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Giem Boelcke
08-18-2006, 05:56 AM
<DIV>Hey all,</DIV> <DIV> </DIV> <DIV>I have been going thru all the INQ forums and have seen several examples of people using AA's and certain equipment etc. to output alot of DPS.  There are some claims of consistent 600-700 DPS when tuned properly at lvl 70.  I know we are healers but I wanted to make a project of trying to tweak out the DPS for a real "Battlepriest". I wanted to see if any higher level INQ's have tried this and how they did it, and also what kind of actual recorded DPS they can get with their "setup". Also its been posted before concerning what combination of spells to use to help maximize DPS, whether in group or solo. I want to see if anyone has some sequences they find work well, and again some actual DPS figures that they generate. If anyone has any input on this, it would be great. BTW not looking for an argument, just some constructive ideas <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>A nice setup I saw in the forums was    STR 5.4.8     AGI 4.4.8     STA 4.4.8     with 50 points of course <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  Obviously with the right weapon this config would make your auto-attack insane, and the Blackscale Maul comes up alot in the forums as well.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Thx guys, WE ROCK!!</DIV> <DIV> </DIV> <DIV>44 INQ - Madrael "Hawt Chick" Ankhti</DIV>

Shailen
08-18-2006, 07:05 AM
<div><blockquote><hr>Giem Boelcke wrote:<div></div> <div>Hey all,</div> <div> </div> <div>I have been going thru all the INQ forums and have seen several examples of people using AA's and certain equipment etc. to output alot of DPS.  There are some claims of consistent 600-700 DPS when tuned properly at lvl 70.  I know we are healers but I wanted to make a project of trying to tweak out the DPS for a real "Battlepriest". I wanted to see if any higher level INQ's have tried this and how they did it, and also what kind of actual recorded DPS they can get with their "setup". Also its been posted before concerning what combination of spells to use to help maximize DPS, whether in group or solo. I want to see if anyone has some sequences they find work well, and again some actual DPS figures that they generate. If anyone has any input on this, it would be great. BTW not looking for an argument, just some constructive ideas <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div> <div> </div> <div>A nice setup I saw in the forums was    STR 5.4.8     AGI 4.4.8     STA 4.4.8     with 50 points of course <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  Obviously with the right weapon this config would make your auto-attack insane, and the Blackscale Maul comes up alot in the forums as well.</div> <div> </div> <div> </div> <div> </div> <div>Thx guys, WE ROCK!!</div> <div> </div> <div>44 INQ - Madrael "Hawt Chick" Ankhti</div><hr></blockquote>Its not just melee, that will always be the lesser fraction of your DPS.  I've speced heavy int for spell crits and incresed damage.  With like 4-5 pieces of gear and a weapon doing spell procs you proc a lot and all those can crit as well.  In any given fight I probably do 100+ DPS just from procs if I gear out to do it.  My mit and other abilities suffer though, but my DPS goes up.</div>

Gobbwin
08-18-2006, 02:31 PM
<P>Well it depends on your play style really.  The AA set up that you mentioned is primarily for Melee DPS.  For this set up you will need to get a set (likely to be a secondary set) of gear that raises your STR as this with a good weapon will drastically increase the effectiveness of this AA set up.  Also get a few of your offensive spells and debuffs AD3/M1 for this and you'll be set (Convict and Absolving Flames are two really good spells to upgrade, o yea Fanaticism is a great spell for this alternative even though it temporarily stifles you).</P> <P>Now if you prefer to be a caster like the above poster mentions, that can also provide you with the opportunity with some good spell based DPS.  For that set up, you should focus on the INT line, AD3/M1 all of your offensive spells and get gear that raises your WIS/INT to increase both your power pool and the amount of damage your spells do.  Absolving Flames would be a good spell to upgrade for this option.  </P> <P>Either alternative is a viable option, it just depends on your playstyle.  For me, the former is the way that I prefer to play, I like to be able to smack things with a great hammer while still being able to cast spells.  I often solo heal groups (and I'd swear that my guild mates are suicidal as they will pull multiple groups at once just to "keep me on my toes") so I need to be able to cast heals, cures, and debuffs.  I'm still working on getting all of my offensive spells increased, but even with the melee option, high INT and good quality spells don't hurt.</P> <P><SPAN class=time_text></SPAN>  <P><SPAN class=time_text>Edited to account for early morning lack of sufficient caffene intake.</SPAN></P><p>Message Edited by Gobbwin on <span class=date_text>08-18-2006</span> <span class=time_text>03:39 AM</span>

Shailen
08-18-2006, 06:23 PM
<div><blockquote><hr>Gobbwin wrote:<div></div> <div></div> <div></div> <p>Well it depends on your play style really.  The AA set up that you mentioned is primarily for Melee DPS.  For this set up you will need to get a set (likely to be a secondary set) of gear that raises your STR as this with a good weapon will drastically increase the effectiveness of this AA set up.  Also get a few of your offensive spells and debuffs AD3/M1 for this and you'll be set (Convict and Absolving Flames are two really good spells to upgrade, o yea Fanaticism is a great spell for this alternative even though it temporarily stifles you).</p> <p>Now if you prefer to be a caster like the above poster mentions, that can also provide you with the opportunity with some good spell based DPS.  For that set up, you should focus on the INT line, AD3/M1 all of your offensive spells and get gear that raises your WIS/INT to increase both your power pool and the amount of damage your spells do.  Absolving Flames would be a good spell to upgrade for this option.  </p> <p>Either alternative is a viable option, it just depends on your playstyle.  For me, the former is the way that I prefer to play, I like to be able to smack things with a great hammer while still being able to cast spells.  I often solo heal groups (and I'd swear that my guild mates are suicidal as they will pull multiple groups at once just to "keep me on my toes") so I need to be able to cast heals, cures, and debuffs.  I'm still working on getting all of my offensive spells increased, but even with the melee option, high INT and good quality spells don't hurt.</p> <p><span class="time_text"></span>  </p><p><span class="time_text">Edited to account for early morning lack of sufficient caffene intake.</span></p><p>Message Edited by Gobbwin on <span class="date_text">08-18-2006</span> <span class="time_text">03:39 AM</span></p><hr></blockquote>Debuffs are key too, up your sentence line to M1 or higher, and you'll see your damage go up significantly.  Try to stack debuffs whenever you can.</div>

Solar_Fla
08-18-2006, 06:39 PM
<P>I have mentioned this before in other threads and figure give ya a little info.</P> <P>The melee setup of 448 448 448 is a great setup for melee dps. The MAIN reason for this is because 100% melee crit is only available on clerics. Because of the nature of critical hits no matter what creature your attacking or person your fighting, their Mitigation means nothing. Critical Hits will ALWAYS hit for the same amount every time. Which I believe is +1 hp to +1.3% more damage. Now with that in mind, your doing a consistent sustained minimum amount of damage. The 40% dps mod with yaulp and then consecrated aura will put you at 86% if conescrated aura is A3 90% at master. With fanaticism m1 up yaulp and anythihng with 22% or higher haste like "gauntlets of Glorious speed" you now have reached 100% haste. This is all of course if you have the master if you don't your still looking at a very respectable amount of haste. That coupled with a BSM with a 500 something max damage you will hit for 1500 and sometimes double attack for that on normal solo fights and you will hit upwards of 2800 in raids. The speed of the maul is horrendously slow; however that 8 second delay turns into 4 seconds with 100 haste. All these specific things added together in this very specialized combo give you a melee battle cleric. Also the 4 in str skull crack and then 8 in the proc line is very handy for when you switch out to a 1hander for quick and deadly interupts when a mob or person needs to be interupted consistently. </P> <P>Now in order to handle the agro you will be generating with such high crits every swing you will need to increase your mitigation alot. You can have a very respectable mitigation setup with just these legendary pieces.</P> <P>2x light chitin rings</P> <P>CoP (cuiriass of protection)</P> <P>Gauntlets of Glorious Speed</P> <P>Hooloh hat</P> <P>Dragon Scale Shoulders (the tank version with 7 defense from claymore quest)</P> <P>Blackcoat forearms OR vambraces of Impiety (both drop in labs)</P> <P>Dragonscale Belt (claymore line)</P> <P>Tayill's Grim Greaves (claymore) OR Empowered Scaleguard greaves (SoS)</P> <P>Dark Majestic Sabatons</P> <P>Neckband of might (forgot who drops but i believe in SoS)</P> <P>Dragon scale Earring (claymore)</P> <P>Darkfaith Bracer (Halls of Fate)</P> <P>(forgot the name of second bracer doh)</P> <P>the 2 charm slots can be anything doesn't matter a whole lot can swap it for str sta or whatever stat your low on</P> <P>and for the ranged slot I would suggest an Idol Aaryonar (claymore)</P> <P>That setup of items very few of which are raid drops i think just the bracers I mentioned. That combonation of items makes for very very respectable Mitigation STR STA WIS. Also your resists will be very well rounded as well. With all those factors taken into consideration you can pump out the DPS can take a Hard hit and keep going and you can pretty much beat the pants off of any fighter in a duel with melee dps alone which is funny to hear them bitz and moan that you killed them with melee hehe. That is roughly mysetup till more fabled drops for my guild and the tanks are outfited enough so i can get the tank items so further increase my effectiveness with that setup. </P> <P>Hope that was informative for you and any other inquistors who wish to be a Melee battle cleric without having to be in a raid guild.</P> <P>Take Care</P> <P>dunno what possessed me to think of blackscale instead of blackcoat hehe, musta been the maul reference</P><p>Message Edited by Solar_Flare on <span class=date_text>08-18-2006</span> <span class=time_text>01:38 PM</span>

Giem Boelcke
08-18-2006, 07:32 PM
<DIV>Thanks for the posts everyone. And thanks Solar_Flare for reposting that info into this thread. That is the exact info that I ran across that made me curious in fact.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> That brings up another question. What if you incorporated everything that Solar_Flare mentioned except for Fanaticism just so you could still cast the DoTs/DD/DD Debuffs etc? Just curious how that would affect or is that haste difference beyond what your spells can pump out? Of course spell quality/debuffs would come into play as well, but I just wonder what the tradeoff is, or if anyone else has any other input. I'm guessing Yaulp is a factor with casting too since it reduces focus now that I think about it. I know when soloing I actually prefer to have it off for casting reasons. It seems to really affect interruptions a considerable amount. But I know from parsing it has added alot more raw DPS just to my auto-attack (with my gear including a decent 1H and at lvl 44 it goes from 30 DPS to about 50 DPS with Yaulp turned on, everything else being equal). Gimme some input....    If anyone has any figures that they have measured experimenting, it too would be appreciated.</DIV> <DIV> </DIV> <DIV>Thx everyone!</DIV>

Solar_Fla
08-18-2006, 07:55 PM
<DIV>Oh hey that reminds me I forgot to mention about Fanaticism. Fanaticism can be toggled off early and turns right back on again with little to no delay. The recast on it is something like 2 or 3 seconds (at work so can't confirm exactly) so you turn it off start casting "debuff" or "heal" or whatever and then have fanaticism cued up again and it will turn right back on after ya finish casting. Fanaticism has a .5 second cast which means you can actually cast it while running cause it so quick you won't get interupted. </DIV> <DIV> </DIV> <DIV>Also debuffs like Convict or the mitigation decreasers are good for spells but for melee it won't help. The mitigation decreaser won't modify your damage when you crit every hit. It will help spells but 635 lower mitigation (M1 Convict) doesn't help a whole heck of alot except in group situations or raids when that last extra little bit is needed. Convict really should be a little bit more powerful at M1 I think but take what ya can get right? The rest of our debuffs like the attack skill decreaser line as nice for when your tanking with this setup cause it does lower their chances to hit you. However unless you use a 1h weapon with Skull Crack that line by itself isn't nearly as useful as just swinging your hammer a couple times to kill the mob quicker. I have found that if you are able to get a relic BP that pulling with absolving flames works well cause of the increased damage over time the BP gives. With damage spells I would HIGHLY recommend using Affliction and Absolving Flames in heroic opps. That will also generate more hate toward you if your the one tanking. </DIV> <DIV> </DIV> <DIV>I realize your not quite 70 yet and I been speaking from a 70 point of view; however there are equivalent items for those levels that will help you perform your job rather effectivly. I would also highly suggest getting just a few FT items and have the best drink you can have all the time so that Yaulp never visibly lowers your power. I have found from personal experiance that when I sit to cast a 3 second spell I would have hit the mob 1.5 times with Maul of the Wardens Fist (4 second delay, 2 seconds with haste) for more damage than 1 of my dots could have done over the whole course of the time. Absolving Flames at M1 does an average of 280 damage a tick give or take for 5 ticks with a 4 second delay between ticks, with an intelligence of 300. It will vary based on your Intelligence. Now that would average around 1200 to 1500 depending on your setup. Affliction does even lower damage but it has a very quick cast time which you can throw in between swings. If you time all those things well and get a rythem going you can throw out heat dot then do mental dot as its running to you, turn on fanaticism, beat mob till dots wear off turn off fanaticism throw out the dots quickly then turn it back on once done. (throw in a heal every now and then if needed). Once you get a nice rythem going you will consistently push out 400+ dps at lvl 70. (I say 400 being a low number compared to some raid equipped inquisitors but for the average player that isn't a number hard to reach). </DIV> <DIV> </DIV> <DIV>Reason I went melee line cause our damage spells are so sub par compared to any other healer out there and I challenge any INT based inquisitor to try to out dps me on any mob where healing isn't a needed factor just dps. Welp I hope that answered a couple things that I forgot to put in the other post. I can give you hard data when I get home if ya need it.</DIV> <DIV> </DIV> <DIV>Stoic</DIV> <DIV> </DIV> <DIV>sorry had the dps for absolving flames off a bit hehe.</DIV><p>Message Edited by Solar_Flare on <span class=date_text>08-18-2006</span> <span class=time_text>09:02 AM</span>

Lanfeare
08-18-2006, 07:57 PM
You need to choose a particular mob so people with different setups can fight against it so that the results will be truer .. is that a word.. 8P.Then that way everyone who tries the mob can take [Removed for Content] of the parser results in their window and post the pic here.

Giem Boelcke
08-18-2006, 08:18 PM
<DIV> <DIV>Great idea! I would love to see some numbers from everyone. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> And yeah that is interesting Solar_Flare. Being able to switch it quickly would allow you to keep that haste buff up alot plus throw some spells/heals in here and there. I don't even have Zealotry yet so I'm trying to get a feel for what you would do with all the resouces you have at 70. Sounds like you have a nice system set up <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> This is all very helpful guys............ And yes if you have a strategy you use please tell us what you do and post some numbers. I would love to see what works well for you. </DIV></DIV>

Demoniac
08-19-2006, 03:29 AM
<P>Well, seem the topic is intesting. hmm... I think it depends on play style lol. I would agree with the op if he's in a pvp server. it's a very nice setup for pvp. before we talk about AA, you better think about your focus. what is that?? /point---> there are 2 styles we can deside. no.1 melee. no.2 cast. both are good but you have to choose a focus.</P> <P> </P> <P>1. melee dps</P> <P>Melee dps is a very important. anyone think a cleric can't melee that's 100% pure wrong. yesterday, I did 678 dps just by pure melee ( the eyeball in lyceum, 88000 damage, with 474 str.) every single hit I do 1100+ sometimes, double hits. definally it's very nice dps output. in this cast, you have to make a choose again. 2 hander? or hammer of the pain + a buckler ( like the one from roost ). </P> <P>1hander( like hammer of the pain oopps.. I think sony changed the game ) + blood of the blood + fizz orb ( from claymore ) it's a very nice caster type choise. if you have a fury or a illuionist ( who buffs intell ) it's a good choise. </P> <P>2hander plus the yaulp. it does sheet helI dps. my highest single target dps is 1174 ( eyeball in lyceum ) I was using a 2 hander. if you have a zeker in the group ( who buffs str.) you should go this line.</P> <P> </P> <P>2. caster dps</P> <P>a lot of people never realize that an inquisitor has good cast dps. the reason because, they don't have enough proc gear. I am not sure about your guys. I've killed a spider with 2 spell cast before. the spider has like 5k-6k hp. how? it's the proc item. it makes huge changes. here is a few items you need darn.. I am not at home. I can't really get the name right.</P> <P> </P> <P>Bone-girdle ( HQ )</P> <P>Blood of brood ( Vraksakin, ToS contest )</P> <P>Fizz's something ( Claymore after you killed tarinax )</P> <P>eye of thule ( the boss in lyceum )</P> <P>Relic bp ( increase the flame line by 95 )</P> <P>some kinna ring dropped in dt ( I can't really remember the name )</P> <P>the orb of mystical ( with fire aura one )</P> <P> </P> <P>those items are incrediblely increase your dps. if you wanna make a dps priest, you must have them.</P> <P> </P> <P>my AA line is 4 4 8 8 ( sta ) 4 4 8 8 ( intell ) 1 on str. well, you know i am in a pve server. it's huge difference btween pvp and pve. so don't picky on this one. in pvp, I will go 4 8 8 str, 8 4 8 8 i guess. </P> <P> </P> <P>Well, there are too many possiblities. hmm.. noone can tell which is the best. I just can say this is my best. hope it helps.</P>

Shailen
08-21-2006, 08:43 AM
<div><blockquote><hr>Solar_Flare wrote:<div></div> <div></div> <p>I have mentioned this before in other threads and figure give ya a little info.</p> <p>The melee setup of 448 448 448 is a great setup for melee dps. The MAIN reason for this is because 100% melee crit is only available on clerics. Because of the nature of critical hits no matter what creature your attacking or person your fighting, their Mitigation means nothing. Critical Hits will ALWAYS hit for the same amount every time. Which I believe is +1 hp to +1.3% more damage. Now with that in mind, your doing a consistent sustained minimum amount of damage. The 40% dps mod with yaulp and then consecrated aura will put you at 86% if conescrated aura is A3 90% at master. With fanaticism m1 up yaulp and anythihng with 22% or higher haste like "gauntlets of Glorious speed" you now have reached 100% haste. This is all of course if you have the master if you don't your still looking at a very respectable amount of haste. That coupled with a BSM with a 500 something max damage you will hit for 1500 and sometimes double attack for that on normal solo fights and you will hit upwards of 2800 in raids. The speed of the maul is horrendously slow; however that 8 second delay turns into 4 seconds with 100 haste. All these specific things added together in this very specialized combo give you a melee battle cleric. Also the 4 in str skull crack and then 8 in the proc line is very handy for when you switch out to a 1hander for quick and deadly interupts when a mob or person needs to be interupted consistently. </p> <p>Now in order to handle the agro you will be generating with such high crits every swing you will need to increase your mitigation alot. You can have a very respectable mitigation setup with just these legendary pieces.</p> <p>2x light chitin rings</p> <p>CoP (cuiriass of protection)</p> <p>Gauntlets of Glorious Speed</p> <p>Hooloh hat</p> <p>Dragon Scale Shoulders (the tank version with 7 defense from claymore quest)</p> <p>Blackcoat forearms OR vambraces of Impiety (both drop in labs)</p> <p>Dragonscale Belt (claymore line)</p> <p>Tayill's Grim Greaves (claymore) OR Empowered Scaleguard greaves (SoS)</p> <p>Dark Majestic Sabatons</p> <p>Neckband of might (forgot who drops but i believe in SoS)</p> <p>Dragon scale Earring (claymore)</p> <p>Darkfaith Bracer (Halls of Fate)</p> <p>(forgot the name of second bracer doh)</p> <p>the 2 charm slots can be anything doesn't matter a whole lot can swap it for str sta or whatever stat your low on</p> <p>and for the ranged slot I would suggest an Idol Aaryonar (claymore)</p> <p>That setup of items very few of which are raid drops i think just the bracers I mentioned. That combonation of items makes for very very respectable Mitigation STR STA WIS. Also your resists will be very well rounded as well. With all those factors taken into consideration you can pump out the DPS can take a Hard hit and keep going and you can pretty much beat the pants off of any fighter in a duel with melee dps alone which is funny to hear them bitz and moan that you killed them with melee hehe. That is roughly mysetup till more fabled drops for my guild and the tanks are outfited enough so i can get the tank items so further increase my effectiveness with that setup. </p> <p>Hope that was informative for you and any other inquistors who wish to be a Melee battle cleric without having to be in a raid guild.</p> <p>Take Care</p> <p>dunno what possessed me to think of blackscale instead of blackcoat hehe, musta been the maul reference</p><p>Message Edited by Solar_Flare on <span class="date_text">08-18-2006</span> <span class="time_text">01:38 PM</span></p><hr></blockquote>I'm still getting caught up after a few days away, but you have one error in all that.Max damage is in fact 100%+1hp to 130% of damage, but thats pre mitigation.  no hits ever ignore mitigation, critical or otherwise.  Mobs however don't have mitigation, all mobs have 0 mitigation and 0 resists for base, and you can decrease those to negative numbers to increase damage.  That will increase the base damage before a crit.  (spells and things can give them mitigation, but its still off of the 0 base).  Spell damage works identically to melees as far as crits.The main difference is that if I'm doing 200 melee dps and 400 spell DPS, the increase in crit rate on spells only needs to be 50% to give me approximately the same bonus as 100% melee crits.  Since I can generally get my spell dps to be far in excess of double even my best melee DPS, I feel spells are the easier way to go.  this however is largel a byproduct of the gear I have and the spells upgrades I have.I just think there are too many things that can affect your melee DPS that are far less likely to affect your spells.  parry/ripost as well as range are much bigger issues in melee.  If you miss even 1 swing your melee suffers much more than a resist of a spell, since th recast to on the spell is generally much less than the time for another swing.</div>

Gobbwin
08-21-2006, 03:18 PM
<DIV>My biggest opposition to casting is the volume of interrupts.  On an average solo fight with a blue ^ mob, I'll get interrupted at least 5 times and that is w/o Yaulp running.  Now take on a group of greens, it's even worse.  Hell I was getting regularly interrupted by gray mobs the other day.  Something just isn't right with that and considering this has been a known issue since release, I highly doubt that they will do anything about it in the near future.</DIV>

Demoniac
08-21-2006, 08:12 PM
<BR> <BLOCKQUOTE> <HR> Gobbwin wrote:<BR> <DIV>My biggest opposition to casting is the volume of interrupts.  On an average solo fight with a blue ^ mob, I'll get interrupted at least 5 times and that is w/o Yaulp running.  Now take on a group of greens, it's even worse.  Hell I was getting regularly interrupted by gray mobs the other day.  Something just isn't right with that and considering this has been a known issue since release, I highly doubt that they will do anything about it in the near future.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I hope this will answer you question,sir.</P> <P> </P> <P>hmm... every single mob has his owe class. for instance, fighter mobs does taunt. brigand mob can cast dispatch and deabilitate. caster mob does nuke. they are all like us. what interrupt you so many??</P> <P> </P> <P> </P> <P>1. damage can interrupt you.</P> <P>any damage can interrupt you. it depends on your focus meaning exactly you got higher focus you will get less interrupt.</P> <P> </P> <P>2. taunt can interrupt you.</P> <P>fighter's taunt was pureless a pvp combat before pvp started in . they made the taunt interrupt the target. after that, all the taunt interupt even though a mob taunt you. it will make you switch target ( lock for a few seconds, PvP Server only )</P> <P> </P> <P>3. any CA ( combat ability ) can interrupt you.</P> <P>there are lots of CA that has interupt effect. if a mob use any of them successful, you will get interrupted.</P> <P> </P> <P>4. stuns, fear, stifle, blur, knock down, knock back can interrupt you.</P> <P>those are negtive effect. you can also cure them instantly by using your level 55 anicent spell. hmm.. for those things, you can't really do anything about it. the only thing you can do is stun them before they stun you. there are 2 spells are quite good for it. 1. heresy 2. compelled Repentance.</P> <P> </P> <P><IMG src="http://www.mfia-eng.com/images/compelled_repentance_ad3.jpg"><IMG src="http://www.mfia-eng.com/images/heresy_ad3.jpg"></P> <P> </P> <P>Hope I answered your question</P>

Gobbwin
08-21-2006, 09:28 PM
<DIV><BR> <BLOCKQUOTE> <HR> Demoniac wrote:<BR> <BR> <P>I hope this will answer you question,sir.</P> <P>...snip...</P> <P>Hope I answered your question</P> <HR> </BLOCKQUOTE></DIV> <DIV> </DIV> <DIV>A) There was no question, it was a simple statement of fact based upon my own personal observations.  The substantial number of interrupts in a solo fight appears to be a common problem amongst clerics, just search the forums.</DIV> <DIV>B) Max focus of 350 (at level 70) + high mitigation does not appear to reduce the number of interrupts.</DIV> <DIV>C) High avoidance appears to reduce the number of interrupts significantly (I've tested this by wearing all leather and cloth and soloing the same mobs, avoidance was ~40%, but mitigation was horrible).</DIV> <DIV>D) I've had instant cast spells interrupted on a number of occasions.</DIV><p>Message Edited by Gobbwin on <span class=date_text>08-21-2006</span> <span class=time_text>10:29 AM</span>

Shailen
08-22-2006, 01:18 AM
<div><blockquote><hr>Gobbwin wrote:<div></div> <div></div> <div> <blockquote> <hr> Demoniac wrote: <div></div> <p>I hope this will answer you question,sir.</p> <p>...snip...</p> <p>Hope I answered your question</p> <hr> </blockquote></div> <div> </div> <div>A) There was no question, it was a simple statement of fact based upon my own personal observations.  The substantial number of interrupts in a solo fight appears to be a common problem amongst clerics, just search the forums.</div> <div>B) Max focus of 350 (at level 70) + high mitigation does not appear to reduce the number of interrupts.</div> <div>C) High avoidance appears to reduce the number of interrupts significantly (I've tested this by wearing all leather and cloth and soloing the same mobs, avoidance was ~40%, but mitigation was horrible).</div> <div>D) I've had instant cast spells interrupted on a number of occasions.</div><p>Message Edited by Gobbwin on <span class="date_text">08-21-2006</span> <span class="time_text">10:29 AM</span></p><hr></blockquote>You can get + focus gear and it doesn't take much to make a very noticable difference.  My focus sits anywhere from 357-368 depending on my gear.  I find interrupts to almost never be a problem.  PvP is the only time I get any really and those aren't enough to ding me too too much.</div>

Giem Boelcke
08-22-2006, 02:08 AM
<DIV>Thx guys,</DIV> <DIV> </DIV> <DIV>I have noticed some of the same things concerning interrupts. I think the class of mob prolly affects it, but I know even at a standard focus level (not increased artificially with gear etc) the interrupts tend to be enough to really affect DPS on a casting level. Especially when you cast something like, say, Fanatical Vengeance, which does a nice pie slice of a spell parse's DPS used properly, and it interrupts RIGHT before it casts......then you have to wait for recovery for a split sec, then, again a whole other cast. Thats roughly almost 5 seconds of nothing happening. If that is to emulate "missing" like a fighter or scout class does with abilities it seems to be much more often and unforgiving than I ever ever see with my 70 Guardian or 70 Assassin.  Maybe it is about getting past your level's focus cap and getting your focus above the equivalent level of the mob? Some people seem to see a difference with focus, some don't apparently. Is it the determining factor for preventing interrupts, or is there something else that is the key? Or what combinations of things keep it to a minimum? Does the spell quality affect it?</DIV> <DIV> </DIV> <DIV>Anyone have more input on how all this works? I know its very complicated when you add everything together, its a huge calculation considering all the effects and abilities and numbers, but it obviously would help if you could really mitigate interrupts to a minimum, just for DPS's sake, which is all I'm after on this forum thread anyway <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Thanks for all the input everyone, it's nice to see a great discussion and thoughtful people chiming in. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Madrael "Hawt Chick" Ankhti</DIV>

Shailen
08-22-2006, 04:13 AM
<div><blockquote><hr>Giem Boelcke wrote:<div>Thx guys,</div> <div> </div> <div>I have noticed some of the same things concerning interrupts. I think the class of mob prolly affects it, but I know even at a standard focus level (not increased artificially with gear etc) the interrupts tend to be enough to really affect DPS on a casting level. Especially when you cast something like, say, Fanatical Vengeance, which does a nice pie slice of a spell parse's DPS used properly, and it interrupts RIGHT before it casts......then you have to wait for recovery for a split sec, then, again a whole other cast. Thats roughly almost 5 seconds of nothing happening. If that is to emulate "missing" like a fighter or scout class does with abilities it seems to be much more often and unforgiving than I ever ever see with my 70 Guardian or 70 Assassin.  Maybe it is about getting past your level's focus cap and getting your focus above the equivalent level of the mob? Some people seem to see a difference with focus, some don't apparently. Is it the determining factor for preventing interrupts, or is there something else that is the key? Or what combinations of things keep it to a minimum? Does the spell quality affect it?</div> <div> </div> <div>Anyone have more input on how all this works? I know its very complicated when you add everything together, its a huge calculation considering all the effects and abilities and numbers, but it obviously would help if you could really mitigate interrupts to a minimum, just for DPS's sake, which is all I'm after on this forum thread anyway <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div> <div> </div> <div>Thanks for all the input everyone, it's nice to see a great discussion and thoughtful people chiming in. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div> <div> </div> <div>Madrael "Hawt Chick" Ankhti</div><hr></blockquote>I find pulling with vengeance tends to eliminate that problem.  If you aren't interrupted much and get a stack of DoTs debuffs you can usually get off a decent number of swings without needing to cast.  If you start recycling early, you'll end up wasting a little power, but countering any and all interrupts since you're refreshing before they run out.  This keeping up sustained DPS.</div>

scivias
08-25-2006, 02:50 AM
<div></div>I am one of those inquis, that went melee dps, and I have doubt that any casting-dps inqui can come near that damage.Solo I get 90% dps, 100% haste and 100% melee crit, I use the aITEM -1590307599 923842749:Staff of the Flapping Wing/a with damage rating 108,.5Strength is an issue, at the moment I find it hard to get past 300.. also I find it hard to aquire decent melee procs wearable by clerics. All the procs I have on me are the 10% from the weapon 198 magic damage, the str aa proc with 40% per hit for 127-187 (Int 153 in mit and str gear) and of course act of conviction as a sidejoke./weaponstat shows as 163-488 with actual delay 1,3 ..means that without debuffs critical hits range from 489-634... with convict it nets to 530-687 and a solid 600 dps on lower con mobs solemnly by melee hits.. the 40% proc adds nicely..Strength capped and the mob propper debuffed as usual in raids those hits get up to as high as 1170 (personal record with that weapon) per hit.When soloing I start of with convict, followed by affliciton and absolving flames, turned out to be the most effective spells for time/damage .. immediatly afterwards I go fanaticism and watch the mob drop down. I recast both dots when they tick out, and fanaticism again .. rince and repeat.That concept has a major flaw though .. hit/miss ratio.. a great increase in dps can be observed when someone in your group significantly buffs you melee skills.All spells are master1&2.. I tried to add in fanatical vengeance and compelled repentance, but it turns out it adds up too much of a casting time to get most benefit from the time you are using fanaticism.

Shailen
08-25-2006, 03:45 AM
<div><blockquote><hr>scivias wrote:<div></div>I am one of those inquis, that went melee dps, and I have doubt that any casting-dps inqui can come near that damage.Solo I get 90% dps, 100% haste and 100% melee crit, I use the aITEM -1590307599 923842749:Staff of the Flapping Wing/a with damage rating 108,.5Strength is an issue, at the moment I find it hard to get past 300.. also I find it hard to aquire decent melee procs wearable by clerics. All the procs I have on me are the 10% from the weapon 198 magic damage, the str aa proc with 40% per hit for 127-187 (Int 153 in mit and str gear) and of course act of conviction as a sidejoke./weaponstat shows as 163-488 with actual delay 1,3 ..means that without debuffs critical hits range from 489-634... with convict it nets to 530-687 and a solid 600 dps on lower con mobs solemnly by melee hits.. the 40% proc adds nicely..Strength capped and the mob propper debuffed as usual in raids those hits get up to as high as 1170 (personal record with that weapon) per hit.When soloing I start of with convict, followed by affliciton and absolving flames, turned out to be the most effective spells for time/damage .. immediatly afterwards I go fanaticism and watch the mob drop down. I recast both dots when they tick out, and fanaticism again .. rince and repeat.That concept has a major flaw though .. hit/miss ratio.. a great increase in dps can be observed when someone in your group significantly buffs you melee skills.All spells are master1&2.. I tried to add in fanatical vengeance and compelled repentance, but it turns out it adds up too much of a casting time to get most benefit from the time you are using fanaticism.<hr></blockquote>Specing solo for casting, with decent melee second I've managed upwards of 700DPS with some luck.  Its not something I could sustain, but when I'm landing invocation for upwards of 1200 per drop it helps a lot.  Of course to do that I have to have the mob debuffed and have my int up around 400.  Add in your DoTs for sustained DPS and make sure your avoidance is low so vengeance hits.Once I get my Ven toon geared to match my old toon I'll try getting a parse to show.</div>

scivias
08-25-2006, 03:55 AM
<div><blockquote><hr>Shailen wrote:<div>Once I get my Ven toon geared to match my old toon I'll try getting a parse to show.</div><hr></blockquote>Would have done so also, but playing on an european server you can be sure that every little patch messes up the logfile syntax, translating stuff back and forth, atm there ie no working german parser, I'll try to give an example when that changes.</div>

Einsteinb
08-31-2006, 04:09 PM
<P>I recently started experimenting with the melee DPS. I am still gathering strength gear (about 100 str soloing). I use a BSM. My AA line is stamina 4, 4, 8, 8.</P> <P>73% haste is 4.5s weapon delay (looking at parses each attack alternates 4s/5s). This is with only ap IV fanaticism, FBSS, and Yaulp running.</P> <P>Even with a fairly initiate set up, I do more DPS soloing now than I did casting before (200-300 DPS). I take more hits as I can rely on the DPS to end the fight without healing, but collecting str gear usually means high mitigation as it is geared to tanks.</P> <P>In a raid setting, I found I did 50-500 DPS (50 when the heals were really needed, 500 was 5 double attacks in a row, 180-250 was average with heals still being used).</P> <P>These results really surprised me. They are definately higher than my casting DPS was before (100-180 DPS, spells were mostly adept 3 as well). I've hardly begun to master this set up, yet I am already seeing my healing pick up to where it used to be. I can recommend trying this out (just be careful, guild mates think what I'm doing is a bit funny and keep telling me I am supposed to be a healer. :smileyhappy: ).</P><p>Message Edited by Einsteinb on <span class=date_text>08-31-2006</span> <span class=time_text>10:33 AM</span>

Giem Boelcke
08-31-2006, 11:08 PM
<DIV>LOL I get the exact same response..... I say LOOK I'm healing just fine, leave me alone!</DIV> <DIV> </DIV> <DIV>Madrael "Hawt Chick" Ankhti</DIV> <DIV>55 Inquisitor</DIV> <DIV>Socii Equitis</DIV> <DIV>Everfrost</DIV>

Shailen
09-01-2006, 10:10 PM
<BR> <BLOCKQUOTE> <HR> Einsteinb wrote:<BR> <P>I recently started experimenting with the melee DPS. I am still gathering strength gear (about 100 str soloing). I use a BSM. My AA line is stamina 4, 4, 8, 8.</P> <P>73% haste is 4.5s weapon delay (looking at parses each attack alternates 4s/5s). This is with only ap IV fanaticism, FBSS, and Yaulp running.</P> <P>Even with a fairly initiate set up, I do more DPS soloing now than I did casting before (200-300 DPS). I take more hits as I can rely on the DPS to end the fight without healing, but collecting str gear usually means high mitigation as it is geared to tanks.</P> <P>In a raid setting, I found I did 50-500 DPS (50 when the heals were really needed, 500 was 5 double attacks in a row, 180-250 was average with heals still being used).</P> <P>These results really surprised me. They are definately higher than my casting DPS was before (100-180 DPS, spells were mostly adept 3 as well). I've hardly begun to master this set up, yet I am already seeing my healing pick up to where it used to be. I can recommend trying this out (just be careful, guild mates think what I'm doing is a bit funny and keep telling me I am supposed to be a healer. :smileyhappy: ).</P> <P>Message Edited by Einsteinb on <SPAN class=date_text>08-31-2006</SPAN> <SPAN class=time_text>10:33 AM</SPAN><BR> <HR> </BLOCKQUOTE>Its not really fair making the same comparison with spell casting DPS in this case, as its not what you specced for in the first place.  Try giving the exact same gear treatment to your int/spells and you'll see a bump to that as well.  Get the relic chest, 3-4 procing spell items that proc on attack (aka every dot tic can fire it), and get your int up near the cap.  Even in my full str gear I still do over 200 DPS from spells.  The key to breaking 700-800 DPS is to have both good spell/proc damage and str.  Get those debuffs/DoTs on, then go in and melee ensure that you line up your big DD spells with the down time between weapon swings.  An extra 1k nuke in between hammer swings will add about 100-200 to your DPS alone, not counting DoTs and vengeance procs.

Spider
09-04-2006, 04:45 AM
<P>well just a small peice of advice from a low teir ive recently hit 42 got my lovely ebon armor and all taht good stuff </P> <P>using niec staff of the anchor  i ran yalp (lvl1)  and dps buffed myself  and was grouped with a corercer so in total i have 96% dps 20% haste 20% to double attack + the damage proc buff on attack and i was dishing some SERIOUS damage just auto attacking <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>

eekyq
09-04-2006, 06:18 AM
so what aa's do you start with?

Zarkad
09-04-2006, 11:38 PM
<DIV>Nothing like being the sole healer in a group, do the entire zone without any death and be top 3 dps in most fights without even the STR line... STA, 4,4,8, is a must for melee dmg.</DIV> <DIV>As for blackscale there is Vraksakin Claw Club delay 4.0, 1-425 or so, 106 rating and +30 str +25 sta +8int +19 wis + proc. That stick raises dps by a lot, sadly i wasn't there last time it dropped, other inq got it. 100% critics takes care of the 1-425 that would stink for most classes. </DIV> <DIV>What hurts my dps is having to keep divine recovery for raid utility in MT group it's a raid saver, jester's cap on a defiler + divine recovery and spamming heals makes a MT jumps from red to 100% in the blink of an eye.</DIV> <DIV> </DIV> <DIV>If you group or raid and need to conserve power for heal, melee setup is better, chilling inquest procs more and your melee group output is increase by a lot. I know the dps project is about pure dps, probably solo too, against group of many mobs caster set up should win, on single well played melee should win with ease. Also this is pve but for pvp dmg you do much more meleeing then getting resisted...</DIV><p>Message Edited by Zarkad on <span class=date_text>09-04-2006</span> <span class=time_text>12:44 PM</span>

Shailen
09-05-2006, 01:25 AM
<div><blockquote><hr>Zarkad wrote:<div></div> <div>Nothing like being the sole healer in a group, do the entire zone without any death and be top 3 dps in most fights without even the STR line... STA, 4,4,8, is a must for melee dmg.</div> <div>As for blackscale there is Vraksakin Claw Club delay 4.0, 1-425 or so, 106 rating and +30 str +25 sta +8int +19 wis + proc. That stick raises dps by a lot, sadly i wasn't there last time it dropped, other inq got it. 100% critics takes care of the 1-425 that would stink for most classes. </div> <div>What hurts my dps is having to keep divine recovery for raid utility in MT group it's a raid saver, jester's cap on a defiler + divine recovery and spamming heals makes a MT jumps from red to 100% in the blink of an eye.</div> <div> </div> <div>If you group or raid and need to conserve power for heal, melee setup is better, chilling inquest procs more and your melee group output is increase by a lot. I know the dps project is about pure dps, probably solo too, against group of many mobs caster set up should win, on single well played melee should win with ease. Also this is pve but for pvp dmg you do much more meleeing then getting resisted...</div><p>Message Edited by Zarkad on <span class="date_text">09-04-2006</span> <span class="time_text">12:44 PM</span></p><hr></blockquote>Why are you inquesting yourself?  Put it on the tank or a scout, no matter what they do they will be proccing more than you will, and if lets you stay at range.</div>

Zarkad
09-05-2006, 04:31 PM
Never said it was on me :smileyvery-happy:, fanaticism is 50% haste on your group, so it still procs more and pays way over the power needed for fanaticism. Would be on me only if i'm solo.

Spider
09-06-2006, 12:10 AM
<P>woot</P> <P>i just respect my aa's and took up the stamina line due to my newest aqusition </P> <P>a fabled lvl 40 flail with somethign like 50-155 damage and 3.4ish speed </P> <P>with my dps bugg anyalp im pouring out the damage and the nice 2 hnded hammer attack that knocks down throwback stun blur's is fantastic for pvp </P>

LokiHellsson
09-06-2006, 06:46 AM
<P>If you're after haste, dont forget your flowing black silk slash.  It stacks with Fanaticism and a proc haste.  I think there might be a better haste item out there...you get 1 spell haste, 1 item haste and 1 proc haste.  It is possible to get to 100%.</P> <P>I've gotta try re-spec'ing for melee dps and see what kind of DPS I can do while still healing.  How do you nuke for 1k?  Are you talking LItany of .. line?</P>

Einsteinb
09-06-2006, 02:50 PM
<DIV>Well, by level 70 there are spells that can hit for 500+ with mitigation debuffs running. To reach extra heights would include a critical spell hit (aided by the AA skill), increased intellegence (can play a large role in increasing spell damage, just like strength can for your melee), and proc items for spell attack hits (Plenty of these with 10% to fire by level 70, some fairly easy to get).</DIV>

Zarkad
09-06-2006, 05:52 PM
The 2nd ability in the INT line of AAs is a nuke that does easily 900 dmg with 250 int or maybe less, fully INT spec'ed and with nuke critic AA you can easily hit 1.4k with it on 45 seconds and 700+ with invocation M1. I still prefer to wack mobs with a gnome sized hammer = )