Rather than looking at all the negative posts, most of which I do agree with, let's see if we can do a positive spin on things.
Tips And Tricks for Surviving the Level 70 areas (and dungeons be it T1 or T2. Don't mention the AP bug since that is what it is and will probably be fixed shortly.)
General:
If you are going to choose boons in the Dread Ring campaign and Sharandar campaign, take the two that offer a chance to heal 20000HP either when striking or being struck. Saved my life more than a few times.
I find the Dancing Sword companion outfitted with bonding runestones to be the best companion. It doesn't aggro, and ressurrects itself when it dies. The bonding stones give a great bonus when all of them proc - 105% of the companion's stats. This comes in really handy. Plus, companion sword knots on the AH are very reasonable.
As a cw, I find sheild (not on tab) useful. Save the tab for the best spell of your choice. when the shield is not on tab, it still seems to offer very good DR.
As a DC, I find chains to be very helpful in immobilizing foes from a distance. Better than the CW's steal time, imho, although the damage is light. Hallowed ground is nice for the debuff as well.
I know a lot of you already know this, but I was thinking if you nice people in the community wanted to post some tips with anything regarding the new mod or anything class/feat related, this would help some of the people who are struggling. I also know that I could get flamed for this, but I'll trust the mods to keep it in line.
Thanks in advance.
Varric
Varric the Cursed Dwarven cursed to be Tiefling CW Original Serenity Mostly Retired DC Tokarek Bearded Dwarven OP Tankadin JuiceHead Goofy Human GWF Member of H3llzWarriors and Limitless.
As a gf I always run with steel defence and fighters recovery slotted while in pve. Giving 6 seconds immunity when maxed and if your tact build or have ways of getting fast ap then you can be almost impossible to kill. Most situations in pve give you much ap while blocking now since enemies hit so hard so steel defence is one of the guardian fighters best survivability powers when mixed with fighters recovery.
Also if your team is in a really tough fight you can put enchanced mark on to gain a lot of aggro and mixed with enforced threat you should have most enemies aiming for you. Mix enforced threat with iron warrior and into the frey gives you insane threat generation, a decent team buff, keeps your team alive and gives you almost perminant guard since them 3 powers give you stamina gain.
As HR trapper use fox for team dodge for better team survival
use crussing root with high crit build to permadaze mobs with hindering strike and constric arrow
you can use seismic as mobs pull then use contric arrow to control mobs
for single target boss fight fox,stag heart, gushing wound if bos spwan mobs use permadaze rotation above
As HR trapper[...]
for single target boss fight fox,stag heart, gushing wound if bos spwan mobs use permadaze rotation above
This, dear piejal, currently isn't WAI, but way too well, and hence the base for an exploit. So I tend to recommendiing: give it a wide berth currently.
On topic: For DC (RiDO) I found the dual-use encounters, that simultaneously damage the reds and heal you and the blues helpful: Sunburst and/or Divine Glow. And while in pre-Mod-6 times I'd have laughed at the idea of having a healer companion, the Angel makes soloing a lot smoother - lets you concentrate more on putting boot to the evil's behind. I also second that Chains are a very valuable thing now.
As a DC, I find chains to be very helpful in immobilizing foes from a distance. Better than the CW's steal time, imho, although the damage is light. Hallowed ground is nice for the debuff as well.
I use Chains a bit differently when I'm RiDO DC. If you're against melee mobs, esp. if they are spread out and your divinity is low, pull them and atwill until they are almost on top of you, drop chains at your feet then slide if needed. You should have full divinity and a tight pack of mobs ready for an empowered DL and flamestrike with stacked debuffs. (I always DL before Flamestrike. Animations sync up that way. DL after Flamestrike can miss).
drkbodhiMember, NW M9 PlaytestPosts: 2,378Arc User
edited April 2015
I have shared some of my tactics about being a TR in PvE, in the Class area. I love this concept.
While, I currently wander around during PvE and during my grind for the last levels of Spinward Rise, I use this rotation to a rather satisfying success. I originally got the idea from an antiquated TR build from Mod 2/3... so I tried it and voila.
I developed this for my Whisperknife Executioner... many would say that this is a dead tree due to the nerf on SoD, in mod 6. But I see this as a well-balanced for PvP and PvP... with minor adjustments between the 2. I have been seeking a way to mke this TR viable and valuable during PvE runs for everything. Therefore, it is partially a AoE/ DoT build as well as a single target when needed, adding a little CC at the same time.
I would have to look directly at my power tree for exacting specifications... I can get further into that in another post and later. I say later because I am not willing to express my thoughts on running dungeons until I actually run some with my guild.
The process is this... I keep advantage in my passives and I switch between tactics and the damage boost for ranged knives. That is the minor change between PvE and PvP... so far. I use tactics for PvP. Duelist Flurry is cemented onto my tray and I will find myself switching between DHS and CoS whenever the whim hits me. Also... I use my companion for a distraction because I am actually training myself to play with other that will distract in dungeons. My encounters are SB/Blitz/LB
- Stealth as I approach the mobs as I run stright to the middle of the mob.
- the mobs will be drawn to my companion... which is either a defender, leader or control.
- I drop smoke as soon as I reach the first mob. The smoke from stealth will add slow to the daze effect, not to mention that it can kill over time.
- That is followed by a blitz which will drop all of the lower hp mobs
- I find at the point that I have to move forward but it is still during the daze/slow effect and I deliver a fight ending LB on the the last of them.
There is another adaptation to the fight that I add when with stronger mobs like a group of Hurricanes.
- I stealth whenever it is available... and not to run away, but to deal more crit damage.
-Considering that I am super close to these types of mobs I will use DHS on most of them... to reduce their damage on me and deliver a possible SoD and additional DoT and CC.
- I will go through my rotation when they CD and occasionally turn while using DF to share damage with the other mobs.
I can usually burn a group of 4 within a 45 seconds to a minute.
I hope that helps.
Atwil "At" - Tiefling TR / Saardush - Black Dragonborn GWF / White - Tiefling OP
Comments
As a gf I always run with steel defence and fighters recovery slotted while in pve. Giving 6 seconds immunity when maxed and if your tact build or have ways of getting fast ap then you can be almost impossible to kill. Most situations in pve give you much ap while blocking now since enemies hit so hard so steel defence is one of the guardian fighters best survivability powers when mixed with fighters recovery.
Also if your team is in a really tough fight you can put enchanced mark on to gain a lot of aggro and mixed with enforced threat you should have most enemies aiming for you. Mix enforced threat with iron warrior and into the frey gives you insane threat generation, a decent team buff, keeps your team alive and gives you almost perminant guard since them 3 powers give you stamina gain.
[SIGPIC][/SIGPIC]
use crussing root with high crit build to permadaze mobs with hindering strike and constric arrow
you can use seismic as mobs pull then use contric arrow to control mobs
for single target boss fight fox,stag heart, gushing wound if bos spwan mobs use permadaze rotation above
This, dear piejal, currently isn't WAI, but way too well, and hence the base for an exploit. So I tend to recommendiing: give it a wide berth currently.
On topic: For DC (RiDO) I found the dual-use encounters, that simultaneously damage the reds and heal you and the blues helpful: Sunburst and/or Divine Glow. And while in pre-Mod-6 times I'd have laughed at the idea of having a healer companion, the Angel makes soloing a lot smoother - lets you concentrate more on putting boot to the evil's behind. I also second that Chains are a very valuable thing now.
I use Chains a bit differently when I'm RiDO DC. If you're against melee mobs, esp. if they are spread out and your divinity is low, pull them and atwill until they are almost on top of you, drop chains at your feet then slide if needed. You should have full divinity and a tight pack of mobs ready for an empowered DL and flamestrike with stacked debuffs. (I always DL before Flamestrike. Animations sync up that way. DL after Flamestrike can miss).
While, I currently wander around during PvE and during my grind for the last levels of Spinward Rise, I use this rotation to a rather satisfying success. I originally got the idea from an antiquated TR build from Mod 2/3... so I tried it and voila.
I developed this for my Whisperknife Executioner... many would say that this is a dead tree due to the nerf on SoD, in mod 6. But I see this as a well-balanced for PvP and PvP... with minor adjustments between the 2. I have been seeking a way to mke this TR viable and valuable during PvE runs for everything. Therefore, it is partially a AoE/ DoT build as well as a single target when needed, adding a little CC at the same time.
I would have to look directly at my power tree for exacting specifications... I can get further into that in another post and later. I say later because I am not willing to express my thoughts on running dungeons until I actually run some with my guild.
The process is this... I keep advantage in my passives and I switch between tactics and the damage boost for ranged knives. That is the minor change between PvE and PvP... so far. I use tactics for PvP. Duelist Flurry is cemented onto my tray and I will find myself switching between DHS and CoS whenever the whim hits me. Also... I use my companion for a distraction because I am actually training myself to play with other that will distract in dungeons. My encounters are SB/Blitz/LB
- Stealth as I approach the mobs as I run stright to the middle of the mob.
- the mobs will be drawn to my companion... which is either a defender, leader or control.
- I drop smoke as soon as I reach the first mob. The smoke from stealth will add slow to the daze effect, not to mention that it can kill over time.
- That is followed by a blitz which will drop all of the lower hp mobs
- I find at the point that I have to move forward but it is still during the daze/slow effect and I deliver a fight ending LB on the the last of them.
There is another adaptation to the fight that I add when with stronger mobs like a group of Hurricanes.
- I stealth whenever it is available... and not to run away, but to deal more crit damage.
-Considering that I am super close to these types of mobs I will use DHS on most of them... to reduce their damage on me and deliver a possible SoD and additional DoT and CC.
- I will go through my rotation when they CD and occasionally turn while using DF to share damage with the other mobs.
I can usually burn a group of 4 within a 45 seconds to a minute.
I hope that helps.