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Thread: Tips'n'Tricks

  1. #1
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    Default Tips'n'Tricks

    I recon it would be nice to have a thread in this class section, where we gather small "tricks" that help your raidperformance.
    These don't have to be tricks, that only refer to the brigand as most of them probably would work for other melee-dps classes, too.
    Neither these do have to be the most mystic secrets of all mankind. I think even the most experienced player might just have missed the most simple idea until now!


    I'll start over and just list some "ideas" that i can think of right of my hat in no particular order:

    - Make use of the beg for mercy skill often, especially on memwhipe-type encounters.

    - There's a T4 chain armor of one of the former varsoon-access mobs, that has a nice clickie-effect granting you a strong heal/damage proc for 30 seconds with a 20 minute reuse time. This can save your live on occasion or can help doing burst-dps.

    - Imho best cas to use double up with, are restrain/malicious assault on single mobs and -often forgotten- underground negotiations on group encounters.

    - When meleeing a mob with a mentionable AE, joust out to use skills, that won't proc AR. E.g. secure, your shorttime selfbuffs and mana-clickies won't proc AR.

    - Remember the single slow spell of splitpaw adventure pack that debuffs magic resitance. In some cases you might do better when using this instead of secure.

    - You might want to place the cas that combine well close together on your spell bars.
    E.g. Hideway-Skewer, HO-Starter-Coin-Symbols, Double Up-Assault-Restrain-Masterstrike-Negotiations

    - Remember that you can double up the Scout's Sinister Strike, too.

    - If you have to joust an AE, try using your non-melee spells while jousting to waste less time.

    - If jousting, hit traumatic swipe right before you are moving out to ensure, the AE will be effected. Don't forget to inform your raidleader, if your raid is caling the joust.

    - Do make exessive use of potions, status items and roots of the KoS-Houseitem.
    This really can help yourself and your raid. E.g. the status item grantig you ae-immunity is a good idea when fighting an heavy ae mob. Use it right at the beginning of the fight when the mob isn't much debuffed and you don't have the ae's timer yet.
    Heal yourself using the status-item or cure yourself using t6-curepotions, when you healer ist down, low on mana or out of range.

    - Also ward-potions help alot in surving aes. Know what aes the next encounter will be doing, use that wardpotion before even seeing the mob, so that the reusetimer ist up again when you pull it. Do use a second ward-potion in a "good moment", like the next ae is near and you haven't been healed to 100% yet.

    - The next most important potion, is "anti-stun". This potion can be used while stuned and sometimes is key to survive meleeing an ae-encounter.
    <hint>Anti-Stun-Potion, then using Curepotion makes a nice combination too for some debuffs.</hint>

    - you can help "tanking" adds, when your addtanks are down ore something. But when you do taunt a mob of you e.g. your healer, don't forget to cancel befuddle advisaries and eventually switch into defense stance.

    - do not target your mainassist. Use a makro "/assist ma-guy's name" instead.
    When doing so, you can see what the mob is targeting which is very important for using beg for mercy or taunting mobs of an healer in emergency situations.
    Also helps in case you involuntary draw aggro, to be able to turn the mob in the right directions again asap.
    (for advanced: don't use a mainassist at all, mas do make your people lazy and "reactive", but that's an all different controverse )

    - I like using a multi-marko here: "/ ;assist maguy ;usea pickpocket; autattack 1"

    - When fighting difficult encoutners, you might want to switch your poisons in fight.
    I open fid myself switching several times between caustic- and mental breach-poisons in long fights.

    - Get yourself the HO "Swindler's Luck" in every fight. These additinal meleeskills really help hitting those orange mobs.
    ___________
    Snargh
    Brigand/Alchemist/Tinkerer - Rat
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  2. #2
    PANTS! PANTS! PANTS!
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    Default Re: Tips'n'Tricks

    Great idea for a thread. Here's some of my own after reading yours.

    1) Don't waste a debuff on an almost dead < 25% mob if its a multiple mob encounter,
    2) Get jester's capped as often as possible, especially if you can time it with decietfullness and ruthless cunning
    3) Don't wait to use Ruthless cunning and Deceitfullness unless the named is the very next fight
    4) If you know its going to be a long fight apply poison ahead of time even if you have to cancel a somewhat fresh poison. I find the time it takes to cancel and reapply isnt worth squeezing out a lil more dos and praying mental breach procs
    5) Get all your shit adorned, dont wait for 'x' piece of gear
    6) Macro your dispatch and time it with the other brigs in raid. they wont stack so its a waste of raid wide dps for you to use them at the same time.

  3. #3
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    Default Re: Tips'n'Tricks

    Awesome thread.

  4. #4
    Aggrowhore
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    Default Re: Tips'n'Tricks

    also you maybe wanna spec the faster casting in sneak to ensure skewer is up all the time to keep mob debuffed (less casting time -> less dps lost)

    using atm a cast line with disp, rake and devitalize on beginning of fight with double up (very hard aggro) but can use hideaway just after to make dispatch more usefull (im str/agi specced, so hit 3 CA's with double up).

    cant think of anything else to add i guess

  5. #5
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    Default Re: Tips'n'Tricks

    Quote Originally Posted by Tholar View Post
    using atm a cast line with disp, rake and devitalize on beginning of fight with double up (very hard aggro) but can use hideaway just after to make dispatch more usefull (im str/agi specced, so hit 3 CA's with double up).
    I'd exchange Rake and Devitalize in this line, 'cause the debuff of Devitalize will benefit the damage Rake does then.
    Also i think the higher debuff-values of Double Up ar still bugged as in: Although the description of Double Up shows a higher debuff number than that of Master1 Devi/Rake/Disp, it won't enlarge the debuff.
    Or has that been fixed meanwhile?
    ___________
    Snargh
    Brigand/Alchemist/Tinkerer - Rat
    Raidleader of Feral Fires @ Valor
    - typos and grammar mistakes for free -
    - donations will be benevolently accepted though -

  6. #6
    Aggrowhore
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    Default Re: Tips'n'Tricks

    well it hasnt been fixed and im using that cast line on beginning of the fight, so mob is already debuffed to shit and all getting their debuffs in.

    atm double up ad1 is exactly the same as double up m1 it seems

  7. #7
    endless waltz
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    Default Re: Tips'n'Tricks

    Quote Originally Posted by Snargh View Post
    I'd exchange Rake and Devitalize in this line, 'cause the debuff of Devitalize will benefit the damage Rake does then.
    Also i think the higher debuff-values of Double Up ar still bugged as in: Although the description of Double Up shows a higher debuff number than that of Master1 Devi/Rake/Disp, it won't enlarge the debuff.
    Or has that been fixed meanwhile?
    the description has been vastly changed.
    it just says something like:

    repeats the last two seconds of combat arts
    - if shrouded blade
    - if devitalize
    - if mailcious assault
    - if despairing thrust
    - if....
    .....
    .....
    etc on down the whole list.

  8. #8
    Bringin the Heat
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    Default Re: Tips'n'Tricks

    1) dont forget that if ur down the AGI line, you can double up 3 attacks instead of 2.

    2) on AE encounters, use underground neg and then 1 or 2 other CAs (depending on AAs) before hitting double up. Double up doubles any CAs that actually GET casted as opposed to being started to cast. So even though und.neg. has a long casting timer, landing that and then another CA is the same as using any 2 other CAs. But of course, using und neg AFTER the other CAs you wanna double up completely ruins the whole thing.

    3) on trash fights (or easy nameds), after your first initial damage spike when u use all your CAs, use appeal for mercy on yourself and then hit subterfuge. youll take one hit, counterattack for alot of damage, and then the mob will automatically leave you. of course, you take alot more damage this way, so you cant use this on harder mobs. Also, on those mobs you might wanna save appeal for someone else. So on those harder mobs, if you can take a hit, subterfuge and then queue hideaway. As soon as u get up ull deaggro it.

    4) make the /weapon command your friend. if you use DWs, you want your primary hand to have a 1.0 sec delay after haste (0.8 sec if you are AGI specd). This will allow the most autoattack hits during your CA spamming - meaning you'll prolly get slightly more poison procs, and youll get a huge benefit from CoB from a dirge and not even have to stop chaining CAs. Then make your secondary weapon a GDoH or something slow and hard hitting. This is ESPECIALLY useful if you get illusionary arm from an illusionist (25% double attack), cuz your primary weapon hits will proc BOTH weapons as a double attack, meaning youll get a LOT more hits from your secondary. Besides, even if you dont get it, that hard hitter is awesome for crits.

    5) Dont go 1h unless you have cheldrak's shard or the clearcutter machete. No other 1hers are better than the easy to get DWs from KoS (vyemms fang, grinning dirk of horror, dirk of negativity).

  9. #9
    PANTS! PANTS! PANTS!
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    Default Re: Tips'n'Tricks

    Add Axe of natural order to the list of viable 1hers as well.

    Folded scale blade, I'm not too sure about. Probably an upgrade if you're dws arent that great.

  10. #10
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    Default Re: Tips'n'Tricks

    Quote Originally Posted by Manyak View Post

    3) on trash fights (or easy nameds), after your first initial damage spike when u use all your CAs, use appeal for mercy on yourself and then hit subterfuge. youll take one hit, counterattack for alot of damage, and then the mob will automatically leave you. of course, you take alot more damage this way, so you cant use this on harder mobs. Also, on those mobs you might wanna save appeal for someone else. So on those harder mobs, if you can take a hit, subterfuge and then queue hideaway. As soon as u get up ull deaggro it.
    Bah, i got flamed for the same remark http://www.eq2flames.com/general-gameplay/4323-best-fastest-way-2.html

    The person's reasoning is in that thread.

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