Arkat
Founder & Super Hero
I know, I know.Wait, are you saying that quests designed to require coordination among a greater number of players might require thoughtful play and attention to detail? ?
I'm probably asking too much.
Sorry. ?
I know, I know.Wait, are you saying that quests designed to require coordination among a greater number of players might require thoughtful play and attention to detail? ?
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.
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?Its only an issue for imbues because only imbues have no threat reduction stat
My best imitation of a DDO Dev follows: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"
This is kinda stupid.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.
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.Wait, are you saying that quests designed to require coordination among a greater number of players might require thoughtful play and attention to detail? ?
On the contrary. That's EXACTLY what you're saying.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.
Hey, I like this idea, I really would rather pike a raid than take a chance of getting one shotSo the best method to manage aggro is to pike, ok, got it!![]()
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.
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).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.
You just described the entire internetOP: What pure class give most imbue dice?
Forum: DDO is AWFUL!
Elminster: Wizard 101 is Da Shizzle!
Paranoia is force. The "evil" bit in the tool-tip is descriptive fluff.Paranoia from SD for evil imbues
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.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.