Which PURE class gives the most imbue dice?

droid327

Hardcore casual soloist
I never said ANYTHING about making any build do less DPS.

Make a build that's capable of doing a monstrous amount of DPS for all I care.

If you can't kill the boss with one burst or one shot right at the beginning of the fight, you're gonna have to modify your play-style until you CAN finish off the boss.

But I can do monstrous physical DPS or monstrous spell DPS and not have the same issue, because those have stats that let me temper my hate generation

Its only an issue for imbues because only imbues have no threat reduction stat. Thats what makes it a bug workaround and not just "git gudder at playing imbue builds right"
 

Terpilar

Well-known member
Its only an issue for imbues because only imbues have no threat reduction stat
Actually, before we got this universal imbue system, how were the various damage add-ons (EK, AA, Inq...) treated regarding threat generation? Does anyone know?
 

Arkat

Founder & Super Hero
Its only an issue for imbues because only imbues have no threat reduction stat. Thats what makes it a bug workaround and not just "git gudder at playing imbue builds right"
My best imitation of a DDO Dev follows:

"Sorry, but you'll have to ADAPT."
 

Bobbryan2

Well-known member
I wasn't necessarily talking about "aggro reduction" in terms of items or enhancements.

Slowing down your attacks so that your aggro never exceeds the tank's aggro (gained either by damage dealing or by using Intimidate), is probably one of the best ways to control your aggro.

When the time is right, then burst away and take down the boss.
This is kinda stupid.
Just gonna say it.
 

Bobbryan2

Well-known member
Wait, are you saying that quests designed to require coordination among a greater number of players might require thoughtful play and attention to detail? ?
No, he's saying it's great game design for one, particular melee build to have to estimate how much to nerf their own DPS because they don't have the tools that all other builds have.
The idea that somehow group dynamics are benefited from melee characters standing around trying to *time* their contributions is really whack.
Absolutely no one is getting better coordination or thoughtfully playing by simply trying to guess how long they can be useless so they won't die and become more useless.
 

Bobbryan2

Well-known member
I never said ANYTHING about making any build do less DPS.

Make a build that's capable of doing a monstrous amount of DPS for all I care.

If you can't kill the boss with one burst or one shot right at the beginning of the fight, you're gonna have to modify your play-style until you CAN finish off the boss.
On the contrary. That's EXACTLY what you're saying.
If Imbue builds are doing too much DPS because the devs cannot bother to give them the same aggro-mitigating options every other build in the game has due to a bug, then you need to CHOOSE to do less DPS.
Maybe you're getting defensive because you're actually just saying nonsense and getting called on it?
 

Bjond

Well-known member
The big problem with the argument that "agro flips kill off the bad players" is that DDO has physical collision checks for attacks. Bad-stance Paladin stands right behind YOU because you look like you know what you're doing and he wants to see what you're doing, copy it, and look smart.

So, when the boss flips, it will hit you rather than him and he'll feel justified because, well, flips only kill bad players, right?

It's not self-correcting until he kills off everyone he can stand behind and he's not even doing it on purpose. He just wants to learn to play by watching the good ones. :(
 

Sarlona Raiding

Well-known member
Is the threat generated by imbue damage has been solved? I hate when people with imbue builds pulls tank away and get one-shotted in raids.

With 21 imbue dice, a high ranged power and 100% threat reduction I don't pull agro much in raids.

Imbues might be a contributing factor, but I think the bigger issue is people don't get to -100% threat because they don't want to make the trade-offs.
 

Abax11

Well-known member
I have like -110 ranged threat and got at least 1 or 2 times bosses/red's aggro. sadly it didn't work for imbues.

My imbue at cap is no so high btw, like 14 :ROFLMAO:
 

Jack Jarvis Esquire

Well-known member
It's a pity imbues don't work like SAD. I avoid them as a result. The aggro risk isn't worth it for me. I'd they changed them up then I'd gladly load up. 😁👍
 

Elminster

Sage of Shadowdale
You guys have a weird view on aggro, but I’m coming from a much more hardcore game than DDO.

In that game, you want to grab aggro from your tank as a means to “test” the tank and try to up his aggro/fight for aggro with you.. that raises the “aggro ceiling” allowing for DPS to push even harder on the boss.
 

Bjond

Well-known member
You guys have a weird view on aggro, but I’m coming from a much more hardcore game than DDO.

In that game, you want to grab aggro from your tank as a means to “test” the tank and try to up his aggro/fight for aggro with you.. that raises the “aggro ceiling” allowing for DPS to push even harder on the boss.
That's a game you can play within a non-pug group when people know each other; in EQ-1 we'd sometimes play "raid pong". Get a wizard on either side of the raid pack. Drop some BIG burst. Boss chases Wizard. Raid chases boss. Other wizard then drops BIG burst. Boss turns and runs the other way. Raid turns and chases boss ... (ok, it's more fun with a little ethanol).

Most MMOs do turn agro into a bit of a cooperative mini-game. FFXI had the best one where a thief could "trick" all his agro onto the person in front of him. Of course, thiefs only did this on tanks.

DDO has some serious agro problems. Intim does not work on everything and DPS can easily outstrip it. Throw-the-boom has a limited duration. Tanks (usually) don't have enough accuracy to hit things and not enough melee power to make the hit matter even with huge incite. It's not a little short on accuracy, too, but 100+ short and the problem is getting worse.

The whole thing is compounded by newbie advice: grab stalwart defense to help you survive. And, the need for -threat in raids conflicts for the desire for +threat in quests. It gets worse because building for -threat often means giving up DPS or making some hard build choices.

DDO agro is a mess. It's poorly conceived, badly implemented, and not documented.
 

saekee

long live ROGUE
I imagine an ultimate imbue-pushing build would go tier 5 Law of Divine Divine Crusader AND spam Paranoia from SD for evil imbues. These both would be on top of the regular imbues.
 

Bjond

Well-known member
Paranoia from SD for evil imbues
Paranoia is force. The "evil" bit in the tool-tip is descriptive fluff.

My TWF melee does DC Law + Paranoia. Stacking up non-primary damage procs scales best via attack rate; it's not a build method I'd use for 2H and is only a "maybe" for SWF.

BTW, Handwraps are about 15% faster than TWF and swf+bash is a teeny bit faster than wraps if you can get the bash rate up near 1/s. Those are the styles that win big from scaling procs.

DC Law does give better melee DPS than other T5s, but I would prefer big burst. Law only wins on DPS because the other T5s give such bad burst for melee. It still takes Law around 5m before it pulls ahead of LD and most fights don't last that long. Both "how dare you" and "beckon" were factors in swapping
swapping my TWF to DC -- they're v.handy for a raid-only melee.

Oh, ranged attack rates are definitely high enough to make DC Law pay off, BUT not when compared to the Shiradi Epic. Shiradi is burst, too, which is MUCH more useful than sustained. My ranged builds generally use Paranoia, though, if they have a lot of sneak dice.
 

saekee

long live ROGUE
Paranoia is force. The "evil" bit in the tool-tip is descriptive fluff.

My TWF melee does DC Law + Paranoia. Stacking up non-primary damage procs scales best via attack rate; it's not a build method I'd use for 2H and is only a "maybe" for SWF.

BTW, Handwraps are about 15% faster than TWF and swf+bash is a teeny bit faster than wraps if you can get the bash rate up near 1/s. Those are the styles that win big from scaling procs.

DC Law does give better melee DPS than other T5s, but I would prefer big burst. Law only wins on DPS because the other T5s give such bad burst for melee. It still takes Law around 5m before it pulls ahead of LD and most fights don't last that long. Both "how dare you" and "beckon" were factors in swapping
swapping my TWF to DC -- they're v.handy for a raid-only melee.

Oh, ranged attack rates are definitely high enough to make DC Law pay off, BUT not when compared to the Shiradi Epic. Shiradi is burst, too, which is MUCH more useful than sustained. My ranged builds generally use Paranoia, though, if they have a lot of sneak dice.
oh that is good to know! I was wondering about the force procs and could not figure out where they were coming from. I was pulling from Swiv when my ki bolter was using DC Law though, in part why I switched up things.
 
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