The only thing I can think of is that now Cordon of Arrows respects CC-Resist, the pull might become the tiniest of bits more effective? Doesn't really sound like a worthy stat to me.
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The only thing I can think of is that now Cordon of Arrows respects CC-Resist, the pull might become the tiniest of bits more effective? Doesn't really sound like a worthy stat to me.
So then I should carry on with my original plan and ignore artifact sets completely, seeing as both Lostmauth and Imperial artifacts have Control Bonus?
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
edited April 2016
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
What party buffs do Trappers provide that Archers don't? Self buffs/damage maybe but with Longstrider's and Aspect of the Pack I am buffing the party more than a Trapper.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
What party buffs do Trappers provide that Archers don't? Self buffs/damage maybe but with Longstrider's and Aspect of the Pack I am buffing the party more than a Trapper.
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
What party buffs do Trappers provide that Archers don't? Self buffs/damage maybe but with Longstrider's and Aspect of the Pack I am buffing the party more than a Trapper.
I used both when i was trapper and hybrid (trapper/melee), that not even a question. Look sume's video...
Those buffs aren't coming from the Trapper tree. Sume used Hawkeye, which has been discussed on the forums. Nothing used in that video cannot be provided by an Archer party-wise. Self buffs is a whole different story, however, as Trapper has really strong personal damage buffs BUT I wasn't referring to that.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
What party buffs do Trappers provide that Archers don't? Self buffs/damage maybe but with Longstrider's and Aspect of the Pack I am buffing the party more than a Trapper.
I used both when i was trapper and hybrid (trapper/melee), that not even a question. Look sume's video...
Those buffs aren't coming from the Trapper tree. Sume used Hawkeye, which has been discussed on the forums. Nothing used in that video cannot be provided by an Archer party-wise. Self buffs is a whole different story, however, as Trapper has really strong personal damage buffs BUT I wasn't referring to that.
Does it matter where they come from? What it matters is that he casts faster and deals same or more damage mainly because of strong trapper buffs, yes. But if you think about it there isn't a single feat in archer tree that benefits party, so i cant see any advantage.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
edited April 2016
We're getting side-tracked here. The point of this thread was to give HRs an option to playing something other than Trapper. It will never do the damage that Trapper does thanks to all their free damage from roots and superior buffs in their tree but this build does respectable damage if played correctly.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
We're getting side-tracked here. The point of this thread was to give HRs an option to playing something other than Trapper. It will never do the damage that Trapper does thanks to all their free damage from roots and superior buffs in their tree but this build does respectable damage if played correctly.
Yes, specially single target, where is the big problem, dungeons bosses.
^^ Single target is actually where Archery shines. Prey in this regard is superior to Master Trapper, and the combination of Careful Attack + Gushing + Rain of Arrows + whatever else is pretty disgusting dps.
Archery can actually be incredibly damaging as a spec. My issue has always been that Stillness rewards you for being far away from the target, while the class setup requires you to often jump back into melee range to get the most out of your powers, to allow others to get Pack, and so on, which negates Stillness almost entirely. It's silly.
Not to mention that aiming Rain of Arrows from 40' or further on anything outside of a dragon-sized monster is an exercise in frustration
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Archery can actually be incredibly damaging as a spec. My issue has always been that Stillness rewards you for being far away from the target, while the class setup requires you to often jump back into melee range to get the most out of your powers, to allow others to get Pack, and so on, which negates Stillness almost entirely. It's silly.
Agreed. If there is one feat in the Archery tree that needs an overhaul it is Stillness of the Forest. The devs need to move away from the idea that an archer fights at maximum distance. Maybe in the real world an archer would want to be as far away as they can manage to get off a decent shot but this is NW, where GWFs move at the speed of light while carrying a tree trunk for a sword
Another feat that I would like changed in the Archery tree is Keen Eye. Why the h3ll do we want more AP when we already have the ability to generate AP faster than any other class is beyond me.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Another feat that I would like changed in the Archery tree is Keen Eye. Why the h3ll do we want more AP when we already have the ability to generate AP faster than any other class is beyond me.
The dps of HR is horrible compared to other Classes. In PVP we don't even have cc due to they nerfed us by elven battle completely shuts down roots and our dps wont even kill players near our Il due to they heal faster than we can dps. In PVE the only thing Trapper had over other paths is quicker recovery so can get more encounters in. With LOs nerf trappers will be significantly hampered, I hope this is not what they call path equalization. The HR class don't realize los set procted some occasional big numbers when los ticked several times off a careful attack and gushing combo that ticked 40 hits on a big crit and another 40 hits of Los on top this was the big dps difference in the paths. All the other big hits for HR we hear about are bugs caused from buffs of other clases not from Any thing the HR does. I don't like throwing ACT on screen when i see these things due to it gives Devs impression HR did this . With los nerf the HR as a class is being painted into a corner. We are just a support class any mor. In my build lots of archer features and play style are getting used now days due to hit em fast and hard due to longer battles do not bode well for our class we are to squishy even @ high ILs. I can use constricting binding and cordon and deal with most mob or boss with a ocational sizmic .
JHP Note the observation about control is correct a few weeks a go Devs said they had adjusted effects of CC that is why you don't see bosses or large enemies moved by cordon or slowed by roots I put cordon down in demon HEs and they just run thru it but I still get the same damage but where you need to slow their progress it does not work any more
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
In PVE the only thing Trapper had over other paths is quicker recovery so can get more encounters in.
Partially true but what Trappers also have is all that free damage from root ticks and damage boost from stance changing. I've been playing Trapper for a week now and it's ridiculous watching mobs die in front of me when I stopped hitting them ages ago.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
when I started as archer I was thinking constricting and binding arrow had root ticks as well Was I Wrong ? I assumes they did If not I feel for any non trapper and I apologize for the error. Its been over a year since went trapper
I am using this same build for some weeks now, but with elol set. Unfortunatly trapper + Dread = more buffs for self and party, more surviability, more dps.
What party buffs do Trappers provide that Archers don't? Self buffs/damage maybe but with Longstrider's and Aspect of the Pack I am buffing the party more than a Trapper.
When i was a pathfinder(trapper), i was using aspect of the pack alongside with longrider. going in and out for the longrider buff. But now i've gone stormwarden, and i lost the aspect of the pack buff, but still buffing with longrider. It is really fun seeing enemies melt due to the help of the longrider buff, and of course, making everyone move like trains :>
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
Archery can actually be incredibly damaging as a spec. My issue has always been that Stillness rewards you for being far away from the target, while the class setup requires you to often jump back into melee range to get the most out of your powers, to allow others to get Pack, and so on, which negates Stillness almost entirely. It's silly.
Agreed. If there is one feat in the Archery tree that needs an overhaul it is Stillness of the Forest. The devs need to move away from the idea that an archer fights at maximum distance. Maybe in the real world an archer would want to be as far away as they can manage to get off a decent shot but this is NW, where GWFs move at the speed of light while carrying a tree trunk for a sword
Another feat that I would like changed in the Archery tree is Keen Eye. Why the h3ll do we want more AP when we already have the ability to generate AP faster than any other class is beyond me.
One solution would be in the feat itself: You now move with the wind as long as you keep stillness of the forest you generate 10% of threath to all targets.Simple.
^^ or change it to a point blank shot setup, which would be the exact opposite of Stillness. Personally, it's not at 30'+ that I need the boost to DPS; it's when the mob is in my face.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Yeah the only time I need to be 30' away is for Longstrider's otherwise I move into range for Pack again.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
^^ or change it to a point blank shot setup, which would be the exact opposite of Stillness. Personally, it's not at 30'+ that I need the boost to DPS; it's when the mob is in my face.
That would be like: "Hey you're an archer, you have exelent skills in aiming so.....you get more accuracy by staying close to targets"...... that ruins the concept of the best sniper in the game, btw have anyone tried WK TR trowing daggers vs HR that would be a funny comparisson.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
^^ or change it to a point blank shot setup, which would be the exact opposite of Stillness. Personally, it's not at 30'+ that I need the boost to DPS; it's when the mob is in my face.
That would be like: "Hey you're an archer, you have exelent skills in aiming so.....you get more accuracy by staying close to targets"...... that ruins the concept of the best sniper in the game
Only we archers aren't the best snipers in the game. CWs do it better than us and they have the range on us too, even with Aspect of the Falcon.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
0
treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
^^ or change it to a point blank shot setup, which would be the exact opposite of Stillness. Personally, it's not at 30'+ that I need the boost to DPS; it's when the mob is in my face.
That would be like: "Hey you're an archer, you have exelent skills in aiming so.....you get more accuracy by staying close to targets"...... that ruins the concept of the best sniper in the game
Only we archers aren't the best snipers in the game. CWs do it better than us and they have the range on us too, even with Aspect of the Falcon.
That's the problem, they shouldn't......they wont, LM set nerf
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
^^ or change it to a point blank shot setup, which would be the exact opposite of Stillness. Personally, it's not at 30'+ that I need the boost to DPS; it's when the mob is in my face.
That would be like: "Hey you're an archer, you have exelent skills in aiming so.....you get more accuracy by staying close to targets"...... that ruins the concept of the best sniper in the game
Only we archers aren't the best snipers in the game. CWs do it better than us and they have the range on us too, even with Aspect of the Falcon.
That's the problem, they shouldn't......they wont, LM set nerf
Erm, not so much. CWs have range on HRs - the Lostmauth set nerf will make no difference there. They can still attack us from max range, which is greater than ours.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I happened to be playing my TR with another archer in the Well and we were cleaning out some mobs around the bone carts. I was watching my knives travel farther than his arrows. That may have just been a one time, strange occurrence, but it certainly didn't make me all that happy to switch back to my archer--especially when the CofA control was reduced.
Im at 3.8K recovery, the rest same as Lirithiel, and that's 52.5% recharge speed, for what it's worth. Since I seem to be getting so much damage from cordon and rain of arrows now, I might think about getting more recovery and even consider the new weapon enchant so I can use encounters more.
That said, I just ran a batch of tests on the preview server (lostmauth nerf) and on live server to compare. I'm getting 75% less damage from lostmauth on preview, and overall that's translating into a 15% damage drop in total. I'm using a crit build, so I guess that's expected. It will be worth thinking about switching to a different artifact set. I'm only getting 8% of my damage from lostmauth on the test server, when it was 18%-20% for me on the normal server, so it's a pretty big drop for me.
I'm sceptical about the dread enchant. I get about 36% of my damage from encounters currently on the live server and I see I'm getting 42% of damage from encounters on the test server. So lostmauth damage goes down with the nerf, encounter damage seems to have stayed the same but is now a larger percentage of overall damage. Damage from rapid shot is about the same on live server and on test server. I use perfect vorpal now for 50% crit severity, so the choice is between 50% crit severity all the time on everything and I'm not sure how much perfect dread is, but just on encounters. I think it's worth testing, but I don't think it's going to be a massive difference. Guess I'll test and find out, but if there's an edge here with encounters and an enchant that works on encounters, then more recovery and faster recharge might be a good strategy to make up for the lostmauth nerf.
0
lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Im at 3.8K recovery, the rest same as Lirithiel, and that's 52.5% recharge speed, for what it's worth. Since I seem to be getting so much damage from cordon and rain of arrows now, I might think about getting more recovery and even consider the new weapon enchant so I can use encounters more.
That said, I just ran a batch of tests on the preview server (lostmauth nerf) and on live server to compare. I'm getting 75% less damage from lostmauth on preview, and overall that's translating into a 15% damage drop in total. I'm using a crit build, so I guess that's expected. It will be worth thinking about switching to a different artifact set. I'm only getting 8% of my damage from lostmauth on the test server, when it was 18%-20% for me on the normal server, so it's a pretty big drop for me.
I'm sceptical about the dread enchant. I get about 36% of my damage from encounters currently on the live server and I see I'm getting 42% of damage from encounters on the test server. So lostmauth damage goes down with the nerf, encounter damage seems to have stayed the same but is now a larger percentage of overall damage. Damage from rapid shot is about the same on live server and on test server. I use perfect vorpal now for 50% crit severity, so the choice is between 50% crit severity all the time on everything and I'm not sure how much perfect dread is, but just on encounters. I think it's worth testing, but I don't think it's going to be a massive difference. Guess I'll test and find out, but if there's an edge here with encounters and an enchant that works on encounters, then more recovery and faster recharge might be a good strategy to make up for the lostmauth nerf.
That is actually pretty encouraging. Other classes are reporting far less damage than 8% from LM set on preview. I don't believe any proc ability should give more than 10% damage so it looks good from my point of view.
The thing is: what better sets are there? None is my thinking unless someone can convince me otherwise. I'm leaning towards LM set for next 2xRP event.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
How does the Black Ice Set compare to the LM now on the preview server?
I know people have mentioned before that Black Ice is pretty underwhelming, but it procs off most things we do? Now LM has been nerfed on that server are they comparable at all? Or LM still way better?
I`ve mentioned before I am on xbox so these changes are a little way off for us yet.
Main - Rydia (HR70) - Xbox One Player only Alts : Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
I believe that as long as you have a high crit build the LM set will still be far superior to all the others. The stats on the set are still best suited to HRs in general.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I've done some preliminary testing on various rotations on the preview server, so with the lostmauth nerf in effect, trying to figure out an optimal stormwarden archer rotation for after the nerf. Only encounter I didn't test is Split the Sky, because I test on target dummies to reduce variables, and target dummies don't trigger Split the Sky. It might be ok, but it pulls mobs randomly. When that happens, my DPS = 0 due to running away. Plus it has a relatively long cast time, so I'm never going to use it anyway.
I run the test 10 times for each rotation and each test lasts 90 seconds in order to reduce the effect of small variations and randomness on individual tests or within a single test.
Anyway, I find two top choices overall:
1. Disruptive, Rapid Shot, Cordon of Arrows, Rain of Arrows, and Thorn Ward
This is the highest damage rotation, about 10% more damage than the next highest, (2) below. The downside is that you have to be close to the target to use Thorn Ward. 40' range is too close for me, but if it works for you, great. Since you're already close to the fight, I would definitely use aspect of the pack for additional damage bonuses from nearby allies and either twin blade for trash clearing or stormstep for faster cooldowns on encounters and for single target fights. The encounters do a lot of damage, doing more of them in the same amount of time will boost damage significantly. This will maximize your damage, but you're not helping anyone else out, for what it's worth. If I could figure out a way to use this rotation without being so close the bad guys, I would definitely do it.
2. Disruptive, Rapid Shot, Cordon of Arrows, Rain of Arrows, and Longstrider
10% less damage than option (1), but still 10% more than the next highest rotation. The advantage is you can be further away and get damage and crit bonuses from Stillness of the Forest, and you take much less damage so can stack less defensive stuff and focus more on power, crit, AP, etc.. My test was done close to the target, so that 10% less damage result is without stillness of the forest bonuses. If you were using this in actual combat, Stillness would probably make up for not using thorn ward. So if you like playing far away from the enemy, I think this is the way to go. This is my preferred style, and the trick is to be far enough away to get the stillness bonus and still close enough to some allies (yay CWs!) to get aspect of the pack bonuses. Class feats could be the same as (1) above, but if you find you can't get aspect of the pack bonuses because you're too far away from allies, you could swap it for seekers vengeance if you're good at getting behind targets, or aspect of the falcon to get even further away from the target (for even more distance based damage bonuses). Or get a pet that hangs out nearby so you can use aspect of the pack. I'd be willing to bet that if you optimized for this playstyle, this would do about the same damage as (1) above. Longstrider also gives buffs to party members, which is nice.
With both rotations, you have to get good at plonking aoe's down on targets. If they're constantly moving around, your damage will drop significantly. Throughout all these tests, lostmauth contributed about 5% of my damage on average, better than nothing I suppose, but less than I thought it would be, so this new result definitely makes it worthwhile to test the dread enchant. I'll try to do that some time soon and report back. Anybody want to lend me a perfect dread for 30 minutes for testing?
If you have any ideas about how to improve either of these rotations, I'm all ears. Happy to test anything you suggest....
Comments
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Archery can actually be incredibly damaging as a spec. My issue has always been that Stillness rewards you for being far away from the target, while the class setup requires you to often jump back into melee range to get the most out of your powers, to allow others to get Pack, and so on, which negates Stillness almost entirely. It's silly.
Not to mention that aiming Rain of Arrows from 40' or further on anything outside of a dragon-sized monster is an exercise in frustration
Another feat that I would like changed in the Archery tree is Keen Eye. Why the h3ll do we want more AP when we already have the ability to generate AP faster than any other class is beyond me.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
/10chars
JHP
Note the observation about control is correct a few weeks a go Devs said they had adjusted effects of CC that is why you don't see bosses or large enemies moved by cordon or slowed by roots I put cordon down in demon HEs and they just run thru it but I still get the same damage but where you need to slow their progress it does not work any more
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
You now move with the wind as long as you keep stillness of the forest you generate 10% of threath to all targets.Simple.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
"Hey you're an archer, you have exelent skills in aiming so.....you get more accuracy by staying close to targets"...... that ruins the concept of the best sniper in the game, btw have anyone tried WK TR trowing daggers vs HR that would be a funny comparisson.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
That said, I just ran a batch of tests on the preview server (lostmauth nerf) and on live server to compare. I'm getting 75% less damage from lostmauth on preview, and overall that's translating into a 15% damage drop in total. I'm using a crit build, so I guess that's expected. It will be worth thinking about switching to a different artifact set. I'm only getting 8% of my damage from lostmauth on the test server, when it was 18%-20% for me on the normal server, so it's a pretty big drop for me.
I'm sceptical about the dread enchant. I get about 36% of my damage from encounters currently on the live server and I see I'm getting 42% of damage from encounters on the test server. So lostmauth damage goes down with the nerf, encounter damage seems to have stayed the same but is now a larger percentage of overall damage. Damage from rapid shot is about the same on live server and on test server. I use perfect vorpal now for 50% crit severity, so the choice is between 50% crit severity all the time on everything and I'm not sure how much perfect dread is, but just on encounters. I think it's worth testing, but I don't think it's going to be a massive difference. Guess I'll test and find out, but if there's an edge here with encounters and an enchant that works on encounters, then more recovery and faster recharge might be a good strategy to make up for the lostmauth nerf.
The thing is: what better sets are there? None is my thinking unless someone can convince me otherwise. I'm leaning towards LM set for next 2xRP event.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I know people have mentioned before that Black Ice is pretty underwhelming, but it procs off most things we do? Now LM has been nerfed on that server are they comparable at all? Or LM still way better?
I`ve mentioned before I am on xbox so these changes are a little way off for us yet.
Alts :
Storm (SW70), Edge (TR70), AD Farm (CW70), Grunt (GF70), Rosa (DC70), AD AD AD (GWF70), Your Mum (OP70)
Member of Q-Snipe
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I run the test 10 times for each rotation and each test lasts 90 seconds in order to reduce the effect of small variations and randomness on individual tests or within a single test.
Anyway, I find two top choices overall:
1. Disruptive, Rapid Shot, Cordon of Arrows, Rain of Arrows, and Thorn Ward
This is the highest damage rotation, about 10% more damage than the next highest, (2) below. The downside is that you have to be close to the target to use Thorn Ward. 40' range is too close for me, but if it works for you, great. Since you're already close to the fight, I would definitely use aspect of the pack for additional damage bonuses from nearby allies and either twin blade for trash clearing or stormstep for faster cooldowns on encounters and for single target fights. The encounters do a lot of damage, doing more of them in the same amount of time will boost damage significantly. This will maximize your damage, but you're not helping anyone else out, for what it's worth. If I could figure out a way to use this rotation without being so close the bad guys, I would definitely do it.
2. Disruptive, Rapid Shot, Cordon of Arrows, Rain of Arrows, and Longstrider
10% less damage than option (1), but still 10% more than the next highest rotation. The advantage is you can be further away and get damage and crit bonuses from Stillness of the Forest, and you take much less damage so can stack less defensive stuff and focus more on power, crit, AP, etc.. My test was done close to the target, so that 10% less damage result is without stillness of the forest bonuses. If you were using this in actual combat, Stillness would probably make up for not using thorn ward. So if you like playing far away from the enemy, I think this is the way to go. This is my preferred style, and the trick is to be far enough away to get the stillness bonus and still close enough to some allies (yay CWs!) to get aspect of the pack bonuses. Class feats could be the same as (1) above, but if you find you can't get aspect of the pack bonuses because you're too far away from allies, you could swap it for seekers vengeance if you're good at getting behind targets, or aspect of the falcon to get even further away from the target (for even more distance based damage bonuses). Or get a pet that hangs out nearby so you can use aspect of the pack. I'd be willing to bet that if you optimized for this playstyle, this would do about the same damage as (1) above. Longstrider also gives buffs to party members, which is nice.
With both rotations, you have to get good at plonking aoe's down on targets. If they're constantly moving around, your damage will drop significantly. Throughout all these tests, lostmauth contributed about 5% of my damage on average, better than nothing I suppose, but less than I thought it would be, so this new result definitely makes it worthwhile to test the dread enchant. I'll try to do that some time soon and report back. Anybody want to lend me a perfect dread for 30 minutes for testing?
If you have any ideas about how to improve either of these rotations, I'm all ears. Happy to test anything you suggest....