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ghilou
06-07-2005, 01:13 PM
I'm starting a new post but most of it as been adressed in different thread; feel free to tell me if you believe it should be deleted and re-posted in various others threads. My question is about resists debuff; I'm currently lvl 34 and played in Nektropos to try and complete fishbone's earring quest. I was grouped with a 28 warlock, whom I thought would take full benefit from my resist debuffing since he was significantly lower lvl than the mob we would fight. When fighting the named mobs, my cast patern would look like this: Sta/slow debuff, then revulsion, Hit the tank with a ward cast vile imprecation cast apothic touch The main healer was an Inquisitor, but still he wasn't really taxed. I warded repeatedly the tank and tried to keep up with my debuffs. The ROI was Ok since the warlock was estonished at his own dps, but still: here comes the question: how do you play with your debuffs? A good part of them are dots and are somewhat tedious to keep running. Keeping apothic touch on the encounter is a real pain in the [expletive ninja'd by Faarbot], not to mention the mana cost. I use the dot-based sta debuff as well, wich is less of a hassle since it only need to be casted once at the begining of the fight to get full potential. Same problem with the coil line too. Vile Imprecation I feel is more efficient, but It still is a debuff with a direct damage component that can be of problems sometimes. Having all these debuffs up all the time leave little time for healing, and while still doable, doing the full healer + debuffer job will lead to out of power nearly every fight (provided there are no external source of mana regen like enc's crack; I have no mana regen item either). My second question is about agro : As far as i know i can MH just any group I am in. However I tend to draw a lot of aggro on group encounter, and was under the impression that devilitizing chant (the de-taunt buff we have) was broken. I also bought ratonga's 'pityfull plea' traits for that effect but it has a 30min recast time. How to handle this? <div></div>

Kaiabear
06-07-2005, 05:29 PM
<P>Well maybe not a direct answer to your post but..................</P> <P>Debuffs, I don't worry about debuffing resists unless a) I'm not healing  or b) there is more than one person in the group getting an advantage from them.   (basically if it is mana efficient for the group I debuff.  If the group has to wait on me to repower before pulling again I stop debuffing, if I am finishing each fight with more mana then the group I start)</P> <P>As for agro,  well if your tank is good you won't draw it.  I usually arrange for the tank to pull AFTER he sees a group ward icon hit his buff bar  (group = more hp) and that gives him time to build agro before he has to be healed or warded again.  Having said that, once you get agro it's probably yours for the duration as every time you heal/ward yourself you add to your problem.  I have had fair success with just chain casting 2 different group wards and letting the group knock the mobs down without ever losing agro on them.  It burns down the power bar though so you better hope your group can kill fast.</P> <P>As an aside you might want to think about whether or not you should be warding at all if you have a templer/inquisitor in a group since their most efficient heals are reactives and they don't work if the tank is warded.  I usually switch to debuff/DPS mode if I have a cleric in the party unless things are really chaotic, in which case it's fast heals and group wards till the tank gets things under control again.</P> <P> </P>