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#1
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People like to say that this game has been solved, discovered, etc. because it's mostly accurate but they aren't accounting for the mundane details that can and do make a world of difference. Over time new ways of doing things become the standard until newer ways are found or restrictions put in place as a result. It's a game of cat and mouse, developer and player. | |||
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#2
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I still don't know if Statue and Avatar of War are belly casters; its not listed on their wiki page, but when I sent people to try and kite Statue for preslow on the no rules quake it failed miserably. Were we just unlucky and/or had problems with range, or was that doomed from the start? The only raid mob I know you can land poison spells on is Dain Frostreaver IV, but I have no idea how many others are vulnerable except not Sontalak or Cazic Thule. I don't know if any raid mobs aren't immune to run speed changes. I didn't know Statue doesn't social with Guardians of Zek faction until I started pulling him. Turns out he doesn't see hide either, despite the wiki page saying he does. I can go pull Armors of Zek to zoneline whenever now that I worked out the interaction with the 1 way wall, but there's not a lot of hints on good ways to pull them without clearing anything. Never seen other rogues suggest doing it. It was not at all obvious Yetarr does enough damage that its worth dedicating 3 free enchanters to maintaining a dictate loop+charm handoff until he was actually pulled out and tested in a Dictate loop. Didn't know Neb would fight Zlandicar or not, but it turns out he does. Zlandi bugs out completely when he kills him though, so too bad about that or it could be used to try for an ultra low man. Mages can ramp tank anything unsupported for 200 plat/minute using corpsed box of the voids. Picked up several vindis that way where we didn't have a ramp tank or ramp healer, don't think I've seen anyone else do that or mention it. Project Lightning's low man Vindi using no players in Ramp range to control wizard deaths for respawning with mana is clever and I haven't see it before. There's still a source of damage that can hit any number of targets in the game simultaneously, but whether anyone will ever be able to do anything interesting with it is currently up in the air. I wonder how many people know about the 2 minute respawn camp for 20% chance at 500 instaclick healing/rune potions, because its on the wiki now but I've seen it come as a surprise to a bunch of people. I've had a fellow theorycrafter show me an item that he figured out how to farm that is flagged as a GM event item on the wiki. There was no indicator I could find that the Shardwing Courier quest turnin was worth a huge amount of experience before I tested it. Stunned, mezzed and DA players automatically drop to the bottom of the aggro list, so can you spinstun yourself with a orb of confusion to drop aggro if you're DPS? I don't know, I don't have one and haven't gotten around to asking someone to test it. I think it might be possible to solo farm Eyepatch of Shadows. Maybe if I ever get a 60 enchanter I'll try and see if I can pull it off. I probably should try and get an enchanter to 60, there's too many cool mechanics that need them to explore. Its very unclear how the aggro mechanics from healing pets work based on anything I've been able to figure out. There's just a lot of really interesting things to try and explore in this game. Even the knowledge that does technically exist is way more siloed than you would expect.
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Jayya - 60 Rogue, Officer <Auld Lang Syne>
Sanctum Low Man Vindi Kill: https://www.youtube.com/watch?v=xyZfNjvsDRE | |||
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#3
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According to TAKP research, when you da the aggro is supposed to drop permanently. So you should be able to use a bard in a wizard group or da ears to go wild with dragonbanes on vyemm, for example. TAKP made a game balance or classic experience decision to use unclassic da aggro mechanics like on p99, where da only drops the aggro while da is active and gives you all the aggro back once it drops. It is probably a bigger balance issue over there in PoP where wizards are dps beasts. It read to me like velious era is supposed to have the da drop aggro permanently, too. I'm not sure if anyone has tried to get p99 to implement that. | |||
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#4
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The issue with the monk at least these days with the 2h patches is the illusion of freedom. You CAN use other combos but unless they come off off the toughest npcs in the game there are only a few paths that generate good numbers. If you are soloing that means you either struggle more or less. If on a raid it means you are higher or lower on the parse.
Sorry the Tstaff, IFS, and PB are just too good. Last HoT I attended my ranger with a Meljeldin was swapping dps positions with a Peacebringer 60 monk most the night. Guess which one it's more sad for [You must be logged in to view images. Log in or Register.] | ||
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#5
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I've got a primal on my monk, but it's the 1h (fist). This is great, except I never bothered with DW and only have a raid tier 2h weapon. I don't want to weapon swap when just grinding mobs or doing chill duoing, what are some solid easy options to get while I save up dkp for a real weapon?
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#6
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__________________
Pint
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#8
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The answer is still IFS for any young monk out there looking to save for a weapon for the long haul.
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#9
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I got a priceless fist now and it rules
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#10
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Runed Fighter Staff is the best droppable weapon 1-50.
T Staff is best droppable weapon 50-60. Herbalist Spade > IFS simply for the root proc. Paralyzing Earth has saved my ass loads of times. Easy to solo a melee mob if you can root it, back up and bandage, then get back to killing it. Gozzrem's Shovel is amazing. I was doing close to top DPS with Focus, VoG and Shovel. Hitting for 250s, 300s + occasional triple attack. Bumped up to 500+ with innerflame. Outside of Gharn's Rock or Tunare fist, 2hb is always better. The procs on the Gharn rock and Tunare fist add alot of DPS, but their melee damage isnt as good. It's all about the damage bonus. When you have 100% haste, the slower, harder hitting weapons pay dividends. For instance: with VoG + Worn haste. T Staff is 29 damage, 15 delay At level 60 it's +28 damage bonus every 1.5 seconds. (Plus h2h in between swings.) Adam Club mainhand, 15 damage, 13 delay. 10 damage bonus. SoS offhand 17 damage, 14 delay. no damage bonus. Replace with IFS/Herb Spade or PB and get similar numbers. | ||
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Last edited by sammoHung; 08-12-2023 at 03:47 PM..
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