I thought I would share something that works well in the groups I run in, which boosts the team performance quite a bit. Some of you may be aware of it and others may not, but its a trick for an easy co-ordination of buffs so that the dps always hit for their maximum potential. Note this only works in premade groups, it will not work in random groups, it will not work with channels and it will not work with LFG. You will need to form groups with people you play with regularly to take advantage of this:
Role of the DPS:
If you have a GF, its fairly simple, wait until the GF casts ITF before unleashing your burst. You want to see ITF on your buff bar Ideally, every group wants a GF. You also want to stand close to both the GF and DC, to benefit from proximity based buffs. If there is an OP, staying close to them is important as well.
Role of the GF:
There are 2 ways to use ITF, to use it up front, or use it intelligently. In a co-ordinated group, you know the DPS is going to wait with their burst until AFTER you cast ITF, so to maximize damage, you want to cast ITF at the right moment. If you have a cleric in the party, you want to wait until the moment they use empowered break the spirit (will show up on your buff bar) before you use ITF. That should be the 2nd to last or last ability in their rotation, which means they have all of their buffs and debuffs up, which means the DPS will hit much harder than if you had just cast ITF.
Role of the DC:
Your job is to get out your entire rotation as fast as possible. Say you are using HG, AS, DG and empowered BTS, you want to cycle through those as fast as possible and end on eBTS. Ending on eBTS is an easy way for the tank to know its time to cast ITF.
Role of the MoF CW:
For the most part, you want to cycle through encounters until you see the DC start using divine powers, at which point you want to use Ray of Enfeeblement. Once the DC casts eBTS, you want to use a daily power to apply combustive action.
Role of the HR:
Longstrider shot when eBTS is used, that way, the burst from all classes is co-ordinated with the longstrider buff.
Role of the OP:
Stand in the general proximity of the party, keep up bane.
Its a bit of a short party tactics guide I know, but it really helps to accentuate your parties burst potential. It gives each role a single thing to focus on as their cue to act, rather than complicating it by having everyone focus on multiple things.
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Loadout (pve): DG, Bts/FF, Chains (dps/debuff spreader/AP gen) /BoH (Heal) /AS (mitigation for weaker team) /PoD (boss)
For most stuffs, use DG, Bts and Chains. (Swap chains for BoH/AS/PoD when needed, swap Bts for FF if multi DC in group)
1. DG on target, Chains on mobs, d.DG on allies, 2x d.Chains on mobs then eBts. (Bts gives a glass crack sound for allies)
2. Recharge divinity and repeat step 1.
3. Use your HG/AA daily asap.
4. Use Vanguard Banner for stomping, DC sigil for second HG in prolonged fight.
5. Move to next wave of mob.
Important: Dont stand next to tank!! Stand a little behind AND keep close to your dps members.
The more buffs, powerful groups you have, the faster it goes, in which case, its just dg and chains and bob.
Right now HR can cast longstriders twice before Dc can hit empowered bts, that may change for mod 10. sad faces..
I much prefer it if they stand on the other side of the boss in the combat advantage zone.
First, my party members get hit with the heavy attacks aimed at me. Then the damage transfers to me through Knight's Valor. If the person taking the damage is behind or beside me, I cannot mitigate that damage using the shield. If several party members do this, I take way more damage than is necessary.
Most of the time it's not a huge deal, but since ITF has a fairly large radius; you will still get the buff while standing behind the boss.
The only exception to this is in a boss fight with lots of adds, where it is nice to have someone behind me clearing them out.
Of course this will all change when I stop running ITF after the nerf hits.
Thnx for this, it really does break things down to a much more manageable target to aim for. I can use this to at least coordinate better with the DC I often run with. Appreciated.
WHEN they will fix the companion brutalities-sudden thing will be less popular the annointed army.
IN other hand annointed army used to cast it when pt needed the protection extremely rare situations.
AA is boosted by bonding runestones, but that doesn’t mean that its buff is higher if the companion has more Power: it just depends on DC base Power and your target’s bonding stones level.