceed the flat % damage boost from hallowed ground. Its a catch 22 situation, to improve anointed army, you need more power but the more power you have, the more diminishing returns to %damage gain there are from the power stat effectively making it impossible to get more from AA then HG.


    AT the moment annointed army need in rare cases in pve. clerics using annointed army in pve( i am talking about the spammers ) do more bad to the pt than good. I will explain what i mean.
    perma cast annointed army instead increase the damage on great weapon fighter will decrease it. DONT forget a great weapon fighter need to get damage so he can use unstopable more often than to gain only determination via daring shout and really big hit. ALSO they get many hit in 2-3 seconds ( not only gwf and gf and op) and they lose the daily.
    frabicant said it nice hallowed ground is flat % increased damage and i will add on this and flat % damage resistance also it covers much larger area and it dont dissapears if you get 4 hit. OFcourse annointed army protects from one shots but in the current content one shot can happen only in pvp via shocking execution.
    annointed army is useful in :
    1: gray wolf den. storm callers prones and final boss create red circles make prones.
    2: gelatine cube in valindra.
    3: ecc 2nd boss. really that group i feel that i am playing pvp.;p
    4: maybe for the lasers in lostmauth or temple of the spider but mitigation can achieved and with hallowed ground+ shield-divine glow.
    The problem is that a party is not made of GWFs only. Actually AA is very situational: I use it mainly with low IL parties or to buff the power of the team when there's a HW already on, in any case without following specific rules. Some clerics can provide a huge power buff with AA and not only protection (I'm one of them - check the 5 DCs egwd run to see the overall effect on the power stat).
    Currently I use it more often at:
    - the elol boss - 2nd phase to avoid the tennis table effect from the falling stones and other hits. It gives continuity to the action.
    - Sometimes at elol againts the scorpions
    - Against Goristro when the players are hit by Paranoia.

    Otherwise, always HG.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    rapo973 said:

    Hallowed ground is better then anointed army in all cases for dps buffing, if that is what you are trying to do, the only exception is when you have 2 dc's and the other one is already using hallowed ground. I might not be a dc, but I tested this because I like to min/max my party compositions. The power buff from anointed will never exceed the flat % damage boost from hallowed ground. Its a catch 22 situation, to improve anointed army, you need more power but the more power you have, the more diminishing returns to %damage gain there are from the power stat effectively making it impossible to get more from AA then HG.


    AT the moment annointed army need in rare cases in pve. clerics using annointed army in pve( i am talking about the spammers ) do more bad to the pt than good. I will explain what i mean.
    perma cast annointed army instead increase the damage on great weapon fighter will decrease it. DONT forget a great weapon fighter need to get damage so he can use unstopable more often than to gain only determination via daring shout and really big hit. ALSO they get many hit in 2-3 seconds ( not only gwf and gf and op) and they lose the daily.
    frabicant said it nice hallowed ground is flat % increased damage and i will add on this and flat % damage resistance also it covers much larger area and it dont dissapears if you get 4 hit. OFcourse annointed army protects from one shots but in the current content one shot can happen only in pvp via shocking execution.
    annointed army is useful in :
    1: gray wolf den. storm callers prones and final boss create red circles make prones.
    2: gelatine cube in valindra.
    3: ecc 2nd boss. really that group i feel that i am playing pvp.;p
    4: maybe for the lasers in lostmauth or temple of the spider but mitigation can achieved and with hallowed ground+ shield-divine glow.
    The problem is that a party is not made of GWFs only. Actually AA is very situational: I use it mainly with low IL parties or to buff the power of the team when there's a HW already on, in any case without following specific rules. Some clerics can provide a huge power buff with AA and not only protection (I'm one of them - check the 5 DCs egwd run to see the overall effect on the power stat).
    Currently I use it more often at:
    - the elol boss - 2nd phase to avoid the tennis table effect from the falling stones and other hits. It gives continuity to the action.
    - Sometimes at elol againts the scorpions
    - Against Goristro when the players are hit by Paranoia.

    Otherwise, always HG.
    about lower item level a combo ground glow and astral shield ( if u use army for protection from large hit i mean) if they stay in the shield are immortals. I did a run with that setup in mc when teamates had a range from 1600 to 2k . I gave as example mc because here many monsters hit very hard even top players.
  • rapo973rapo973 Member, NW M9 Playtest Posts: 831 Arc User
    edited February 2016


    about lower item level a combo ground glow and astral shield ( if u use army for protection from large hit i mean) if they stay in the shield are immortals. I did a run with that setup in mc when teamates had a range from 1600 to 2k . I gave as example mc because here many monsters hit very hard even top players.

    With low IL teams, I prefer to spam AA + BoB = huge power buff (at least with my buid and set up) and no need to use AS, as they are immortal as well. AS provides a good protection, but no power buff: that's the only limit of AS in PvE. In PvP it's a different story.
    Having AA spammed, I can slot buffing/heal powers, usually DG, BoH, BtS (or HW depending of the teams).
    With such a setup, even a 1.8k player can reach/overcome 20k power and be protected. But in order to do it, your cleric must have a lot of power and AP gain, eventually supported by GoH, otherwise it's better to use different strategies as that one you suggested.

    Oltreverso guild leader
    Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
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