Are debuffs worth learning?

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Comments

  • Sylredrae - Sanctuary
    Sylredrae - Sanctuary Posts: 209 Arc User
    edited May 2010
    I'd like to agree with the previous posters. Dimensional seal and Elemental seal are rather useful in TT whe you're not sitting in RB or BB, and I lvled Elemental seal for that purpose. Trying to fund Dimensional seal now. XD
    Syredrae ~ lvl 100 Cleric (main character)

    Auryl ~ lvl 100 Venomancer

    Mainas ~ lvl 80 Barbarian

    Suirune ~ lvl 2X Psychic
  • Deceptistar - Sanctuary
    Deceptistar - Sanctuary Posts: 10,454 Arc User
    edited June 2010
    Will that make you steal aggro?
    :)
    unless the tank isnt attacking and just does 1 aggro skill and sit there, yeah these debuffs actually do have some amount of aggro that can be stacked and override skills such as alpha male and roar. (but youd literally have to have the tank not doing anything so its not practical)
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  • Sirk - Heavens Tear
    Sirk - Heavens Tear Posts: 17 Arc User
    edited June 2010
    I truly love the debuffs, went against the guides and got them early on.
    Now they are part of who i am as a cleric.

    My first hotkeys are
    cyclone, plume, IH, macro, double spark, fly, purify, bb
    macro: dim seal, ele seal, purify

    Depending on the squad/talk the seals may change order to optimize.
    9 times out of 10 I hit another hotkey during the ele seal to override
    the purify. But the other 1 time i enjoy that i can click from the boss
    to the tank to purify them.

    Sleep/Stall saves lives, your own included.

    (Disclaimer: do not try this without practicing and knowing mob
    agro ranges this is pregenie as I haven't been back very long and
    am still learning all that mumbo jumbo).

    Their use, with good timing and lots of practice, for helping control
    pulls and grouping for aoe is astonishing. Use these to bring your
    squad 3 or 4 mobs (depending on channeling speed) in a perfect little
    gift wrapped bundle as you stop with perfection behind the bm/catch
    and you will be met with raised eyebrows. Keeping a good flow to a
    run can make all the difference. (Note: The meaning of those eyebrows will
    likely be dependent on how informed your squad was of the incoming
    mobs.)
  • Lauralanna - Heavens Tear
    Lauralanna - Heavens Tear Posts: 6 Arc User
    edited June 2010
    A smart cleric can influence who is holding more aggro sometimes, by using certain debuffs. If a melee class is tanking, applying only the phys debuff gives them an edge against mag class in holding aggro, and vice-versa. However, the phys debuff overwrites certain others that are better, such as a Barb using Devour. Try to be aware of other debuffs before casting it.

    Sleep and paralyze skills can be used to prevent a kiting mob from running into another group of mobs in emergencies, holding it in place until another party member can handle it.

    Your 3 most important heals will be Ironheart Blessing, Chromatic Healing Beam, and Wellspring Surge. Stream of Rejuvenation is good if you have the Demon Skill, which temporarily adds to Physical Defense of the target, otherwise it's not as important.

    Healing does generate a small aggro score, which will trump proximity aggro (when a party member has aggroed a mob by getting too close, but has not yet damaged it). Also, if the tank hits a mob only once to secure it, then focuses on another, healing the tank repeatedly will eventually build up enough to trump the damage by the tank to the first mob. Healing someone as they use a genie to "safe pull" (Earthflame) or a veno who has sent their pet out to pull, will extend through and aggro all the mobs near to the one being pulled. If a mob has kited away near enough to a group of others that have not been aggroed, healing the person who has aggro on the mob will aggro the others.

    There are no written-in-stone methods that are to be used every time; observation and discretion will help you determine what to use and when. If you can see things heading toward a bad situation, you can stay safe, even if it means allowing a party member to die if they get in too deep. You can rez them, they can't rez you (assuming it's not another cleric).
  • XxLady_XelxX - Dreamweaver
    XxLady_XelxX - Dreamweaver Posts: 455 Arc User
    edited June 2010
    Seals are awesome, even if some of them don't exactly seem useful at first.

    Elemental and Dimensional are obvious, even if Dimensional gets overwritten by better debuffs often. It's still a hefty 15 Chi and a good place-filler between Ironwoods/Devour to keep the damage boost going.

    Silent is awesome both to keep nasties away from you, and to help melees chase down a particularly troublesome runner.

    Chromatic...shouldn't even need explanation. Great for assisting in crowd control, getaways, farming (**** killing those higher level mobs...just put dat bish to sleep, farm your ****, and GTFO), big assaults...sooooooooooo many uses. ^___________^
  • Yukies - Harshlands
    Yukies - Harshlands Posts: 23 Arc User
    edited June 2010
    I personally think that debuffs are really usefull in game; i like them in instances like FB/TT/BH or also in pvp with a purify behind.
    Clerics can steal aggro in one case (except a high damage). The tank run near a mob, mob start attacking him and you heal him. You need to wait the tank attacks the mobs and take aggro on him, otherwise you'll get aggro. It's the easy way to cause a failure for all the squad.
  • Grego - Raging Tide
    Grego - Raging Tide Posts: 49 Arc User
    edited June 2010
    Just learn to use a bow for when you run out of mana, then you won't be completely useless b:victory

    Good Clerics NEVER run out of mana dude, and we are not Archers. Lol.