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DISCLAIMER:
Firstly, I'm not claiming to be any god of dirges, but I feel I have enough experience at playing my dirge that I can post a detailed thread on Dirges, so please, look at this post as a guideline and experiment yourself, don't take my word as law.
Also, any screenshots may be different according to INT you have and whether you have the Drum or Wrists that increase song duration. Don't worry about it though, as the screenshots are there to give you a general idea...
First off, half the dirges spells are degradations or buffs of a sort. This pretty much builds the foundations of a dirges gameplay. The good thing about dirges is that they have a good range of abilities. Here are the ones
YOU need to be aware of:
Cacophony of Blades II (76)
Chimes of Blades is probably one of the most useful physical DPS enhancers in-game. Getting this M1 for most group/raid dirges will be beneficial to say the least. It is one of my few masters.
-Do not overlook the attack speed of this ability, M1 increases attack speed by 64
-Harmonic Museweave BP is a big must for this spell(30% proc chance)
-- If not Harmonic Museweave, the T4 5 set or T3 Chest is good

-Do not overlook items that increase the length of songs or other boosts CoB in any way
Useful Items for CoB:
\aITEM -1411054961 -1607529131:[Bracers of Deadly Melody]\/a
- can be brought cheap off the broker
\aITEM -162668698 -1962696521 -6498548:[Drum of the Ethernaut Chronicler ]\/a
- TSO signature line reward
\aITEM -1222787454 2068254531 1541365736:[Harmonic Museweave Hauberk]\/a
- T2 shard armour BP TSO
\aITEM 1848297309 -1169897850:Coat of the Requiem\/a
- The T7 3 set bonus, most pieces drop in MMIS
\aITEM -1432096756 1741699701:Vocal Rift Wrists\/a
- T4 shard armour, 4 set bonus (also on VP 4set)
\aITEM -1478755540 1371701413:Lamentation of the Intrepid\/a
- Raid-wide CoB (our ‘Mythical’, after completing fabled, kill Pawbuster, Mayong [either will do] and then Xygoz in VP [need to kill Levithian in CoD for Access])
Gravitas (80)
Gravitas is extremely useful on a tough named encounter. At M1 it increases healing + ward + resurrect restoration amount of target ally by 32%. When on a raid, you should have a method of doing a cycle of this over your groups healers (and then maybe another groups healers if they don't have a dirge, ie the mage group). Be aware that you cannot use gravitas on a target that has had it cast on them within 2 minutes.
-This ability also works on Enchanters' Power Restoration abilities
Degradations:
'Defensive':
Daro's Sorrowful Dirge IV (72)
Unfortunately, this isn't much of an upgrade to the M2 version at level 44, but the level 72 version hits more often. At adept III, it decreases Attack Speed (Haste) of encounter by 29 and slows them down by 31%, which is infact run speed. This is defensive as less attack speed = less hits on tank/you = easier to keep alive.
Disheartening Discante V (73)
This is defensive as it decreases STR and AGI, and the STR reduces autoattack damage of mob, thus keeping tank/you alive longer. It is also offensive, as it decreases AGI, thus making you hit the mob = more DPS.
'Offensive':
Clara's Chaotic Cacophony V (77)
Decreases Physical mitigation (ie crush/slash/pierce) of target. This is useful as it makes the mob absorb less physical damage thus making your autoattack (and any physical damaging CA) attack higher.
Zander's Choral Rebuff III (71)
Same as Clara's Cacophony but for all magical damage (ie cold/disease/divine/heat/magic/mental/poison). That in itself makes it one of the most useful debuffs as it makes any attack that isn't physical hit for more.
Verlien's Keen of Despair VI (76)
Slows target and decreases disease mitigation of single target by a bigger amount. This is useful as all of your 'spells' are Disease (more or less, I haven't checked myself for an exception). This is especially useful when in a group with necro/SK/warlock etc...
Useful Attacks:
Wail of the Banshee III (80)
A nice DPS contributer, especially on multiple mobs that have a lot of HP as it gets to run all the way through. All you have to do is click it once and I have calculated it doing around and up to 50k over time, although those figures may be wrong.
Scream of Death II (74)
Get this ability out early as its damage increases the longer it has been active for. This is a neat DoT and can be high in your parse if you use it early, but obviously you need to find a balance as there are more important things to get out. On longer fights, it is a must to get out earlier. If it's a very short fight, maybe save for start of next fight
Misfortune's Kiss VII (75)
This is an especially useful attack and personally I use this to open a combat, especially since getting:
\aITEM -1462860340 2111040210:Twelve Tone Earstone\/a

This triggers when you use Grim Strike when you have Twelve Tone Earstone on. Note, it is normally 20s, but I have my Melodic Bracers on which increase duration of songs by 10%.
But still I would use it quite early even if I didn't have this as it does a wis debuff, which decreases all resistances (absorbtions) by a nice little amount.
Daro's Dull Blade VI (74)
This is a good one-off-from-behind degradation that inflicts an average amount of damage too. I would consider getting this out early as it decreases DPS of target (ie reduces their autoattack). This is useful to have since we aren't exactly plate armoured etc.
Useful Abilities:
Evade VI (73)
Decreases Threat to a single target. Keep this at hand in groups as if you manage to pull aggro or even get an add, it is handy to use, could save your group from dieing (as you are utility and it's important you stay alive).
Hymn of Horror III (68)
AE Stun. This can be handy but I generally find no use apart from timing stuns in Palace and Najena's. Obviously it has its uses (sometimes enough time to get grim strike in after using this) so keep this at hand too.
Cheap Shot (4)
This stuns the mob for enough time to do pretty much what you want. Go behind the mob whilst sneaking and then use your Scream of Blood if you wish. Notice how this abilities stun is 'split' in half more or less. Heroic mobs get stunned for half the time of soloable mobs. This is handy to know as normal mobs can be stunned for slightly longer leaving you a bit more time to do as your mind pleases.
Jael's Dreadful Deprivation V (71)
When soloing, I generally use this to pull. It roots the target usually just enough time to debuff before it gets to me. This helps when soloing at a lower ability level as you can pretty much just nuke a mob to death once it is debuffed. This ability was probably the most useful to me when struggling through RoK.
Tarven's Crippling Crescendo VI (75)
A little attack that decreases the defense of a target too. This is handy to get out but not vital, I generally use it to progress my H.O. and whatever else. This would be a useful ability to just keep at hand, but not use frequently.
Fearful March (78)
This ability Fears the mob you have targetted for 20s. Pretty much speaks for itself, and it obviously has a chance of dispelling when the mob takes damage. Rarely do I use this as I normally have a chanter in my grp or can manage any adds I get, but it could be useful if you are struggling already and then get an add.
Oration of Sacrifice II (78)
Elegy at Death's Door (44)
Elegy of Awakening (58)
These 3 are our heal support. Heal over time, Ressurect and ressurect 6 closest allies respectively. I have heard of people healing up to 8k with Speech of Sacifice, as they have had a heal crit etc. I find it quite a useful ability as I duo a lot with an SK and on the macro for Speech of Sacrifice I have gravitas pointing at myself, so that if it's up I heal for about 6k rather than 4.5k. The other 2 are sometimes why you are in the raid, to be on ressurect patrol whilst the healers heal. This of many other things make you a useful addition to a raid.
Attacks
Darksong Blade VI (76)
This inflicts 2 lots of damage, and then inflicts disease damage over time. This is a nice little attack and when I have got all my debuffs and banshee and scream of blood out, I normally do a HO and use this to finish it off. Maybe not the best way, but it works nicely for me.
Luda's Nefarious Wail VII (78)
This is our big hitter. I have personally seen it hit up to 4-5k in 1 hit (not too bad for a dirge nuke

). It is quite useful for soloing and has a good range on it so quite often I end up using it to pull mobs like in maidens off the side in the first named room. It is a nice attack and I doubt any dirge would disagree.
Thuri's Doleful Thrust VII (71)
Howl of Death V (80)
These 2 do practically the same thing, damage a mob and heal you. One deals disease damage and the other melee, and one has a higher range. They are both useful in soloing and when I am struggling to take down a mob, and I can't kite it, I tend to use these as much as possible.
Lanet's Excruciating Scream V (74)
This is another spell that is often overlooked as people are often too scared to cast a spell that isn't guarenteed to hit (they think the mob is going to die within the next 7 seconds). This ability can be quite the pain in the arse at times, ie you open up with it, and start to struggle almost instantly and then fear it but wait Lanet's Scream is on it and breaks the fear, oh no! Although I have rarely been in that situation, it could happen, and for the sake of a couple of deaths, I wouldn't hesistate in using it.
Jarol's Sorrowful Requiem V (71)
I barely use this attack, but it is a nice one for zones like crucible (where there's groups of 3 mobs). Generally, if you have time to cast this, you need to revise your casting order because on a good casting order you always have something else to click...you may be missing autoattacks or something. Not a bad ability though for the DPS it adds in 3 mob + situations.

.
BUFFS:
A lot of people box a dirge for these bonuses, so pay attention. (by the way, I am personally totally against boxing dirges..)
Selo's Accelerando IV (55)
Groups digg you for this buff. It is the ultimate, the marvellous, the speed buff! yeah yeah, all us dirges get so used to it we don't even notice it but since one of the more recent updates, mount speeds haven't carried on into zones that 'hide' your mounts. Being able to run inbetween encounters 40 odd % quicker has lately been overrated, but heck, they aren't used to it, so let them relish in it while it lasts
Death's Door VI (79)
I find this buff intreguing as it is one of the only buffs that is practically useless grouping, and can actually become an encumberment whilst raiding in some instances. You are asked to do the clicking on Nex/Druushk, and forget to take this off, and just happen (for some weird reason) to be the furthest from the raid party. The mob comes to attack you and you're basically screwed, you and the raid party. Someone has to break off from healing the raid and come res you, and in that time their group could die or the tank...it just becomes a pain. Just remember that you have this buff and it is useful for soloing, but remember to take it off too when you're needed to.
Hyran's Seething Sonata III (60)
This is basically aggro control, so stick it on your main tank if he needs it (and even if he doesn't sometimes, just to be on the safe side). Right now it's Hate Gain increase and Aggression increase but on test it has changed to Hate Gain increase and Base Taunt increase, which is better in my opinion, it just means the tank lands less of his taunts (or it isn't effected if his aggression is high enough).
Concentration Buffs:
Percussion of Stone (52)
PoS is a nice defensive buff that absorbs attacks. On countless occasions, I have seen 'you have obsorbed x amount of damage' from PoS where x > my total HP. The concentration is removed from this ability with TSO
T4 2 set and VP 2 set. This ability is useful to keep up all the time regardless of situation. Even if it means taking your groupwide proc off or something for it. (Dead Calm)
Harl's Rousing Tune VII (77)
The Usefullnes of this ability varies. I like to keep it up as I am under soft cap on STR, but a lot of dirges with better equipment would say stuff this buff it's no good. I find it a nice buff as for me it takes me to 773 STR and that adds more DPS than any of my other buffs atm (except from Riana's). I would test this on a training dummy though.
Bria's Inspiring Ballad VI (79)
Since T8 was introduced, Power Ballad hasn't been as useful as it once was. I must say, personally, I barely ever run out of power without it. A lot of people seem to think it does a lot of good when actually it only inreases your power regen by what could be acquired via equipment. It pays to be sensible in when you use this buff, some groups prefer you have it up.
Riana's Relentless Tune VI (80)
I find this to be my most beneficial DPS buff. The DPS this gives you increases your autoattack by a considerable amount and if you aren't capped with it, you should really run it at all times.
Jael's Mysterious Mettle V (73)
Weapon elusion, as of recent research (ie a hint or 2 from Kall) is a good buff to run at all times. Most of us dirges don't have high parry, and most tanks aren't capped in parry, and even if they do, you aren't ever going to be in a group of tanks. Strengthened links is good for this ability, in the TSO line.
Noxious Symphony V (74)
This buff is Raid Wide. I didn't know this until a few weeks before posting this. This is useful to know as it doesn't stack either. When you are in a raid fighting something dealing noxious damage, I would converse with the other dirges to see what theirs is at and basically decide who puts it up. This can also have AA put into it to ward against noxious damage, and the noxious ward refreshes every 6s.
Songster's Luck VI (72)
I haven't really found this as helpful as some of the other buffs myself but I am considering swapping it out with tombs for soloing as the dps increase is about the same for both. Check your ability and your groups ability in crush/slash/pierce before putting this up, as if the groups average is over 460 you are likely to find something else that increases your dps more (such as tombs).
Dead Calm V (75)
Basically a proc, which as Kall kindly pointed out to me, only procs off main hand weapon hits. It will deal dps proportional to what your main hand hit rate is, so priority should be putting up something to increase your hit rate over this, but it does deal some nice DPS at times
Okay, but they all cost concentration?
As a general rule, keep up Tombs/Weapon Boon/Riana's/Percussion and then fill out with whateer else. You only have 4 buffs to pick from, can't be too difficult.
AA Buffs
These buffs are extremely useful and in my opinion some of our better buffs come from AA. Here is a nice list of buffs that you can get from AA.
Don’t Kill the Messenger
Increases all crit chances by 7.5%. This is a must for pretty much all round gameplay. Having 30% crit total for 24 levels of AA is probably the best we have proportionally.
Fortissimo
15% melee and ranged DA(with skald's striking, TSO dirge line). This to me is one of my most useful buffs, being almost always in a melee group. I cannot see myself ever playing without it. 15% all round DA is pretty sweet and most dirges would say it is a must have.
Heroic Storytelling
Taken out of the dictionary for renevations...ie useless crap

thought I would clarify that...
Luck of the Dirge
This is something that again pretty much all dirges have. It increases all trigger percentages by 20% of your current %age. Since we have a lot of triggers with TSO etc, it is quite handy to have this and the T2 TSO BP, which adds 30% proc chance to CoB, so if you have absolutely nothing boosting your CoB it will be on 20% of the time meaning even with just that time period it would be useful to have

.
Please Note, this is on top of current percentage ie 20% proc goes up to 24% proc.
Allegro
Increases Casting Speed of group members by x amount. This is handy for any player as they all have to cast something. To get DKTM you should get this, it is possible to get DKTM without it, but this is the most efficient points you will spend on the way to it.
Dexterous Sonata
This increases all of your base critical multipliers. A lot of people havent heard of these, so here's a run down. Your Base critical multiplier is how much your attack does when you land a critical, and this is default 30% (or 1.3). Increasing your critical multipliers by 10% puts them up to 1.4. This will increase your dps generally by 0.5 * dps * 0.(crit percent) * 1.(DA chance) * 1.(new critical multiplier) all divided by 1.3.
Battle Cry
Increases Melee + Ranged DA by 15% and flurry by 5% of a single group friend. This cannot be yourself (/cries). Although this is useful to use on either a tank struggling to keep aggro or a scout-type in your group (I would class brawlers as scout type in this instance). You are supposed to need 182 AA to get this but can be got at 172, with a heck of a lot of platinum down the drain. I would personally get to 177 with 7 points in the dirge line and then respec a different tree to put 7 more points in the dirge line, I'm pretty sure most people are familiar with that trick.
AA Abilities
Bard Tree
STR
The STR line contains mainly AE blocker(personal and goup), avoidance buff increase and attribute buff increase. This is often called spacker spec in my books, as we only need it in raids when your GL has requested it.
AGI
The STR line contains bump (most dirges get this so they can use both stealth attacks), a parry + absorb passive, and a poison proc (not to mention vanishing act, which basically allows your group to dodge the next attack)
STA
The STA line contains a knockback for when you use a roundshield, a passive block chance and DA increase, a group buff that increases all around DA and a 100% chance to block the next attack with your shield.
WIS
The WIS line consists of a ranged attack, an increase to your speed buff, a casting speed group buff and DKTM which increases all crit chances by 7.5%.
INT
The INT line has rhythm blade that increases your ord/mini/subj/dist/focus/pierce/slash for 30 seconds, a combat skills/casting technique buff increase, attack speed/dps increase and HO effectiveness inrease.
Dirge Tree
Degradations
Basically makes your debuffs better debuffs. The end one increases duration/casting speed of green debuffs and reduces power cost.
Control
Improves reuse speed of a few abilities and adds a chance to our AE stun. The end line ability makes a mob select a target that is scout/fighter. This ability can be fun
Life and Death
Increases our heals and reduces some power costs and reduces health cost of our main heal. End line ability increases the targets mana/hp regen in combat by 50% so long as they are still under the effects of a ressurretion spell.
Luck
Basically improves a handful of spells in different ways such as more proc chance on dead calm, longer duration on CoB etc. End ability increases proc chances by 20%.
Shadows Tree
General
Basically all of the general ones speak for themselves. The difference between the 2 run speeds is that one increases your mount and one increases your base run speed, they don't pile up.
Scout
Again most of them speak for themselves. Additional mitigation to your defensive buffs (ie Weapon Elusion if I'm not mistaken), and skill bonus of offensive songs (ie Weapon Boon). End line is a nice detaunt. It is advisable that Strengthened Links be taken by all bards, unless the only thing you ever do is raid in a dps group, not ever in OT or MT grp or never solo/group
Bard
Skill bonuses of defensive songs (ie Weapon Elusion), run speed increase, damage increase and an extra proc. The end of line is all crit multipliers go up by 10% (ie from 1.3 to 1.4). Defensive Ballad is another good ability in here for the skill bonus increase on parry buff. Treat this like you would strengthened links
Dirge
Improving damage/debuff of rhyming curse, a nice little damage reduction, base heal increase on our heal spell (with stifle removed with 5 AA), damage + heal + casting speed increase to Howl of Death, duration + damage increase to Vile Blade, additional DA to fortissimo, a big passive disease based buff and a big DA increase to anyone of your group members but you.
Known Useful Configs:
Bard
Thanks to Singinbasher of Oasis
AGI 4-1
STA 4-4-4-8
WIS 4-4-6-8-2 (or 4-6-4-8-2 alternate)
INT 4-4-4-8
AGI line for bump to do both your stealth attacks. STA for 10 double attack for your group(ups your dps quite a bit as well). WIS for DKTM and Allegro. INT for +DPS mod and +pierce/slash/crush(primarily for tanks as most everyone else is capped).
AGI 4-4-4-8
STA 4-4-4-8
WIS 4-4-6-8-2
INT 4-1 or STR 4-1
This spec adds poisons, loses +dps mod and +pierce/slash/crush. INT is for Rhythm blade to get initial bonus to +pierce/slash/crush. STR is for Turnstrike so that you don't have to joust on area of effects. This is for a raider who's group is capped on those skills/dps mod.
STR 4-*-*-*-2 (up to preference-i.e. waisted points)
STA 4-4-4-8
WIS 4-4-6-8-2 (or 4-6-4-8-2 alternate)
The dreaded bladedance spec. You sacrifice some of your groups/personal dps for AE immunity. If your raid can do without this spec at all, I recommend doing so. The Swashbuckler AE blocker is on a fast timer and is common spec(EoF tree). The druid AE blocker is on the fastest timer(2 mins), but stuns them and has very short range. It does not require as many waisted points as our spec.
Dirge
Just decide what your play style is. Most dirges get the 5 sec CoB increase, a lot have a spec that inceases all their debuffs, quite a few put just enough in to get the 20% proc chance, while others want magnetic note, a few have a solo spec with points into extra healing on Howl of Death and Siphon Blade. Just play around and see what spec you prefer.
Shadows
Shadows is very debatable atm. Personally, I have 2 specs...Damage with support OR flexy support. Flexy support involves all the bladedance crap and any buff increases i could lay my hands on, wheras my main AA config is a bit more thought out. In shadows:
Primary AA Spec:
General - 00055000, just health and mount increase. Subject to change for anyone, a lot of people choose deity pet and suchlike. Choose it based upon what you want...as it doesn't really matter.
Scout - 0055000, just damage increase and reuse time...so that I can use sinister strike more often and my crit amage is higher on quick strike line.
I don't have the detaunt because I rarely need it, having the dark elf detaunt.
Bard - 0550551, damage increases etc. I have deaths edge but again it's totally up to you what you have, but at the end of the day, dexterous sonata is a must have.
Dirge - 00500511, as I do a lot of duo with a SK, I like personally to be able to heal him and then continuing attacking with spells. If you never need to use your heal, then place them in deathly howl/viral infection/defensive curse.
My Flexy Support Spec (NOT RECCOMMENDED)...
Like I said, it's just for when I'm needed to be all around support, no dps whatsoever (or very little). I have Bladedance spec, degradations/luck/life and death, and anything that improves buffs in my shadows line (and Health/Power increase on general). This really is spacker spec and I wouldn't reccommend it for general usage, but I keep it for when I need the other abilities I wouldn't normally have.
Courtesy of him who used to go by 'Jingizu':

Combat Styles
Solo
There are a few methods you can use. Generally, If it's
tough:
Deprivating Shot -> Debuffs -> DoTs -> Nukes
Not tough at all:
Stealth, Open with one of the two attacks, Keen Tactics, Nukes
OR
CoB then attack
Group
There is 1 fixed way to group really. Generally speaking, the rule of thumb is you need to get all your debuffs out and CoB. Then, dots and Nukes. I'm not going to go into grave detail, but if you are facing a tough mob or your tank is dieing, use gravitas on healers.
Raid
Raiding, you have to worry about other dirges, ressing, debuffs and gravitas cycle. You also need to know your mobs for when to put stuff like Noxious Tempo up.
CoB:
If you have your myth, CoB will intertwine with other dirges CoB. To get over this, have your CoB cast go into tells to your other raiding dirges. The reason I suggest this is to prevent clutter in raid chat, then it can be used for more useful things (such as who is going to wipe the raid if they don't get cursed, yada yada yada).
Gravitas:
If you're the MT dirge, it's simple. Defiler -> Templar -> Fury -> Coercer (the latter is optional). If you're not, then follow this priority order:
(Your Group) Shaman -> Cleric -> Druid ->
(Other group without dirge) Shaman -> Cleric -> Druid
The reason I suggest this is that if you don't put it on the other group (assuming you have most 2 healers in your group and that group), then the buff is going to waste sat there doing nothing.
Ressing:
Look if you need to res someone, just make sure no healer has spotted them before you. If you need to res a group, start casting on the person least likely to be ressed in that group (for instance, the Assassin, we all know assassins are hated :P). The reason for this is because if you start casting on a healer, it's likely that in the time it took you to cast the group one, someone has single target ressed that healer.
Debuffs:
Plant debuffs after CoB at the start of the fight (or before if you're not the dirge that usually starts the cycle). If you are fighting a trash mob, you could argue that you only need mitigation debuffs (Destructive/Offensive debuffs as opposed to Defensive debuffs, such as reduced attack speed. Explained somewhere else in this post), but on named mobs it's better to get your STR/AGI + Attack Speed debuffs out first.
STARTING RAID COMBAT:
Gravitas -> (CoB) -> Debuffs -> (CoB) -> DoTs -> nukes
making sure you always have CoB up when you can.
ITEMS
In general, the TSO shard items are the best in game atm for groupers. For raiders, you might get better jewellry (and patterns). Fabled epic is not hard to get and currently Harmonic BP is best BP in game imo. There's dispute atm over Trooper Scale Boots/Harmonic Boots.
There is a general rule for items/which items are best to wear, and that is DA>MC>SC
If you follow that rule, it should help you parse well.
Explaination:
Most melee classes itemize for melee crit, however for dirges
double attack provides the largest increase to combat damage. This is because of how our mythical proc works. When our mythical proc is running, our attacks hit for maximum damage. This means that a auto attack melee crit while our mythical is running is a straight 30% increase or .3% average per point. Each double attack provides roughly a 1% auto attack increase in damage and our parses are roughly(estimating) 50-60% auto attack/20-30% CAs/20-30% spells. For these reasons, double attack provides a slightly larger return on our investment than melee crit. This is also why spell crit is the least beneficial of the 3.
Quote:
Originally Posted by Kall
It's 2% Double Attack > 2% Melee Crit (if mob != orange) > 7 DPS Mod > 7 Attack Speed > 2% Melee Crit (if mob == orange) > 45 CA Damage > 2% Spell Crit > 45 Spell Damage > 2% Ranged Double Attack > 2% Ranged Crit.
This is assuming you're at 0/0 for everything.
|
Adornments
Curtesy of Jingizu, TY
Hat = 100 power
Chest +7 to all stats
Legs +16 stamina
Boots +16 stamina
Cloak +4.0 power regen
Shoulders +100 health
Forearms +8 parry
Gloves +30 spell damage
Belt +30 combat art damage
Ears +16 int
Neck 12.0 dps
Rings +100 health
Wrists +30 combat art damage
Range item 12.0dps
Drum +1 spell crit
Main Hand +2 spell crit
Offhand +2 spell crit
sadly I cannot adorn my charms, food or drink, but if I could..... lol
Quote:
Originally Posted by therealclintv
Adornments
================================================== ===
HEAD
Smoldering Psychic Imprint - T8 Treasured - +115 vs. Mental - Tailor
Smoldering Savvy Imprint - T8 Treasured - +16 wis - Tailor
CLOAK
Smoldering Silver Lining - T8 Treasured - Decrease falling damage by 40% - Tailor
CHEST
Smoldering Prismatic Applique - T8 Legendary - +7 to str/sta/agi/wis/int - Alchemist
SHOULDERS
Smoldering Gritty Straps - T8 Treasured - +16 sta - Tailor
Smoldering Brawny Straps - T8 Treasured - +16 str - Tailor
Smoldering Spiked Straps - T8 Legendary - When melee damaged, casts 72 piercing damage on target - Tailor
FOREARMS
Smoldering Reinforced Splint - T8 Legendary - +77 Slashing/Crushing/Piercing - Armorer
HANDS
Smoldering Occult Stitching - T8 Fabled - +30 spell damage - Tailor
Smoldering Agile Stitching - T8 Treasured - +16 agi - Tailor
WAIST
Smoldering Combative Buckle - T8 Fabled - +30 CA - Armorer
Smoldering Spry Buckle - T8 Legendary - +3 attack speed - Armorer
LEGS
Smoldering Brawny Brace - T8 Treasured - +16 str - Armorer
Smoldering Gritty Brace - T8 Treasured - +16 sta - Armorer
FEET
Smoldering Gritty Spurs - T8 Treasured - +16 sta - Armorer
Smoldering Agile Spurs - T8 Treasured - +16 agi - Armorer
NECK
Smoldering Judicious Clasp - T8 Legendary - +12 DPS - Jeweler
Scintillating Tactical Clasp - T7 Fabled - +1 MC - Jeweler
EAR
Smoldering Intellectual Backing - T8 Treasured - +16 int - Jeweler
FINGER
Smoldering Rugged Polish - T8 Treasured - +100 hp - Alchemist
WRIST
Smoldering Combative Fastening - T8 Fabled - +30 CA - Alchemist
Smoldering Brawny Fastening - T8 Treasured - +16 str - Provisioner
Smoldering Gritty Fastening - T8 Treasured - +16 sta - Woodworker
Smoldering Intellectual Fastening - T8 Treasured - +16 int - Provisioner
Smoldering Reinforced Fastening - T8 Legendary - +77 crushing/piercing/slashing - Carpenter
PRIMARY/SECONDARY
Smoldering Vampiric Handle - T8 Legendary - On attack, inflicts 229 divine damage instantly and heals for 170 - Transmuter
Smoldering Phantom Handle - T8 Legendary - On melee attack, chance to dec power of target by 229; Inc power of caster by 170 - Transmuter
RANGED
Smoldering Judicious Composite Gear - T8 Fabled - +12 DPS - Tinkerer
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DEITIES
Anashti Sul is probably the way forward for dirges. Others in consideration are
Bertoxxulous and
Bristlebane.
A full page of Deities can be found
Here.
ACT TRIGGERS
ACT is a useful program that helps you see how you are parsing and how others are doing. You can also use triggers using Regex for pretty much anything, whether it be CoB or gravitas (admittedly, gravitas is a bit harder). I personally don't use ACT for the triggers as I have made a program that does these for me, and that's purely because I sort of need to work around other dirges in my guild when using CoB. Use of ACT is fine, just look at the links at the top of the page with help setting it u.
Download ACT Here!