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for People to be able to pull damage from you...
They have to be like 3 spark and trying to wack like mad @ the start of a boss fight.
If not for FC's 150 Boss, Flesh Ream lvl 10 should more or less do the job. some Devour might help a bit but its a double edge sword sometimes.Build Aiming for : pwcalc.ru/pwi/?char=99d12b053ed06fe9
Retired : pwcalc.ru/pwi/?char=a798089d5502e95b
17k hp since level 92.. now @ 13k Hp on 1000 -
are you referring to bosses or on the pulls?
if you refer to the pulls, then your squad probably isn't doing it right if theres an issue with DD's getting aggro before mobs are dead.
Most effective from my experience is this:
Start with full chi -> invoke before returning to bubble -> bestial rage -> sunder -> return to BB (bm wont need to stun to save cleric, and youll be full of chi). Stand up -> top -> crab meat -> wait for the BM to HF -> use armageddon level 10. With enough HP, thats enough to "one shot" all the mobs. If your hp isn't that high though and no one else did anything of any real significance, mobs that manage to survive shouldn't aggro anyone else unless they were seriously jumping the gun.[SIGPIC][/SIGPIC]
Retired..0 -
For Pulls:
Beastial rage: Invoke: Roar: Surf/Sunder (time sunder to HF, surf first if BM is late): Surf/Sunder: Devour shade: Surf.
If I have bloodpaint and a veno, or feel like useing cloud eruption for chi I don't bother with invoke. I just beastial rage, Roar: Sunder, Human form, Armageddon.
For Bosses:
Switch to fists and 5.0 the boss to death?
Or for the axe barbs: I spam FR once, roar once, then FR spam. I gauge my DD's power. If I can hold aggro easily I will FR twice, then devour. If I am having trouble with aggro Devour would cause DDs to get more damage aggro and use up my chi, so instead I just FR spam. I can hold aggro against most 3.33 sins, and most 4.0 BMs, but I'm a demon damage build. If I can't hold aggro from them I ask cleric to heal them, then I hold aggro until amp/HF, let the DD take the aggro while I build a little chi, then roar after the amp to reset aggro and start reaming. High aps players will take aggro, but paint should heal them enough to tank, especially when the boss is HF'd/amped. If they're permasparking with +10 weapons and theres no hope then devour and interupt. Devour has a 4 second attack level reduction on the boss. One interupt of a boss skill will leave them seconds to build hp back from last boss attack, which at 4-5.0 that could be 20-30 attacks of bloodpaint heals.
Edit: If the DD has pulled aggro and you can't get it back DO NOT spam FR and cause the cleric to need to heal both of you. Let the cleric heal the sin/bm and stack IH on them because they are now the tank.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0 -
As other have already said, you wont get trouble in holding aggro during the pulls if you have a decent team...
What id like to point out is the importance of gathering the pulls, by this i mean where you have to stop and start killing. This is very important at lower level squad FCC cuz you have to focus the DD power on the most mob possible.
If you manage to keep the mob in a small radious range then the things goes even faster.For Pulls wrote:I usually do like this on pulls:
-gather the room mobs and head to shade (target it)
-go 10meter past shade and stop to BESTIAL RAGE > INVOKE
-get back to shade and use ROAR > now you have full chi again
at this point you should have all the melee and range mobs in the AOE radious, and your squad should have reach you. So BB is up, the bm's HF is ready and archer BoA is channelling
-start the AOE frenzy with SUNDER > SURF > human > SWELL/ARMAGEDDON (usually is not necessary)
now the mobs should all have gone. If not, single hit them untill the AOEs cd is down.
There's another situation that id like to point out. Before the 2nd boss (the one that you need to kill the mobs in the 5 colored circles to woke the boss up) there is an hard pull to do cuz of magical mobs, and if you are not used in FCC you can have some trouble.
From the just cleared room to the magical mobs hall:
-Get 2 IH stacked on you by the cler and if its possible a Wing of protection buff
-cross the hallway until reach the 1 turn on the left
-turn left and continue to run
-stop just before the hallway ends and the room opens
-use BESTIAL RAGE > INVOKE
-get back to the mobs (since theyr ranged) and use ROAR
at this point all the mobs should be on the turn inside the hallway and start throwing lightning at you, and the squad is ready to rock.
-start the AOE frenzy with SUNDER > SURF and everything untill they are all downFor Bosses wrote:
Behave just as with normal bosses:
-Rush in and throw some FR
-start timing ALACRITY
-Use some DEVOUR > SURF > FRIGHTEN to help DD
-Rinse and repeat
If someone steals aggro use ROAR and start again with the pattern. If there are 5.0aps players in your squad, then you just stand back to DD and let them tank.
Some bosses have special attacks (trying to remember em all is hard since im inactive since 5months):
-1st boss has circles that explodes and deal 5k dmg, so watch out for those
-2nd boss has seal and DoT, is the clerics pain in the *** boss
-3rd boss spawns one dragon at the beginning of the fight and another one at half almost
-4th boss spawns BI.SHOPS, which are troublesome mobs since they freeze you, tank on boss and squad on bi.shops. keep the squad tight to keep spawns in close range
-5th boss has a timed attack that is deadly, if you stay on gen chat you can see when he start channelling it, kill this asap or deadly attacks will happen more often. also has an AOE that deals 5k
-6th boss has an AOE sleep followed by an AOE that deals 5k, is not that hard at all to survive this one
-7th boss spawns a mini-boss that if it get hit by an AOE explodes and kills everyone, there are hands that spawn too and ranged char have to focus on those. Pro squad use AOE for 30sec every 40sec cuz the miniboss pops out and is in range for just 10 seconds. Usually is NO-AOE boss tho
HERE SQUAD USUALLY STOPS, THIS IS CALLED A FAST RUN
-8th boss has a fast channeling stun and mag.defense debuff, cler has to purify you asap
-9th boss has CHI DRAINING attacks and an AOE that deals 5k (i really dont remember more on phoenix)
-10th boss is divided in 2 stages, 1st one has random aggro and goes pretty fast. 2nd stage has AOE that deals 5k and some other attacks i dont remember now
More or less this is everything you need to know on bosses[SIGPIC][/SIGPIC]
...i guarantee you, YOUR CHILDREN WILL NOT SEE THE DAY OF YOUR WHITE HAIRS...GOODBYE BLUE SKY (and PW too)
>RETIRED<0 -
I use sunder after invoking to pull the mobs, and save roar for -if- the DDs manage to take aggro.[SIGPIC]http://a.imageshack.us/img714/9433/testoz.jpg[/SIGPIC]
If I had a dime for every time I was wrong, I'd be broke.0 -
Dsholder - Dreamweaver wrote: »I use sunder after invoking to pull the mobs, and save roar for -if- the DDs manage to take aggro.
This only works with high level squads that kill mobs in one or two attacks before the mobs even have a chance to react and change aggro. Roar takes 3 seconds to channel so if you do lose aggro everyone will have two more attacks before your roar activates.
I'd still recommend roar first then sunder. If you want to skip roar, and sunder only then have alpha male ready to use and follow it with surf.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0 -
I'm personally with DSholder in regards to not using roar up front. I never do in FC, I may use frighten up front, but not roar. In lower level runs before my Armageddon was maxed out and I had 13k HP standing up, I would save my ROAR and use it right after BM HF'd since the archer or wiz would have pulled aggro. Never had a problem with doing it that way myself honestly. As soon as the HF went off, the mobs would go running for the archer who already had his BoA up before HF, and right as soon as my Roar finished channeling the mobs were running back to me before they even got to the archer. By that time, mobs were dead. If you don't have faith in the roar skill due to its slow channeling, alpha will work here instead. I just personally find it pointless to roar at your pulls especially if youre brambled duriing them. You're effectively resetting the aggro you build up from deflect damage whilst waiting on sparks to build up after invoke -> bestial rage so that you can sunder for stronger aggro before returning to zhen spot.[SIGPIC][/SIGPIC]
Retired..0 -
Agreed, and not saying its wrong I'm just saying it errs on the side of underaggroing. Roar resets aggro and adds some. Roar alone normally holds better than sunder alone, at least for me. I like to roar first, then surf (more spammable), then put Sunder on a BM's HF. If the BM HF's right away then Sunder right away. Barb aoes have short ranges and roaring first helps me pull them in nice and tight for my aoes, where as while sunder channels aggro could be pulled off.
I guess another factor for me is I have demon roar for 100% reflect, which gives alot more reflect damage and aggro than a venos 60% bramble.Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory0
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