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Daring Shout

rubixman3rubixman3 Member Posts: 9 Arc User
edited January 2014 in The Militia Barracks
The gwf skill daring shout has some questions surrounding it that i'd like answered if possible.
The description of the skill is, word for word, this:

Release a mighty challenge that marks nearby enemies for a short period, building your determination for every target hit, and increasing your damage resistance based on how powerful the targets are.

Marked foes have reduced damage resistance until they attack you.

The skill says that it increases your damage resistance based on how powerful your targets are, but when I use it it actually makes stacks of "daring shout" (i think that's what the stacks are called but not sure) based on the number of enemies you hit. 1 enemy makes one stack, 2 enemy makes 2, etc maxing out at 5 stacks. The buff from these stacks is invisible on my character page, and I really want to know if the bonus is worth using up an encounter slot. So my questions are these:
  • How much resistance is each stack worth?
  • Does the strength of an enemy (karrundax) affect the bonus value of a stack?
  • Is this even a valid concern with this skill, seeing that the other parts of it might make up its real value?

Thanks in advance for any useful answers.
Post edited by rubixman3 on

Comments

  • godlysoul1godlysoul1 Member Posts: 293 Bounty Hunter
    edited January 2014
    The DR buff provided from it is significant. I don't know numbers, but especially if you get 2 stacks it works nicely. It depends on what your goals are though. If you are doing group dungeons, its not worth it. If you are running to the end of a fey or dread dungeon solo to kill all mobs at once, then it can be of significant help if you are overwhelmed, not only because the DR boost is great, but also because you get a lot of determination when you use it against mobs. Also, if your goal is to be as tanky as possible in PvP, it is very effective, but not worth losing the extra encounter if you do enjoy being able to kill people more. It's generally not used in PvP anymore because you can get such high damage from slotting another encounter and artifacts give so much survivability. The extra offense provides a better defense. Once these new changes come, daring shout would be more viable since all damage will be reduced for pvp, but survivability will still be so high that it really wouldn't be worth not being able to kill as fast sacrificing it, unless again your goal is just to troll tank everyone :P

    For me though I haven't noticed a difference using it on bosses/mobs or players in pvp or pve mobs. It seems to me as though the "strength" of the opponent really doesn't affect it much. Stacks tend to have the largest effect on it it seems.
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited January 2014
    I only use this skill if im forced to kite for some ungodly reason.
  • kemikemoryakemikemorya Member Posts: 25 Arc User
    edited January 2014
    I have to say that I used Daring Shout a whole lot with my Swordmaster Sentinel build as it was the only reliable way to get decent Mark on targets for the +15% damage sentinel feat. Now that Iron Vanguard gets an at-will mark, I use it a bit less for that purpose but recently I've tried running dungeons with Daring Shout + Frontline Surge to generate threat and keep aggro, not to mention receiving +30% damage to the both prone (Trample the Fallen) and marked targets. And AP gain with Sentinel's Intimidation (adds 10% power to damage for Daring Shout) is really noticable.

    I must say that it really works a treat (esp. with Sentinel's Intimidation). Since Daring Shout has a duration of 14 seconds at Rank 3, that gives me plenty of time to rack up threat (+25% per hit with Intimidation) using Wicked Strike. Then if any mob happens to peel off aggro and go for someone else, Threatening Rush makes it easy for me to not only get over to them but also regain aggro.

    I'll slot out Daring Shout for Punishing Charge for boss fights where mobility (red area dodging) is needed, and for PvP I'll also slot it out for Takedown. My third encounter is either IBS (dungeon runs) or Restoring Strike (bosses, PvP).

    NB: I can't fill out any precise numbers for the OP, but the damage resistance stacks are definately noticeable, ESPECIALLY when stacked together with Unstoppable damage Resistance (I can regularly hit the 80% DR cap with all of these in use).
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