I wanted to see what loadout (spec/encounters etc..) you folks have been using for Tiamat.
I have been having good results with archery using these powers:
At wills: split shot for clerics and rapid for heads and single target
Encounters: RoA,Thorn,StS
Daily: Siesmic
Passives: Wolf and Pack
So far I haven't been tabbing to melee much at all except for the occasional Throw caution which you must use with extreme caution lol.
I swapped back to Archery for the soul purpose of the Tiamat fight. It seems to be the most effective spec for that fight.
I have alot of experience with all specs so I'll mention some quick thoughts about the other two.
Combat would be the easiest spec to run because of the tankiness and it still does good damage, but I wanted to contribute the most damage I could so I went archery.
I was running trapper before I went back to archery because it is sooooo freakin' fun. Trapper seems like it would be the most difficult spec to manage in this fight and suffer on the damage end.
What has sort of kept me away from trapper is that it doesn't seem terribly useful (at least the control aspect) in the big boss fights. It looks like a lot of fun but I think I'd have to make it a whole new character, just given how useful I find the archery spec.
What has sort of kept me away from trapper is that it doesn't seem terribly useful (at least the control aspect) in the big boss fights. It looks like a lot of fun but I think I'd have to make it a whole new character, just given how useful I find the archery spec.
I can do good damage as trapper on boss fights, but not as good as archery or even combat. Boss fights with lots of adds are a blast with trapper. The older content with loads of adds is great for a trapper. Shores is great fun as a trapper, but the most important part of the Tiamat fight seems to be burning the heads. I haven't tried trapper or combat in Tiamat yet, but I know I do the best damage on stationary single targets as archery.
In almost every Tiamat fight I've been in, my group kills the head on 3rd head phase and goes to help others finish theirs. I know that has more to do with group makeup than my spec, but I know I'm doing the best damage I can put out with archery.
Anyone having good results as trapper or combat? I like to switch specs about every 3 weeks or so, so your input is appreciated.
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m1nuendMember, Neverwinter Beta UsersPosts: 0Arc User
edited December 2014
I'm a trapper.
At protect clerics I root mobs away from them with hindering strike and constricting arrow. I usually focus on right or left side of the middle and group the 5 that spawns there. I find the middle zone to be better tailored to my powers. I do find that rooting could be a bit faster, as they can walk a few meters after I've hit them. Though, when I have rooted them I can generally keep them there switching between hindering and constricting.
The last encounter I use is rain of arrows. Might have considered something else if it wasn't such a hassle switching back to it at dragons.
I don't use at wills much, I have fairly good recovery, so the clear the ground is always slotted together with aimed strike.
Passives are twin blades and serpent.
Dailies slotted are seismic and shot
For the dragon heads I switch constricting with thorn ward. I also switch twin blades to aspect of pack if I'm not being lazy.
I use aimed strike every here and there if I have 1-2 seconds left to my encounters are ready.
Especially in fights like this it would be nice to have a one button to switch between single target and multiple.
Trapper running Tactics broups not Zerg. Clerics I usually open with constricting then crippling at spawn. if something breaks loose I usually drop RoA on the cleric to either aggro or contribute DPS to whoever attacks it. Then a quick electric or disrupting (final stack of serpent) shot before closing with whatever stopped at spawn. Generally Melle is doing the same so when I get there rotate to crippling, Steel Breeze, RoS, and CTG (serpent again as disrupt and seismic both count as ranged attacks). At this point I am usually closed with a couple mobs and this rotation carries over as they are all close AOE attacks.
Switching to TW while closing with the dragon is helpfull for the debuff if nothing else. I will pull constrict for that because cripple roots in both stances so I can maintain Master Trapper. Outside of that basically the same rotation except I never use commanding because the MT AP gain means I can usually get off a few seismics, especially if I can land a full AP meter at the end of Clerics. I get top5 a bit with this and rarely fall out of top 10.
Trapper is definitely the king of the cleric phase. I wish we could swap specs during combat. I loved that part of WoW with my hunter. I had a pve spec and a pvp spec that I could swap back and forth. I'd go trapper for clerics and archery for heads. That would be cool.
Thanks for the trapper feedback.
A note on scoring in the Tiamat fight:
I have a theory that combat could score higher than archery and trapper pretty easy. I believe the scoring is based on damage done, damage received and healing done. As combat you will have high scores in all 3. I have topped paingiver, field medic, and immovable object in the same dungeon many times as combat. I plan on trying this in a few weeks.
Pretty much. I always used archery builds from Mod2 till now when they actually made Trapper a proper hybrid tree. They will top-out single-target DPS every time.
Well now that ZERGFEST seems to be the most popular strat for this fight, I'm thinking of going back to trapper. Yes head damage is still very important with this method, but with 20 plus folks on one head they go down quick no matter what.
The trapper utility for clerics shines even more with the zerg strat.
Went 5 for 5 today with the zerg. I have to mention one other thing about this strat. Why do folks think this strat is an exploit??
I'm using basically this same loadout, but having trouble getting my score out of the bottom of the rankings ...
Issues I'm having:
1. CWs constantly AE scattering mobs during the protect cleric phase - their rationale is to keep the mobs off the cleric.
But I find it hard to position ROA to have much of an impact.
2. Finding a proper placement for ROA when fighting the head - seems to be sporadic for it to hit anything when targeted on the edge of the ledge.
3. Avoiding adds when fighting the head - they seem to make a bee-line for ranged attackers, which drives me nuts.
Might just be a matter of GS, but I find it hard to believe that percentage of people have 17k+.
I'm using basically this same loadout, but having trouble getting my score out of the bottom of the rankings ...
Issues I'm having:
1. CWs constantly AE scattering mobs during the protect cleric phase - their rationale is to keep the mobs off the cleric.
But I find it hard to position ROA to have much of an impact.
2. Finding a proper placement for ROA when fighting the head - seems to be sporadic for it to hit anything when targeted on the edge of the ledge.
3. Avoiding adds when fighting the head - they seem to make a bee-line for ranged attackers, which drives me nuts.
Might just be a matter of GS, but I find it hard to believe that percentage of people have 17k+.
I'll address these by number:
1. Yes this causes problems for RoA placement. I stand a short distance away from where the adds spawn on the far side of the cleric. You have to choose which spawn point you want to focus on because there are two for the side clerics and I think 3 for the middle one. I do my best to anticipate the spawn and drop thorn as well as StS in a general area to cover as much of my team mates as possible. As soon as the adds spawn I fire a split shot and almost all of the time I get aggro. I then drop RoA on my head. Even using this method adds will get blown away sometimes, but that's really a good thing (for progression of the fight) if you position yourself correctly. After the adds are blown away they normally come right back to me. Keep in mind you don't want to be too far away to help with the spawns from the other side of the cleric. Another thing I strive to do on cleric phase is line up a crazy siesmic shot. I love seeing 6 or 7 60k crits pop up in a line. RoA is tough to land on cleric phase no matter what you do, but with practice you can make the most of it.
2. The key here is to make sure you damage the head with a rapid before you cast RoA. You are probably suffering from the old bug of RoA not doing damage if you personally haven't dealt damage to the target. If you position it on the edge of the ledge centered with the head it will hit for it's full duration.
3. I completely ignore adds on heads unless they are blocking my line of site with the head. If you have aggro from the adds just step in front of them. They love to hit you in the back. Of course to stand there and take damage you have to have enough HP and lifesteal to endure it.
On the matter of GS, I do have almost 21k. I have over 11k power(unbuffed) and 28k hp, but only about 8% lifesteal. I can survive very well based on the damage I do and decent hp. My strat works at this GS level, but I think it will work with any GS level. No matter what GS you have you can still allocate you personal stats to make them work for you (as long as you're not in the 10k club and if you are in that club do a little research and learn how to climb out of that hole in a few weeks).
Another note about point #2. Sometimes you have to damage the target after you cast RoA. I've had this work both ways, but I was thinking it may have been because I was running Plaguefire.
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greensaiMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 39
edited December 2014
My GS is close to 17k, Will make my new Jewelcraft rings for my self and my augment pet this week. I currently run full Wardens, SOT rings and neck and Artifact bow ( the rapid shot version, still in purple though). I have the archery build, drop Split the sky in front of the clerics ( to hit both groups if possible) Thorns and Rain of arrows either on the tank or the cleric if she's getting attacked. I might die 3-5 times from tiamate from the blue head since for some reason I don't see any warning. In Dungeons and other places I can either top the damage meter or be very close yet here in the tiamate fight I cant break being scored either 16 to 22. I was thinking of switching out to Black ice for this just to pop in the glyphs to see if that helped some.
My GS is close to 17k, Will make my new Jewelcraft rings for my self and my augment pet this week. I currently run full Wardens, SOT rings and neck and Artifact bow ( the rapid shot version, still in purple though). I have the archery build, drop Split the sky in front of the clerics ( to hit both groups if possible) Thorns and Rain of arrows either on the tank or the cleric if she's getting attacked. I might die 3-5 times from tiamate from the blue head since for some reason I don't see any warning. In Dungeons and other places I can either top the damage meter or be very close yet here in the tiamate fight I cant break being scored either 16 to 22. I was thinking of switching out to Black ice for this just to pop in the glyphs to see if that helped some.
Archer builds are screwed when it comes to scoring in Tiamat. 17k+ I have never scored above 12 and usually score between 15-20. I've seen a 12kgs GWF triple my score and take 2nd place.
My GS is close to 17k, Will make my new Jewelcraft rings for my self and my augment pet this week. I currently run full Wardens, SOT rings and neck and Artifact bow ( the rapid shot version, still in purple though). I have the archery build, drop Split the sky in front of the clerics ( to hit both groups if possible) Thorns and Rain of arrows either on the tank or the cleric if she's getting attacked. I might die 3-5 times from tiamate from the blue head since for some reason I don't see any warning. In Dungeons and other places I can either top the damage meter or be very close yet here in the tiamate fight I cant break being scored either 16 to 22. I was thinking of switching out to Black ice for this just to pop in the glyphs to see if that helped some.
Overload slots with red glyphs would definitely help you out. I normally score in the top 5 and have ranked #1 twice, but if the fight lags like crazy my score drops. The first few times I did the fight I scored 13 to 9. The reason for my lower score was I avoided damage. Once I got the knack for pulling mobs on top of me during cleric phase my scores raised right up.
Scoring high in this fight to me doesn't really prove anything about your skill or your contribution to the fight. Winning the fight is all that matters. If you do want to score high in the fight find a way to grab some aggro on mobs and still pump out the damage. Lifesteal is a good way to contribute to your healing done or you could pop a bunch of pots.
Like I said above I think combat would be the best spec to score high in this fight.
I think they should have the same scoring as dungeons/skirmishes in this fight (paingiver etc..).
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greensaiMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 39
edited December 2014
Doesn't scoring well put you in a certain bracket that dictates what rewards you get? I honestly just want the favors but I thought scoring lower meant less chance for goodies?
Doesn't scoring well put you in a certain bracket that dictates what rewards you get? I honestly just want the favors but I thought scoring lower meant less chance for goodies?
I'm not sure about this and haven't seen anything official on the forums. Based on my experience folks in the 20-25 and folks in the 1-5 get the same thing. Sometimes folks in the 20-25 might get better stuff (green resonance instead of white). I did get the dragon bag on one of my #1 rankings, but that could have been solely based on high rng.
high rng, though placing high might improove odds. I personally got my bag after an instance hop (early victory hop) in an instance that was a bad loss and i half afkd after just killing a few demons to get some score for the reward.
I got another bag from a very glitchy and laggy run. We failed and I placed 13.
Had another run where I got stuck on a wall jumping from blue platform to white. It caused my whole screen to go black so I couldn't even see to type the kill me command (I did try typing it blind). I was stuck until I died from the aoe tick once clerics come back. When I did get back in the frame rate was about 3. I placed 19 and got a dragon egg.
I still haven't seen any official word on the benefits of scoring high.
something thatshould be noted for Stormwardens: Split the Sky does horrendous dmg in Tiamat, specially in Zergs
why is this, the power attacks once everytime an ally is hit, when dropped in a head that has tendency to hit several players, imagine this in a zerg run
actually managed to kill a low health head by mistake the first time used; stay at the vanguard and do NOT cast it when the head is below 25%, a single shot on each head followed by RainOfArrows will put you on the top spots at dmg
something thatshould be noted for Stormwardens: Split the Sky does horrendous dmg in Tiamat, specially in Zergs
why is this, the power attacks once everytime an ally is hit, when dropped in a head that has tendency to hit several players, imagine this in a zerg run
actually managed to kill a low health head by mistake the first time used; stay at the vanguard and do NOT cast it when the head is below 25%, a single shot on each head followed by RainOfArrows will put you on the top spots at dmg
I'm not sure if I understand what you are trying to say. The first line of your post sounds like you are saying StS does bad damage in this fight.
Are you saying StS does too much damage on heads in a zerg run? If head is below 25% and you cast StS you may kill the head?
I love using StS in this fight, but of course I'm going to try and use it wisely.
I would never cast it when a head is close to 25%. In fact, when a head hits the 25% mark, I am running or jumping to another head. I might even stop before 25% if the head is going down very fast. It's so easy to push them past 10% (which has the same effect as a kill bringing them back at 25% unless you're killing them all).
I'm really ready to be able to pre-group for this fight. I'm tired of zerging. I can't find a tactical group at all anymore. It's pretty obvious zerging is easier for pug only and I think zerging will still be a popular strat after they introduce a queue type system. When we're able to queue as a 5 man we could still get put in with 3 or 4 other groups who only want to zerg.
Maybe they'll introduce a way to pre-group as a 25 man. That would be incredible.
yes lol, hadnt actually noticed how much damage sts was actually doing so i parsed it... almost doubling roa damage in tiamat 35% sts 20% roa .... its a must Must have for all phases.
vinceent1Member, NW M9 PlaytestPosts: 1,264Arc User
edited December 2014
i end up with these
as i have huge lags i have marauder as escape from heads AOE combine with forest ghost when devils start me hunt badly, at cleric phase i stand somewhere near cliffs or half way between two clerics and splitshot enemies on both clerics if possible, sometimes i summon head AOE this way on me, thats help others a lot. second att will i have aimed shot, use only at severin or occasionally at head if good circumstances. i contribute to overal debuffs with commanding shot. last encounter is conscription shot, which can root devils and second daily is disruptive shot to blind them
maybe not best rotation for dps, but thats the way i liked it
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
Holy moly! That is substantial. I never really pay much attention to the numbers when I fight mobs or bosses (all I look for is the CA icon) so I had no idea how effective StS was against Tiamat.
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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whiskeyrosetMember, NW M9 PlaytestPosts: 4Arc User
edited December 2014
Hi guys,
i cant make therad, so im going to ask you here
P.vorpal vs P.light?
what do you think? Im Pve Hr, Archery build, dont care about Pvp.
Just want to know why Hr's dont wear P.light, and why?
P. lightning is porbably very good for combat but with all the crit feats and big hits as an archer it seems to me inferior. Specially as with low target spells that archery uses u dont really benefit that much.
Thanks for posting this Xim. I think that parse is good evidence that SW archer is a very effective spec for this fight.
On the blue head the other day no one on the platform had a blue gem. The aoe hit and my screen was filled with large orange numbers. I was the only one on the platform that survived the hit. I would love to believe I lived because of the lifesteal, but I probably just dodged it. I really wish I would have checked my combat log or parsed that fight to try and see what actually happened. It was a cool moment anyway.
what do you think? Im Pve Hr, Archery build, dont care about Pvp.
Just want to know why Hr's dont wear P.light, and why?
As pve archer P. Vorp can't be beat if you're using things like aimed shot, siesmic, RoA, and thorn ward. Lightning really shines with quick aoe type hits.
Thanks for posting this Xim. I think that parse is good evidence that SW archer is a very effective spec for this fight.
On the blue head the other day no one on the platform had a blue gem. The aoe hit and my screen was filled with large orange numbers. I was the only one on the platform that survived the hit. I would love to believe I lived because of the lifesteal, but I probably just dodged it. I really wish I would have checked my combat log or parsed that fight to try and see what actually happened. It was a cool moment anyway.
u can lol at green as that one ticks on everyone if there is no gems up, i tend to eat up the first couple ticks before dropping the gem nowdays just to ensure a bit more dmg xd (ls helps staying a bit longer up with all that dmg)
I'm an archery spec, and I use hindering shot, distruptive shot and rain of arrows. Combined with my token of chromatic storm, I find I can do a huge amount of damage on both the heads and the cleric mobs. During the clerics phase, I do tend to use some melee skills to momentarily root mobs, which does help, but granted I will never be as good as a trapper spec.
Comments
I can do good damage as trapper on boss fights, but not as good as archery or even combat. Boss fights with lots of adds are a blast with trapper. The older content with loads of adds is great for a trapper. Shores is great fun as a trapper, but the most important part of the Tiamat fight seems to be burning the heads. I haven't tried trapper or combat in Tiamat yet, but I know I do the best damage on stationary single targets as archery.
In almost every Tiamat fight I've been in, my group kills the head on 3rd head phase and goes to help others finish theirs. I know that has more to do with group makeup than my spec, but I know I'm doing the best damage I can put out with archery.
Anyone having good results as trapper or combat? I like to switch specs about every 3 weeks or so, so your input is appreciated.
At protect clerics I root mobs away from them with hindering strike and constricting arrow. I usually focus on right or left side of the middle and group the 5 that spawns there. I find the middle zone to be better tailored to my powers. I do find that rooting could be a bit faster, as they can walk a few meters after I've hit them. Though, when I have rooted them I can generally keep them there switching between hindering and constricting.
The last encounter I use is rain of arrows. Might have considered something else if it wasn't such a hassle switching back to it at dragons.
I don't use at wills much, I have fairly good recovery, so the clear the ground is always slotted together with aimed strike.
Passives are twin blades and serpent.
Dailies slotted are seismic and shot
For the dragon heads I switch constricting with thorn ward. I also switch twin blades to aspect of pack if I'm not being lazy.
I use aimed strike every here and there if I have 1-2 seconds left to my encounters are ready.
Especially in fights like this it would be nice to have a one button to switch between single target and multiple.
Switching to TW while closing with the dragon is helpfull for the debuff if nothing else. I will pull constrict for that because cripple roots in both stances so I can maintain Master Trapper. Outside of that basically the same rotation except I never use commanding because the MT AP gain means I can usually get off a few seismics, especially if I can land a full AP meter at the end of Clerics. I get top5 a bit with this and rarely fall out of top 10.
Thanks for the trapper feedback.
A note on scoring in the Tiamat fight:
I have a theory that combat could score higher than archery and trapper pretty easy. I believe the scoring is based on damage done, damage received and healing done. As combat you will have high scores in all 3. I have topped paingiver, field medic, and immovable object in the same dungeon many times as combat. I plan on trying this in a few weeks.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
The trapper utility for clerics shines even more with the zerg strat.
Went 5 for 5 today with the zerg. I have to mention one other thing about this strat. Why do folks think this strat is an exploit??
Makes no sense.
Issues I'm having:
1. CWs constantly AE scattering mobs during the protect cleric phase - their rationale is to keep the mobs off the cleric.
But I find it hard to position ROA to have much of an impact.
2. Finding a proper placement for ROA when fighting the head - seems to be sporadic for it to hit anything when targeted on the edge of the ledge.
3. Avoiding adds when fighting the head - they seem to make a bee-line for ranged attackers, which drives me nuts.
Might just be a matter of GS, but I find it hard to believe that percentage of people have 17k+.
I'll address these by number:
1. Yes this causes problems for RoA placement. I stand a short distance away from where the adds spawn on the far side of the cleric. You have to choose which spawn point you want to focus on because there are two for the side clerics and I think 3 for the middle one. I do my best to anticipate the spawn and drop thorn as well as StS in a general area to cover as much of my team mates as possible. As soon as the adds spawn I fire a split shot and almost all of the time I get aggro. I then drop RoA on my head. Even using this method adds will get blown away sometimes, but that's really a good thing (for progression of the fight) if you position yourself correctly. After the adds are blown away they normally come right back to me. Keep in mind you don't want to be too far away to help with the spawns from the other side of the cleric. Another thing I strive to do on cleric phase is line up a crazy siesmic shot. I love seeing 6 or 7 60k crits pop up in a line. RoA is tough to land on cleric phase no matter what you do, but with practice you can make the most of it.
2. The key here is to make sure you damage the head with a rapid before you cast RoA. You are probably suffering from the old bug of RoA not doing damage if you personally haven't dealt damage to the target. If you position it on the edge of the ledge centered with the head it will hit for it's full duration.
3. I completely ignore adds on heads unless they are blocking my line of site with the head. If you have aggro from the adds just step in front of them. They love to hit you in the back. Of course to stand there and take damage you have to have enough HP and lifesteal to endure it.
On the matter of GS, I do have almost 21k. I have over 11k power(unbuffed) and 28k hp, but only about 8% lifesteal. I can survive very well based on the damage I do and decent hp. My strat works at this GS level, but I think it will work with any GS level. No matter what GS you have you can still allocate you personal stats to make them work for you (as long as you're not in the 10k club and if you are in that club do a little research and learn how to climb out of that hole in a few weeks).
Archer builds are screwed when it comes to scoring in Tiamat. 17k+ I have never scored above 12 and usually score between 15-20. I've seen a 12kgs GWF triple my score and take 2nd place.
Scoring system is awful.
Overload slots with red glyphs would definitely help you out. I normally score in the top 5 and have ranked #1 twice, but if the fight lags like crazy my score drops. The first few times I did the fight I scored 13 to 9. The reason for my lower score was I avoided damage. Once I got the knack for pulling mobs on top of me during cleric phase my scores raised right up.
Scoring high in this fight to me doesn't really prove anything about your skill or your contribution to the fight. Winning the fight is all that matters. If you do want to score high in the fight find a way to grab some aggro on mobs and still pump out the damage. Lifesteal is a good way to contribute to your healing done or you could pop a bunch of pots.
Like I said above I think combat would be the best spec to score high in this fight.
I think they should have the same scoring as dungeons/skirmishes in this fight (paingiver etc..).
I'm not sure about this and haven't seen anything official on the forums. Based on my experience folks in the 20-25 and folks in the 1-5 get the same thing. Sometimes folks in the 20-25 might get better stuff (green resonance instead of white). I did get the dragon bag on one of my #1 rankings, but that could have been solely based on high rng.
Had another run where I got stuck on a wall jumping from blue platform to white. It caused my whole screen to go black so I couldn't even see to type the kill me command (I did try typing it blind). I was stuck until I died from the aoe tick once clerics come back. When I did get back in the frame rate was about 3. I placed 19 and got a dragon egg.
I still haven't seen any official word on the benefits of scoring high.
why is this, the power attacks once everytime an ally is hit, when dropped in a head that has tendency to hit several players, imagine this in a zerg run
actually managed to kill a low health head by mistake the first time used; stay at the vanguard and do NOT cast it when the head is below 25%, a single shot on each head followed by RainOfArrows will put you on the top spots at dmg
I'm not sure if I understand what you are trying to say. The first line of your post sounds like you are saying StS does bad damage in this fight.
Are you saying StS does too much damage on heads in a zerg run? If head is below 25% and you cast StS you may kill the head?
I love using StS in this fight, but of course I'm going to try and use it wisely.
I would never cast it when a head is close to 25%. In fact, when a head hits the 25% mark, I am running or jumping to another head. I might even stop before 25% if the head is going down very fast. It's so easy to push them past 10% (which has the same effect as a kill bringing them back at 25% unless you're killing them all).
I'm really ready to be able to pre-group for this fight. I'm tired of zerging. I can't find a tactical group at all anymore. It's pretty obvious zerging is easier for pug only and I think zerging will still be a popular strat after they introduce a queue type system. When we're able to queue as a 5 man we could still get put in with 3 or 4 other groups who only want to zerg.
Maybe they'll introduce a way to pre-group as a 25 man. That would be incredible.
as i have huge lags i have marauder as escape from heads AOE combine with forest ghost when devils start me hunt badly, at cleric phase i stand somewhere near cliffs or half way between two clerics and splitshot enemies on both clerics if possible, sometimes i summon head AOE this way on me, thats help others a lot. second att will i have aimed shot, use only at severin or occasionally at head if good circumstances. i contribute to overal debuffs with commanding shot. last encounter is conscription shot, which can root devils and second daily is disruptive shot to blind them
maybe not best rotation for dps, but thats the way i liked it
Holy moly! That is substantial. I never really pay much attention to the numbers when I fight mobs or bosses (all I look for is the CA icon) so I had no idea how effective StS was against Tiamat.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
i cant make therad, so im going to ask you here
P.vorpal vs P.light?
what do you think? Im Pve Hr, Archery build, dont care about Pvp.
Just want to know why Hr's dont wear P.light, and why?
Thanks for posting this Xim. I think that parse is good evidence that SW archer is a very effective spec for this fight.
On the blue head the other day no one on the platform had a blue gem. The aoe hit and my screen was filled with large orange numbers. I was the only one on the platform that survived the hit. I would love to believe I lived because of the lifesteal, but I probably just dodged it. I really wish I would have checked my combat log or parsed that fight to try and see what actually happened. It was a cool moment anyway.
As pve archer P. Vorp can't be beat if you're using things like aimed shot, siesmic, RoA, and thorn ward. Lightning really shines with quick aoe type hits.
u can lol at green as that one ticks on everyone if there is no gems up, i tend to eat up the first couple ticks before dropping the gem nowdays just to ensure a bit more dmg xd (ls helps staying a bit longer up with all that dmg)