RvR ask me anything
|
Long wind 1 Purge Wild Arcana 1 (2 at higher ranks) Dex 2 Acu 3 Mota 3 Proabably Mcl 1-2 + raging power at some point if you run into mana probs frequently -> Dmg Last edited by Nef Melody on Apr 26, 2016 11:13, edited 1 time in total.
|
|
Nerd mode activated I wouldn't go for raging power.if you run into mana problems frequently a 30min ra won't save the day for you. Also take wild arcane 1-2 or however it's called for crit debuffs. |
|
Pac healer ra priority ?
|
|
Yea I have personally never used any mana ra on eld, except for mcl1 maybe. 1min powerpots are usually enough, but sometimes having wild power throughout prolonged zerg fights can make the difference. I would probably still go for it at higher realm ranks. Wild arcane 1-2 is good aswell for everyone that has spec debuffs, I will edit that into my last post. |
|
At 4l2 it should look like this Lw1 Purge Perfect Recovery Mcl 1 Dex 2 After that you want to get your points into Acu3 and Mastery of the arts 3. I would probably respec at 5L0 if you can afford it to go for Lw1 Purge Mcl 1 Perfect recovery Acu3 Mastery of the arts 1 Dex 1 From there on you want to get dex2 and Mota3, maybe Mcl2 somewhere inbetween and then at really high ranks add Battery of Life and MoC. 1 point into Wild healing is always good aswell. |
|
there you go, Outphaze. But then again, im a lazy slob who uses spellqueue and the problem Nef stated happens to me from time to time |
|
I have no clue either. What does it mean? |
|
You forgot your password AGAIN? |
|
No, I remember, just a big fan. |
|
this avatar gets famous!
[12:46] <Roundhouse_> actualy galandriel and blackbeard the master challenges out on heavytanks [23:52] <Skarz> u are best skald i seen for long time |
|
This is wrong. You imply that CastAnimationTime equals CastTime which is false. CastTime equals only CastTime and nothing else. You only see the casting animation run longer when you *do not* have a second spell hooked up (regardless whether via spam or queue) and leave the full finishing animation happen. If you *do* have a second spell coming, the cast animation is... speed up or interrupted, i can't tell for sure. Anyway, CastTime is when the effect hits, not when the animation finishes. It is really simple math: Either you have a spell queued up or you have con_delay + your_reaction_time + con_delay in between the first and the second spell. That's it. So let's see, a ping to uthgard from germany takes ~0.125 seconds. For some better realism I must assume this is an absolute minimum, since GameServer reaction is probably somewhat slower than just a ping reply. I further must assume that a german ping is not relevant for someone from UK/US or even more distant. So if you are willing to agree, I use 250ms - 350ms as general delay (which would still be a pretty good ping for a mmorpg and I even would say it's more like 300-500ms, but for the sake of argument ...). However, we have to double this time since not only you wait for the "spell resisted" message, you will also wait for your second spell command to arrive at the server. Something between 500ms and 800ms is realistic for both ways in total for a good connection. Now we got the connection delay covered. Leaves us with your personal reaction time. If you only wait for 1 single input factor ("resisted" message), reaction times from 200ms to 400ms are realistic. So at the minimum you give away roughly 700ms to 1 sec, with conservative numbers. Factor in neglected server load at the relaunch, neglected hardware delay, almost neglected higher complexitiy and response from the GameServer, you are more likely at 1s to 1.3s or worse to complete the full cycle. Anyway, lets stay with an optimistic ~800ms as an average. Depending on the specific spell, 0.8 seconds are roughly what? 30% to 50% of 1 spell? So this means, you can either waste 30% to 50% percent of the time you'd need for a second spell, or you could run the second spell already via queue. This is very likely exactly the timeframe that makes or breaks a spell if interrupted, i.e. this is the time that decides if you get out a spell that has finished 50% or not before something rupts you. If you calculate this with the somewhat more likely numbers of ~1 - 1.5s, it's more like giving away a complete spell. Also, I did only consider a single-factor reaction time, i.e. wait for 1 specific signal in particular. It gets way worse if you want to consider additional factors that derive from combat state, i.e. what's next? A dd, root or a NS? The only one single and sole case where it *maybe* does make sense to wait, is debuff, and only debuff. And I'd go as far and even say queued debuff, dmg, debuff is better than waiting since it at least gives you damage whereas waiting gives you nothing. TL;DR: Waiting (=noqueue) *maybe* saves you half a second before the debuff arrives. Most likely it won't. More likely you will waste time doing nothing and you are better off having damage queued, following by a second debuff that can still be canceled while the dd is casted in case the first debuff did hit already. This is even more true if you look at any other spell than damage since in these other cases your reaction time would increase heavily. By no means I can see that the risk of timeloss is worth waiting for the resisted message. Your second debuff will more or less arrive at the same time as if you'd have casted debuff -> dmg -> debuff, but without having dealt damage. The only thing that is bad about queue is that you feel the pressure to move-rupt yourself which is the worst thing of all because it will waste even more time. So instead of panicing when then second spell is not optimal, just let it finish and use the time to consider your next spell. You should never move-rupt yourself unless it's absolutely necessary, i.e. when you would break CC or you find yourself giving root (and snare immunity) to a DET tank or something like that. I personally prefer to have queue up on fastcasters like list dps casters, but I have it disabled on slow casting classes like supporters or hybrids since the casting time is slow enough to make up my mind about whats next. |
|
I can see where you're coming from, but 90% of the players will run into this exact problem when using spellqueue. Additionally, on a classic server where dex and mastery of the arts is your only way to increase casting speed, even a resist debuff will be fairly slow. Casting a second debuff takes alot more time than waiting for a resist effect, you might be right if you're playing with 101 dex and castspeed, but definitely not with 75 dex from items, when your maximum castspeed increase will be 9% since everything above mota3 is a tremendous waste of points unless you are rank 10+ Also you really don't want to waste power nuking on a non debuffed target, since power is a very precious resource on a classic server unlike live where your powerpool is almost infinite. Last edited by Nef Melody on Apr 26, 2016 16:25, edited 3 times in total.
|
|
Outphaze made a new account to have more ppl supporting his argumentation?
|
|
Does Wild Arcana affect nearsight as well? |
|
no it helps for crit dmg , great if you play with an ench that debuffs for you but it wouldn't be on my top priority ra list if you play a disease/ns rupt bot in a melee setup. |
Who is online
Users browsing this forum: Google [Bot] and 23 guests