October 21st, 2008, 22:25
(This post was last modified: October 22nd, 2008, 11:08 by FoxBat.)
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BLARG, forgot about the updated Thunderclap. Now it makes a huge pink star pattern on the ground. After 3 seconds, it explodes, dazing anyone that was still inside the pattern. That means wyrm needs condition removal, and we'll have to fit condition removal on a healer as well.
Life was also hard on our monk without BiP. Not sure what I can do about that other than changing the elite, or making BR be absolutely spammed. The extra damage we get from forgoing bip is pretty crazy.
Hawk was also taking an awful lot of damage at times. Was there trouble in maintaining armor of earth? Edit: of COURSE you were because I forgot I took it out! ![[Image: rolleyes.gif]](http://realmsbeyond.net/forums/images/smilies/rolleyes.gif) I need to fit that in again.... I am curious how the energy worked out, there were alot of spammable, expensive spells and I'd like to know how much or little balthazar's spirit and the other energy skills were helping to pay for them.
October 22nd, 2008, 11:06
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The MoM user has stoneflesh and not armor of earth. Not sure if you meant it that way, but that's how it wound up.
As for daze, I put antidote sig on my bar in exchange for sliver. Slightly less defense when ER is down; but it stops the daze, which is more important.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
October 26th, 2008, 16:58
(This post was last modified: October 26th, 2008, 17:28 by FoxBat.)
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So me and Wyrm went and tried out the ER tank + Spirit Spammer, and found it rather finicky. Too easy to mess up and get killed by being Spectral'd when Stoneflesh is down.
Then we switched to something more like This.
Here, the tank does the damage, while a monk keeps him alive. Dismiss gets rid of that annoying daze, otherwise the monk just alternates SH and SoA, hits Kiss for 300ish heal when half health, and spam boon signet on recharge. Monk can hide up on the balcony and fire catapults too. From there it's fairly easy to avoid aggro. This setup was effortless aside from a stray well of the profane, so we added the well of weariness for that.
Thinking of symbiosis on the other side for keeping the tank alive easier - albeit it is risky if the spirit drops or gets hit by a stray chain lightning. The MoM tank is also in flux because there's just so many options and it's hard to guage the energy management. (Opinions on your last build hawk???) Stoneflesh however doesn't seem worth the effort, when shielding/SoA can hold up against it fine, it lasts so briefly, and takes ages to cast (especially under Spectral).
October 26th, 2008, 20:19
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I have all the skills I'd need for that build. I'm assuming Recovery is there for Thunderclap daze shortening because there aren't really any other conditions worth worrying about in the mission as I recall. I will definitely keep Soothing Memories and will swap out Spirit Transfer or possibly Mend Body and Soul if we need Well of Blood or WoW.
October 27th, 2008, 09:42
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FoxBat Wrote:MoM tank is also in flux because there's just so many options and it's hard to guage the energy management. (Opinions on your last build hawk???) Stoneflesh however doesn't seem worth the effort, when shielding/SoA can hold up against it fine, it lasts so briefly, and takes ages to cast (especially under Spectral).
Dropping Stoneflesh is fine with me - the slow cast and short duration meant that I didn't have it up very much anyway. Otherwise, I think the MoM build needs something like Glowing Gaze for the energy return - I absolutely needed those energy boosts. Without them, I don't think the tank will be that effective.
October 27th, 2008, 20:03
(This post was last modified: October 27th, 2008, 20:53 by FoxBat.)
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Wyrm is sooo going to kill me...
The whole reason for using Master of Magic in the first place was to get the earth/air maxed out for swift stoneflesh. With just armor of earth, you don't really need max attributes. That lets us substitite Elemental Attunement for energy independence and slightly better DPS (yes I've tested all of these), which in turn means our team gains two more bonds for tanks, or more usefully, others on the team. You could also toss in a non-elementalist skill if there was anything useful.
(And before you say mind blast, remember your max energy is barely over 50, and will be fighting elementalists.)
October 27th, 2008, 23:31
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The problem with not running 12 earth is that the difference in armor level means more damage coming onto the tank, which means you'll have to use Dwayna's more often, and we don't know how the added energy consumption will affect the build. Also, Rod's Invocation has an 8 second recharge, so I'm not sure how spamming that will end up causing more damage than an Orb followed by Immolate/Glowing. Also, I don't think the groups are large enough to justify the AoE over higher single target damage. Don't forget we'll also be fighting quite a few wars and rangers and the cracked effect from Orb will probably put the damage from all that over what we'd get from dual attuned Rod's spam.
While I appreciate the creativity, I don't see any real benefit to changing the build and would rather stick with something we know works. I don't mean to rain on your parade, but we're all getting sick of this mission and we've found something that works. Let's just use it and get the thing over with.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
October 28th, 2008, 00:33
(This post was last modified: October 28th, 2008, 00:55 by FoxBat.)
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Lurker Wyrm Wrote:While I appreciate the creativity, I don't see any real benefit to changing the build and would rather stick with something we know works.
Keeping some on the other side alive with bonds in case of stray chain lightning, because you don't need balth spirit anymore. The difference is 7 armor, which is 12% damage, non-spectral damage at that, which isn't even going to register vs SoA. (You barely even needed me in the first spectral-free wave.) I'll be gaining 25% more energy with 11 DF than we had in our test. We can also trigger aura of resto with big spells if you didn't find maelstrom essential. (No monks on that side at least.) Not to mention, dead enemies don't deal damage.
There's a dual-attuned orb/hammer build subbed in now that registered same DPS on master, but he's a monk it turns out... so the orb build will do more dmg vs warriors/rangers and is perhaps preferable. You can sub blinding flash (or aura of resto) for maelstrom, shock arrow if you're going to pay attention to who is attacking and casting but glyph does more than enough.
If you really want mom though, fire attunement should make immolate + flare spam balth independent, and that's pretty close to the same damage.
one pain about orb is it's nearly 3 s under spectral...
October 28th, 2008, 13:20
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A few more changes because I am trying to absolutely foolproof this thing. We are going to BEAT this tonight.
For the bigger aggro side, we will stick the water tank just slightly outside the door and blocking the right. The SF eles will sit on the balcony with a life barrier each, while the healers sit on the stairs behind the balcony. This means that our healers will be completely out of range of casters, and our eles that might get a stray hit or two will be bonded. If an ele draws aggro or stray hit, they should run to the right and out of range. With the water snares, that should cause aggro to be lost and will transfer to the tank.
The tank maintaining position is most important, so don't go run up ahead just to spam frozen burst. That's to be used vs melee foes and stop/snare anyway from trying to get past. If an attunement somehow gets stripped, remember that armor of earth is the most important skill, followed by frozen burst for emergencies. Monk should be applying vigorous spirit whenever there is spare energy to serve as a cover enchantment.
Right now I have 2x meteor shower although it might be something else. The primary purpose is defense by disrupting casters with knockdowns (though that's good for killing monks too.) Whenever maelstrom or meteor shower is used, it should be called on vent, because we generally don't want them being used at the same time. Overlapping one after the other can be nice if it's called for. Both eles also have wells to speed up the corpse gobbling. Any melee corpses near the tank need to be eaten as soon as the XP numbers go up.
For equipment. All eles should be using shields for the extra armor. Their weapon needs to be a candy cane, because anything else (spear or no weapon) will provoke mursaat elementalists to cast enervating charge, and we want daze to be the only condition to worry about removing. I have a few extras if people need (I think)
The rit bar is pretty tight. We hope not to need BR but it's there because you have better emanagement than the monk. The other side is completely self-sufficient and 90% of our damage will go on the tank, so I pick Recovery as the sole spirit for a two reasons: 1) emergency daze recovery 2) it has a duration much longer than recharge, meaning you should not get stuck putting up a spirit when healing is needed. It will also be less of a drain on your energy, and you pick up room for soothing memories for yet more energy efficiency. Weapon of warding is uneeded because physical damage will generally be irrelevant.
October 28th, 2008, 16:05
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I'm thinking that the SF eles should maybe bring Well of Blood rather than Well of Weariness, if their fire attunement/glowing ice/glowing gaze/GoLE combo gives enough energy to use it. Even at low spec a blood well is far more useful than weariness and it has a shorter recharge. Or one could bring suffering instead of blood/weariness.
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