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Nef Melody
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Postby Nef Melody » Apr 26, 2016 03:00

Screw wrote:Light Eld RA priority?


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.
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pweet
Lion Knight
 
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Postby pweet » Apr 26, 2016 08:04

Nef Melody wrote:If you want to train your reaction time, mouse control, etc. http://www.aim400kg.com

Nerd mode activated :wink:

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.

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Redry
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Postby Redry » Apr 26, 2016 10:49

Pac healer ra priority ?

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Nef Melody
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Postby Nef Melody » Apr 26, 2016 11:13

pweet wrote: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.


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.
Nefcait : Bard
Gua : Enchanter
My Youtube Channel : https://www.youtube.com/user/ReqVids/videos

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Nef Melody
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Postby Nef Melody » Apr 26, 2016 11:27

Redry wrote:Pac healer ra priority ?


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.
Nefcait : Bard
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falscheneun
Gryphon Knight
 
Posts: 393
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Postby falscheneun » Apr 26, 2016 12:54

Outphaze wrote:I'm still waiting to hear from someone why it's better than having queue on...


Nef Melody wrote:you can cast your spells on wrong targets when queuing


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 :|

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Mass
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Postby Mass » Apr 26, 2016 13:53

Nef Melody wrote:
I guess you have no clue what animation cancelling means aswell, you will never be able to do any, waiting for the next spell in queue


I have no clue either. What does it mean?

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pweet
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Postby pweet » Apr 26, 2016 13:57

Mass wrote:
Nef Melody wrote:
I guess you have no clue what animation cancelling means aswell, you will never be able to do any, waiting for the next spell in queue


I have no clue either. What does it mean?

You forgot your password AGAIN?

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Mass
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Postby Mass » Apr 26, 2016 14:33

pweet wrote:
Mass wrote:
Nef Melody wrote:
I guess you have no clue what animation cancelling means aswell, you will never be able to do any, waiting for the next spell in queue


I have no clue either. What does it mean?

You forgot your password AGAIN?


No, I remember, just a big fan.

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Galandriel3
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Postby Galandriel3 » Apr 26, 2016 15:30

this avatar gets famous! :lol:
Image
Image
Image
[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

hicks2
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Postby hicks2 » Apr 26, 2016 15:32

Nef Melody wrote:If pressing your skills in the right order requires your focus then you should probably go back to pve. There is no risk of loosing cast time because the animation finishes after the actual spell, means you can kind of queue them even with /noqueue.
There is however a risk of loosing casttime with spellqueue on, you even said that in your own post.


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.

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Nef Melody
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Postby Nef Melody » Apr 26, 2016 15:47

hicks2 wrote: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.


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.
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pweet
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Postby pweet » Apr 26, 2016 16:23

Outphaze made a new account to have more ppl supporting his argumentation? :idea:

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Screw
Myrmidon
 
Posts: 115
Joined: Nov 18, 2006 01:00

Postby Screw » Apr 26, 2016 16:31

Nef Melody wrote:
Screw wrote:Light Eld RA priority?


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


Does Wild Arcana affect nearsight as well?

Loriot
Myrmidon
 
Posts: 90
Joined: Apr 20, 2016 11:02

Postby Loriot » Apr 26, 2016 16:41

Screw wrote:
Nef Melody wrote:
Screw wrote:Light Eld RA priority?


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


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.

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