What others should know about your class

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What others should know about your class

Post  Psychobabble on Mon Apr 18, 2011 2:54 am

Following some in-raid discussion last night, I thought it might be useful for people to explain some things about some of thier class skills that would be useful for other raid members to know about. I'm going to get the ball rolling with the lore-master and I'll suggest a few things that other people might like to explain about their class.

  • Mezzing. By default, lore-masters have blinding flash which is a 30s mez which has a 15s cooldown and a 1s induction. It can be used on any type of creature except the dead and creatures of nature (which are mainly huorns/trees). In situations where the LM is mezzing they will almost always trait it to remove the induction, making it quite feasible for them to mez two targets at a time after that initial 15s cooldown. The LM mez is a daze (as opposed to a stun) for the full duration of it, so any damage at any time after the mez starts, including existing DoTs, will break the mez. If the LM traits into their damage line it will be reduced to either 20s duration (3 deep) or 5s duration (4 deep).
  • Share power. Depending on traits and legacies, the loremaster power share uses almost as much power as it gives out - it's not a power "heal" in that sense. Normally power is saved up for healers/captains and sometimes tanks (esp wardens) if they're having to do lots of AOE taunts, DPS classes are a low priority for power sharing so hunters/RKs shouldn't expect to be fed power sorry.
  • Wound/disease removal. When traited for it (which they almost always are), LMs can remove wounds and diseases off everyone in their fellowship. The skill has a 1 or 2s induction depending on traits and no cooldown, but you should realise that a lot of other LM skills have long inductions and sitting there spamming this skill might not be the best use of the LMs time so you won't always have stuff instantly removed off you. Also note that this removal is FELLOWSHIP, not raid-wide so if you're not in the LMs group you're on your own.
  • Stun protection. LMs can cast sign of power:righteousness which gives protection against most stun effects (but not forced cowers) for 1m (assuming the LM has the right legacy maxed, which they should). It can go for as long as 1.5min if traited, but the trait isn't slotted very often. It can be used pro-actively or reactively. It has a 5s cooldown and about a 1s animation time which makes it a bit tricky to spam over multiple fellowship members and given its relatively short duration, can be fairly micro-intensive to keep up on a lot of different party members. Generally, if there's going to be stuns i'll try to keep it up on the main tank, the healer and myself and then if anyone else gets stunned i'll clear it reactively as quick as I can.
  • Corruption removal. LMs can remove 3 corruptions at a time at range every 30s.


That ended up being longer than I thought lol. Anyway some suggestions for other classes (along with anything else you can think of):

Burgs - riddle, FM starters, addle, reveal weakness.
Captains - Fear removal, defeat responses, tactics buffs, in harms way/last stand, oathbreakers.
Champs - Clobber, controlled burn, rising/ebbing ire, challenge.
Hunters - CC (bards arrow, explosive shot, traps), stances, burn hot, beneath notice.
Guardian - Shield wall, taunt range, importance of reactives.
Minstrels - Song of aid/call to greatness, CC, buffs, bubble.
Rune-keeper - Switching between alignments, healing bubble, all fates entwined, CC.
Wardens - Initial aggro, threat leeches, dark before the dawn.

If everyone could explain how they remove corruptions too that'd be great.

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Re: What others should know about your class

Post  Jtime on Mon Apr 18, 2011 8:37 am

Guardians

Reactives: unlike wardens who use gambits, guardians need to be hit to get either a BLOCK or a PARRY to allow us to go into threat building chains. So if you pull early off a guardian your going to make the fight difficult as we have very limited threat generation in this scenario.
Force Taunts: we have 3 force taunts. Challenge which is our multi target taunt normally traited on a 30s cd, Engage for single targets (good for separating bosses from mobs) and the Legendary Challenge the Darkness (10 target force taunt - 10 min cd).
Panic Buttons: Guardians have a few panic buttons, but mainly we have pledge. Guardians pledge will boost out BPE by 50% each for 15 seconds, giving the healer/group valuable time to get on top of a bad situation. We can also chain this if necessary by using deep breath which will refresh pledge instantly (15 min cd for deep breath). Often in conjunction with pledge we use warriors heart which boosts our maximum morale and heals for a similar amount and lasts for 1 min.
Shield wall:: Shield wall is a relatively underused guardian skill - i didn't have to use it until SG. Normally reserved for the healer, shield wall will allow the guardian to absorb ALL damage on the target he is protecting, but it has a very limited range (you need to be very close for it to be available).
Corruption removal: guardians don't have the strongest capabilities here. Our skill "improved sting" (often in high rotation) applies an effect that on expiry after ~8s will remove a corruption from the target. It does not stack so you can't get lots and lots of queued removals.

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Re: What others should know about your class

Post  Grimdan on Fri Apr 22, 2011 3:27 pm

Burglars

Reveal Weakness: This is the big one and worth having a burg come by itself. A toggle-based (ie one target at a time) debuff that makes the target take +8% damage (10% with spec which is quite common). Multiple burgs throwing this up do have some overlap but the effectiveness of the progressive applications half (so first one is 10, second one applies 5 for 15 total, then 17.5, etc).
Addle: Our interrupt coupled with a 30sec slow to all inductions of 25%. Both the frequency of the interrupt and the induction slow can be improved through LIs. With a possible 5sec cooldown after some LI work we can become very effective interrupters.
FM Starters: We have several. One is available anytime and on a 5min cooldown, another is activated from stealth on a 5 min cooldown. We have burg-consumables on a 15min cooldown that start an FM. We can vanish and trip mid-fight. We have an ability that resets abilities all but the consumables on a 30min cooldown. This is why burgs with their batbelt-like tools can pull an FM on command with only rare times that they're on CD for everything. Couple this with one of our legendary traits (arguably the best) that hits after we crit and has a 20% chance to start an FM. Burgs are FM masters.
Riddle: Our primary CC mezz. It mirrors the LM CC in both it's length (30 seconds) and that it covers all mob-types but insects, beasts and creatures of nature. Between a burg and an LM the entire range is covered. We have a stance that puts this mezz castable every 30 seconds allowing consistent control; the downside is that without traiting there is a small split-second moment where the mob can move.
Corruption Removal: Every 45 seconds burgs can remove all corruptions on a target. We have consumables that can remove a single corruption but have a cooldown of a minute.
Tricks: 4 powerful debuffs to choose from. Includes a slow, a crit booster to all hitting the target and one that causes a slower and less powerful attack. These stack with diminished returns, so burgs will often choose different tricks when grouping together.
Provoke: This is an often overlooked tool of the burglar. It causes good damage, is cheap and raises the threat on whomever the mob is attacking. This helps glue a mob to whomever needs it and allows other people to fight a little harder without stealing aggro.

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Re: What others should know about your class

Post  Psychobabble on Thu Apr 28, 2011 2:45 am

Seeing as none of them have chipped in, I'll highlight a particularly interesting minstrel skill called 'call to greatness'. It costs a fair bit of power (300 at level 65) and is on a 5min cooldown, but that can be reduced to 4min with two yellow traits slotted. It lasts for 15s and has the following effect on a single target:

Minstrels: +10% Healing Done. Chord Of Salvation Recovers In 5 Seconds.
Champions: Grants A Defeat Event And 2 Fervor. Grants 1 Fervor Every 5 Seconds.
Lore-Masters: Reduced Chance For Enemies To Resist Blinding Flash. Blinding Flash Recovers In 5 Seconds.
Guardians: +25% Threat Generation. Grants The Guardian Ward Effect Every 5 Seconds
Rune-Keepers: -10% Power Costs. Self-Motivation Recovers In 5 Seconds.
Wardens: +10% Threat Generation And 5% Damage. Grants Shield Up Every 5 Seconds.
Burglars: +15% Damage To Positional Attack Skills. Suprise Strike Recovers In 5 Seconds.
Captains: Grants A Defeat Event. Grants The Battle-Readied State Every 5 Seconds.
Hunters: -10% Threat Generation And Grants 3 Focus. Grants 2 Focus Every 5 Seconds.

You can see how this can be a very important skill to use in the right place, however its use requires coordination between the minstrel and the person receiving the buff otherwise it's just likely to be wasted. Can definitely turn the tide in a rough spot though and is a key raid skill.

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Re: What others should know about your class

Post  DivineRapier on Wed May 04, 2011 5:47 am

Champions

Clobber: A 5 sec cd interrupt skill. It is immediate, which means it will cancel all current attack animations for the interrupt, for eg. turning a 3-hit skill into a 4-hit (skill + interrupt) in 1 animation. Mostly used in a 2H rotation for burst damage if interrupts are not essential. Like any other skill, it has chance to miss, be evaded, parried or blocked.

AoE Stun: Champs have 2 AoE stuns; a 5-10s stun (legacy on rune increases duration from 5 to 10s) from the crafted horn made by woodworkers which affects 6 max targets and a 3s stun from Sound the Attack which affects 5 max targets. When traited, StA turns into Horns of Gondor, which cannot be blocked, parried or evaded by on lvl mobs, only resisted.

Defeat Response: True Heroics restores 200+ power to all fellowship members by draining the champion's own power but has a 10m cd. Second Wind (15s cd) restores 200+ of the champion's own power.

Aggro Management: Champs do not have multi target taunts like Guards and Wardens. Our direct challenge is single target only. We have ire skills which either transfers 20% of our threat to another target (Ebbing Ire) or from the target onto ourselves (Rising Ire). Using either skill will trigger the cd (2m) of the other as well. 2 of our legendary skills, Ferocious Strikes and Raging Blades (more popularly known as the shing-shing), does increased threat to pull aggro from healers if required.

Fear/Corruption Removal: Champs can only remove their own Fear. However it removes ALL stacked Fear de-buffs. Feral Strikes is a 4s cd Corruption removal skill. It hits 2x with 2H and 3x with DW. Every hit has a 20% chance to remove Corruptions.

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