Tuesday, March 23, 2010

RK : 1st Age or 3rd Age

After spending a week working on RK LIs and doing a week of testing, here are some thoughts.

65 3rd Age Stone - Finding the perfect stone was a long trek for me, as I was demanding it be lightning damage and have four legacies: storm damage, storm critical, penetrate, and battle power cost. After taking 14 LIs to level 31 I finally found a keeper. This stone added around 16% damage in testing over my 1st Age level 60. Part was due to the tactical base rating plus the additional T9 relics and T3 crafter relics.

65 3rd Age Bag - I was content with my 59 1st Age because of the added points and becuase it doesn't have a tactical base stat. Based on the additional damage from the stone I decided to find a bag and get some T9 and crafted relics in it. I found a bag with CA power, SS damage, and SM return. I leveled it up, got a scroll on it, slotted relics. The results were suprising: nearly 8% more damage. That increase is pretty significant!

My RK now has a tactical damage output of 10,040 which is just above the on-level base cap, and gets up to 11k with will food and scrolls.

Work up a few LIs and get your relics up to T9 for tactical gems and you'll see almost 25% more damage!

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Thursday, March 18, 2010

RK : Calming Verse

Calming verse is one of a RKs most potent spells, however, a fair few RK use it correctly. This skill really should remain double traited and RKs should keep it up at all times.

There are two major things a RK needs to consider in a raid environment: damage/power ratio and aggro generation. Normally these are directly related: as dmg goes up so does aggro and power usage. To maxamize our usable damage, we need to increase our dmg/power ratio and/or limit our aggro generation.

CV is so helpful because it works on both these at once. Traited CV increases our dmg/power ratio by 10% while dropping our aggro generation by 20%. It addresses both of our limiting factors, and it does it with a instacast (cast on the run) spell.

RK should double trait this spell an get used to reapplying it evey time it comes off. It will me your raid, and your epeen, very happy.

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Wednesday, March 17, 2010

How To : Duo the Sword Halls Part 3

Challenge Three : Troll

This challenge takes a bit longer but is the easiest of the three.

The first wave is a signature with two normals. Burn the normals first starting with the defiler. The signature has a channel heal and a self heal that can be interrupted.

The second wave is two digs and a normal. Burn the normal then the sigs, nothing new here.

The troll is fairly easy though it can be tough on power. Bring the troll to a safe spot where his earthquake skill won't hit you. Avoid his fronal aoe if not tanking. Remove his corruption to help limit damage if need be. Simple tank and spank, just make sure to stay positioned in your safe spot.

Congrats on duoing a three man!

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How To : Duo Sword Halls Part 2

Challenge Two : Morrovals

The morroval trash mobs are the hardest part of duoing SH due to the stuns and heals. Always kill the normal level mobs first.

First pull is two normal morrovals that can stun and one signature that can stun, heal, and channel bats.

Second pull is two signature and one normal. This is the frustrating one. Take the normal one first. You may need to ignore the boss for a minute while you finish up the adds.

The boss herself isn't too hard. She has two special attacks, which both can be interrupted. The first is a channel skill for bats and the second is a self heal. Keep those two down and the fight is fairly easy. Remove corruption if you need power.

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How To : Duo Sword Halls Part 1

By popular request, my tips on how to duo the Sword Halls 3-man.

Challenge 1 : Fire Guy

The first wave is one signature and two normal mobs. This should be fairly easy. The sig has a heal that can be interrupted while the fire trail can not be.

The second wave is two signature and one normal mob. Try and interrupt the heal induction to burn them faster.

The fire boss can be a pain, but if you understand his specials you will be fine. The main special is only interruptable by a conjunction and he bends down to the ground. This is the fire snake, and he needs to be kited to avoid fire wound that will stack. The other special is interruptable and he reaches into the air. Following this special you can stand and attack him until he does the fire snake special.

Take your time and avoid the fire. Remove his corruption for a heal if needed.

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