Cabas and old RAs
14 posts
• Page 1 of 1
|
I just felt the urgent need to be the first to post something in this section
for my spirit cab i currently plan on those RAs for ~rr5: Tireless1 Longwind1 Purge Mcl1 aug int3 MoC With option for longwind2 at 5L2 ...maybe i'll pick MoC later and longwind2 first - as a spirit cab, that runs solo now and then, I'd prefer relying on my pet instead of 15s-moc, but I'll gotta see this. I guess Trispecs should go for something like this (random order) tireless1 longwind1 mcl1 aug dex1 purge aug int3 motArt3 wp2 feels like a good and balanced spec for both dmg-dealers and nearsighters/debuffers ..probably not suitable for soloing though, but then again trispec cabies rarely run solo Genuine Spirit Cabalist since 2002
|
|
Pet and run worked quiet well in the old days
Fabienne - Blademaster
Junia - Bard Audrina - Ench ----- Zoe - Sorc Stella - Pala Devon - Scout |
|
Why Tireless1 + lw2?
Before revamp lw1 + endu3 was enough for a caster, wasnt it? Why pay for mcl as a cab? Recycling your pet is faster than waiting on combat flag and mcl rupt timer. Id go for mom3/wp3/int3/art3 lw1 and maybe tl1 |
|
I found mcl extremely handy for after being ressed...and now that it'S only 3pts its even better...
tireless+lw2, because i rarely use potions... i hate all this potion and charge thing, though maybe I'll change this after relaunch...maybe I'll actually use them than for sake of being competitive ...if so, tireless1+lw1 should be ok Genuine Spirit Cabalist since 2002
|
|
I used a lot of mana pots every fight. Maybe thats why i never lacked MCL Sure MCL after rezz is nice but using mana pot + recycle works too. The dmg ras do improve my chars utility all the time, mcl does only after rezz^^ |
|
i ran solo and relied on my pet to be the killer ...solo u need mana and endu, not dmg, though this might be different with old RA moc ...maybe I'll go for more dmg RAs and not mcl etc.
Another pro of Mcl: you could get mana without killing your pet...as a spirit cab it takes a lot of mana to fully buff it and recycling it is quite annoying...yes, it takes only 2 cyclces to be almost at full mana but i takes a lot of time to buff the pet again (even if i only buff runspeed)... Genuine Spirit Cabalist since 2002
|
|
I dont know anything about playing solo caba. Guess u know better what ras r needed for it. Did u rebuff your pet after rezz? I doubt it |
|
i usually buffed speed at least, if there was time i also added haste and dmg add...but usually you just had to cycle to full mana and then get going again Genuine Spirit Cabalist since 2002
|
|
Slightly off top will tri spec work without mastery of focus? Lots of resists without MOF I expect?
|
|
Fabienne - Blademaster
Junia - Bard Audrina - Ench ----- Zoe - Sorc Stella - Pala Devon - Scout |
|
get aug acuity and the increase cast speed level 3. Very overpowered.
|
|
What RA do i need for crit dots?
|
|
Wild arcana for dots
Formerly known as
Touareg- RR10 noobVW on Uth1. Crossfire- RR7 noobAnimist on Uth1. Ohnoes- RR9 noobAnimist on Lolgins. Click this LINK if you want to see the truth about Hibernia |
|
I'm going to shamelessly necro this thread, to talk about my favorite RA: Juggernaut.
I took Juggernaut as sort of a laugh...but really came to enjoy having it. It's a 14 pt ability, and basically it's just an insta pet summon (if you have a regular pet out, it dies instantly when Jugg is summoned) it's a level 50 pet, of enormous size, with no abilities, that lasts for 4 min. Face value, it's not that amazing, but there's lots of little things that make it pretty cool IMO...especially as a spirit cab. 1) Massive HP: So, I'm fairly certain that each point into spirit raises the natural HP of every pet summoned (I think this is why recycle works so well for spirit cabs). With 46+13 spirit I think my regular pets have around 2k HP...Juggernaut seems to have somewhere around 3.5k-4k HP...I never fully tested that, but one fight I scrolled through the log, and the pet took about 2k dmg, and still had 40%-45% HP when I recycled it. 2) Noticeably higher resist rate than blue pets. 3) As an insta summon, it's possible to be casting on a target, and if you notice a support class or archer that needs to be rupted, and your main pet is CC'd, you can press one button to summon Jugg (w/o having to release the main pet) and send it to the target. 4) There's no 2nd range check when the movement speed buff is casted. Also, this pet buff is 1500 range instead of all the others at 1k. So it's pretty easy to get juggy moving fast, even if you don't have time to buff it right when you summon. 5) Mana: If you're down to the last sliver of mana, and your main pet is far away, CC'd, or dead, Juggy+recycle give me 95% full mana. Again that's with 46+13 spirit. 6) While I've never had a chance to test this, I believe Jugg is a perfect counter to Severing the Tether...because the tether'd pet should die the instant Jugg is summoned. 7) Camouflage: In the heat of battle, I think it's pretty easy for people to mistake Jugg for a giant earth pet...which is pretty funny when a few melee classes jump on it to try and "clear" it...I caught a screenshot of Jugg, an ice pet and an earth pet all charging into some middies: Lastly, the size. It can totally clog up the field of view in open field if it's harassing support classes...and in stairwells of alb/mid keeps it's basically just an enormous grey wall on the screen Anyway, certainly not a jaw-dropping amazing RA like SoS or Group Purge....but it's probably one of the better class RAs out there. |
14 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 3 guests