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12-09-2008, 05:37 PM
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(editable)
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Regular
Character: Vinladia
Guild: Tainted
Server: Kithicor
Posts: 151
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Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Veteran’s thoughts on OLD and NEW Shadowknight AA lines
This may help a few of you decide on routes to go with our Crusader, Shadowknight and Shadow lines. I will try and discuss each and every line/ability in the tree and provide what information I have about that ability.
My main is an 80 SK on Kithicor, Vinladia. I have been playing her as my main since 2004. I have been a heavey raider all the way up to TSO and have a lot of experenice with my guild and other players on my server with Shadowknights and the roles/abilities/stigma that we have. Please spend some time and read this post about our AA lines. For many of you it will provide you with a guide or at least a better idea of what will do what for your character.
My goal as a Shadowknight has always been to be the best on my server. To be able to tank what other SK's cannot, to dps higher than what other SK's can. And to be a feasabile if not desired replacement for a guardian. With 13,200hp 64% avoidance and around 4-5k ZW dps in tanking stance I have done that. And I have done that with the CURRENT spec of 156 spend AA I show below.
Current EQ2Players profile used - Vinladia
http://eq2players.station.sony.com/characters/character_profile.vm?characterId=348240106
Crusader Line
Below is the full list of the Crusader Line, STR AGI STA WIS INT. I mention my spec and things I had at one time or how they might help or NOT help you. 70/70 points spent in this tree.<o:p></o:p>
Strength Tree
Avenger’s Strength – Increases strength by 4. I only spend the minimum in this ability 4/8. No real reason to spend more than that. STR is so easily capped with items and adornments. 4/8 spent.
Swift Attack – Maxed this ability increases your haste by 30 for 20 seconds, as well as hitting with a combat art dmg for 1,100ish. Attack over all has an ok recast. With the overhaul of our passive haste to double attack, I don’t think an SK could go wrong with this ability. I do have 8/8 in this ability. 8/8 spent.
Avenger’s Relentlessness – Maxed this ability increases our double attack chance by 17.9%. Hands down worth having no question. I myself have 42% DA in tanking gear and 50% in dpsing gear, with my mythical it is insane the dmg I can put out. 8/8 spent.
Idiotic Axe – Hate gain. BECAUSE of the why the AA lines are in this tree, you have to spend 4 points per tier to move to the next. WELL not with the last tier, YOU only have to spend 22 points in the TREE to get to the last ability. My dps and hate gain is already very good; I have weaned myself off of this ability. FOR Shadowknight’s that are worried about your agro read what I say about Knight’s Stance in the Shadow TSO tree before considering ANY more points than 2 in this tree. 2/8 spent.
Avenging Invigoration – Great ability. Every spell we have is faster, comes back faster. With a 6 sec delay weapon, and a base 4.3 delay with the haste I have, this allows for more spells casted between auto attacks. = more dmg. Also remember this effects your recast timers on Death March, Harm Touch, Feign Death ETC. 2/2 spent.
Agility Tree
Cavalier’s Agility – Increase to Agility. Helps with avoidance and mit. Not a lot but some. I am spec’ed for Trample so I have 4/8 spent here. 4/8 spent.
Joust – Kind of a fun little CA. Does a decent amount of dmg, and it ports you to the enemy you are attacking. Situational but there are times I have been feared, or a rogue enemy, roamer what-have-you goes after a healer or caster dps. JOUST! And you are instantly up in the mobs face ready to taunt, kick shield bash, OR INTERCEDE. Too many tanks forget about this ability and that it is a BIG agro thing. But again my goal has been to get to Trample. 4/8 spent.
Trample – 40% AoE auto attack dmg. For those that don’t understand what this means, this ability EVERY time you swing your weapon and hit for dmg, it has a chance to HIT everything in front of you. I have screen shots of 6,000+ dmg hitting 7 different enemies at the same time. I parse 4-6k in defensive stance in the TSO instances I have been on. 8/8 spent.
Stamina Tree
Champion’s Stamina – Increases STA by 5.0. Eh I have 4 points spent, but that is because I have to. 4/8 spent.
Hammer Ground – Isn’t all that great, just part of the tree, but if you are in an instance or soloing, and desperately need to get Tap Veins off; this is a perfect thing to start with. 4/8 spent.
Fervor of Faith – Increases melee crit. Although I would REALLY like to have this maxed, I am starting to run out of AA for this tree with the INT line coming soon. I was only able to spend 5/8 in this line. With as much NEW items in the game from TSO providing both spell and melee crit, I can easily see myself dropping 1 or 2 points from my INT line spell crit back into this later on. I am currently sitting at 32% melee crit in tanking gear and 47% in dps. 5/8 spent.
Champion’s Bulwark – Maxed out this ability increases your base HP by 4.0%. To remind you, I have 13,200hp solo buffed. IF I spec into this a FULL 8/8, I gain 349hp. Come on…. 349. Also remember if you have less HP than I do, you will gain less. I used to swear by this ability, because total HP used to be king. It really isn’t as much anymore 0/8 spent.
Divine Aura – I LOVE THIS ABILITY. And for a LONG time I had it, it worked in Kor-Sha on the Twins, it worked in VP OTing. A mob has to hit harder than 9k when I am fully raid buffed. GREAT GREAT ability to have on pulls of bigger mobs. But I did ultimately drop it for Trample from the AGI line. I have the HP and avoidance and skills to not need this ability at this time. My mirror spec does have it though for when I know I will be tanking something big. 0/2 spent.
I worked with a fellow guildie recently that has an ALT SK, well geared over 12khp. We talked a long time about how and where to save his AA; he did not take my approach with Trample and kept DA. He pointed out that it is very hard to trust your healers on pick up groups with an alt, and having all the survivability you can get helps him. This is a judgment call for all of you. Below is my Crusader line VS his. His is the more cookie-cutter SK Crusader line that MOST of us used for a long time. There are just some things that I don’t need any more with the new things we have picked up in the Shadow TSO Tree.
Vinladia - STR 4-8-8-2-2 ; AGI 4-4-8 ; STA 4-4-5 ; INT 4-4-8
Other – STR 4-4-8-6-2 ; STA 4-4-8-8-2 ; INT 4-4-8
Wisdom Tree
Um… Skip it. Possibly as a mirror spec for Fearless, but overall this entire tree is worthless to what the core of our class is.
Intelligence Tree
Legionnaire’s Intelligence – Increases INT by 8.0. Of course the base 4 is needed. 4/8 spent.
Legionnaire’s Smite – Magic dmg nuke that does decent dmg and pretty fast recast. Nice thing to have because you can throw it in between auto attacks, other than that really isn’t anything special. 4/8 spent.
Legionnaire’s Wraith – Increases your spell crit by 68%. LOVE IT, everyone should. Remember my loss in melee crit though. I am at 75% spell crit, and this ability gains about 8.5% crit per rank. When IF I hit 80%. I will prolly repec and drop a point into Fervor of Faith to gain melee crit. 8/8 spent.
Shadowknight
Moving left to right along each line of the tree I will show you what I have spent and why I have or did not spend the AA points. I CURRENTLY have only 54/70 points filled on this tree.
Enhance: Dark Caress – Very poor ability for us. The dps/tanking/threat gain is very minimal and really is of no use to us. But we do need other parts of this tree, so a minimal amount of points spent to continue down the tree is needed. 2/5 spent.
Enhance: Unholy Arms – This is our single largest dmg proc we have from just buffs. I consistently see crits of 1700-1800 with 75% spell crit. 5/5 spent.
Enhance: Chastisement I – This ability increases the disease reduction our group taunt/debuff does. Decreasing disease resistance helps about 90% of our spells. Although with a mythical you will see 40-50% of your damage coming from your slashing NOT spells, this ability is of use. 5/5 spent.
Enhance: Chastisement II – This ability decreases the change your taunt will be resisted. With a Master I of this spell it should already be harder to resist. This ability does help but ISNT required. With TSO points I wish to spend, I only have 2/5 points spend in this ability. 2/5 spent.
Enhance: Shadow Coil – To me this is a worthless ability. The healing effect on it does not crit, although your Shadow Coil spell and its dot component did. As a Level 80 Shadowknight, 75-100 hp every 4 seconds should NEVER be a factor in your ability to tank or stay alive. 0/5 spent.
Enhance: Life Pact – I have always been a huge fan of Life Pact. I use it and use it often. Almost EVERY single pull, whether I am soloing, grouping or raiding. With the spell dmg and spell crit I have, I see this ability proc over 700hp heals to me, five times. This is a significant amount of healing as well as a decent amount of dmg to the enemy hitting you. AS a side effect, the healing is agro people, so you are gaining threat from the dmg and the healing you are doing. 5/5 spent.
Enhance: Anguish – I personally like this ability. With the TSO changes this AA increases the Wisdom reduction and the base dmg you do with this ability. With 5/5 spend it decreases the wisdom of the mob by 215. This is a GROUP and RAID benefit. Helping others not resist is helping you as well. 5/5 spent.
Enhance: Insinuate – This AA decreases the resistibility of your single target taunt. Much like Chastisement, if you have the Master I of this spell OR even have the Master II choice this spell is already hard to resist. I have only spent 2/5 points in this ability. 2/5 spent.
Leech Touch – I like this ability. 1691 heal added to your Harm Touch. At 13,200hp self buffed this is a VERY small amount healed for me. But it is a heal, and it’s free, and it will generate more threat. Also remember the TSO AA that will increase the base dmg/heal by 5% as well. Maxed on both it is over a 3k crit heal. 5/5 spent.
Enhance: Mortal Embrace – With the last ability in the Crusader STR line, this gives you the ability to Feign Death every 2 min 44 seconds. There are a lot of shadowknight’s that are prolly like why does this help me? Well have you tried using this on a healer or dps class when you lose agro? Maybe you should try it sometime, it might save you a wipe or a repair bill. And it makes you look more like you know how to use every ability your class has available to them. 5/5 spent.
Enhance: Rescue – WORTHLESS! Your Rescue is already 3 hate positions, which is MORE than enough for a single group and if you are a raider, you are already geared enough to keep dps high to pull agro with this without buffing it at all. ALSO please read how many AA it costs you to upgrade this. ITS 2 NOT 1. You are seriously wasting points for better abilities later on. 0/3 spent.
Enhance: Siphon Vitae – I currently do not have this ability, but with only 156 AA, it may be something I get later. 1 less second on an 18 second ability doesn’t seem to make it come back much faster. 0/5 spent.
Enhance: Doom Rays – I currently do not have this ability either. I like my blue AoE’s they have helped our class greatly since TSO release. But much like Siphon Vitae, I think there are better things for me to get right now. 0/5 spent.
Enhance: Drain Might – I have the Master I of this spell, so I siphon 92 STR. Which is considerable and is basically our replacement of the Paladins self buff that adds STR. I ALSO have 970+ solo STA. From what I can tell, I gain 2 hp per STA point, adding 92 STA will NOT help me. Even if I was closer to 750 STA, this buff would never gain more than 200hp for me. Not worth 5 points. 0/5 spent.
Enhance: Hateful Slam – I like this AA, and for a LONG time I had points spent in it. Increase to dmg and threat of the ability, it’s a rather quick ability as well with a dot threat that has been increased greatly in TSO. So consider it. But read the rest of this post and you will see why with 156 AA I skipped it. 0/5 spent.
Enhance: Death March – One of our BEST dps increases and hate gain. Hands down should max this ability for a faster recast. Almost every other fight in a single instance or raid it can be used. For Shadowknight’s with agro issues, this is a savior. 5/5 spent.
Enhance: Mana Siege – This ability is nice to have. With the new TSO changes to increase the mana coming in as well as a nuke/dot disease added to it this ability IS very nice. BUT I did not take it. This will be a LATER gained ability as I move close to 200 AA. 0/5 spent.
Enhance: Tap Veins – This is prolly one of my most loved spells. With TSO we have seen a big increase in the number of mobs in an encounter whether you are soloing, grouping or raiding. With the Master II pick I critical this spell for 4k+ and see heals close to 1800. I have been at 20% health with 17k buffed hp and have FILLED my health bar with 1 spell cast. And the more often I have this, the better off I am. 0/5 spent.
Enhance: Devouring Mist – More armor is more armor, less dmg you take is less dmg. I use this spell often because it helps me take less dmg and increase the dmg I can do to the enemy, and the more the better. 5/5 spent.
Alternate: Siphon Armament – VERY situational ability. On rare occasions ask the necro or conj to pull out a tank pet. Why? Because this ability works on other fighter classes, and it works on their pets. If they aren’t around, chances are you aren’t grouping with another fighter class, people don’t like that. And in a raid you may or may not have a monk/bruiser to steal from. For the most part you will get very little use from this ability. 0/5 spent.
Hateful Respite – Forgive me I forgot the name and don’t have a screen shot of the ability. This ability gives you a chance to block a single attack doing more than 25% of your max health, if you DON’T ever take that big of a hit after 20 sec the proc goes off anyone, which is nice. This will do several hundred disease dmg and will increase your hate. I used it for a short while, would throw it up on incoming of a pull, because if I didn’t take a big hit about half way though I got free dmg and hate gain. OVERALL, I didn’t even notice it. Tested it in 3 different instances, used it EVERY time it was up and it only was part of 2% for my total dmg. 0/2 spent.
Reaver – This got a small overall with TSO. On top of healing you for 2% of your total health on a successful spell cast, this also increases your spell dmg by 5%. This should be enough said. But for the non believers, I am at 13,200hp self buffed and JUST under 18k in a raid. I heal for 300+ solo and close to 400 in a raid. Say you are pulling a group of 4 mobs, you hit Chastisement and it successfully taunts all 4, that are FOUR different spell attacks, you will be healed for them all. Tap Veins… it works for that too. Base 997 heal and 300-400 on top of that… non crit. MMMHHHHH ya! 2/2 spent.
Pools of Blood – Increases your unconscious health by 2.997. Even with good gear, good healing, and good curing, sometimes shit just hits HARD. And I don’t like wasting Blood Letter too early ya know? My way of looking at this is I am not at 13,200hp. I am at 16,000hp. Because even unconscious I keep agro and as long as I am “tanking” we are doing well. 2/2 spent.
Shadow – TSO
This tree is the newest of our trees, and has a LOT of things to offer. If you have NOT read all the above information you might want to. Many of the decisions here are based off what was previously picked.
GENERAL TREE
Pet of the Gods - Improves the casting speed and attribute bonuses of your deity pet by 10%. End the end really doesn’t do a lot for us. Just doesn’t. 0/5 spent.
Bountiful Feast - Improves the duration of food and drink by 2.5%. If you have a TON of power and never run out. This might help ya with the more expensive food. Wasn’t worth it for me. 0/5 spent.
Ample Harvest - Caster will double harvest 3% of the time. I have trade skilling, so um no. 0/5 spent.
Hearty Constitution -Increases max health by 0.5%. Maxing at 2.5% health increase. I spoke about Champion’s Bulwark from the Crusader Tree earlier, 4.0% increase only provided me with 349hp, 13.200hp unbuffed WITHOUT CB. But there really isn’t anything in this tree to help me but this. 5/5 spent.
Swift Journey - Increases mount speed by 2%. With the guild halls practically porting you to ANY zone in the game, like Plane of Knowledge in Everquest. This really isn’t my cup of tea. My mount is fast enough. 0/5 spent.
Enhanced Mind - Increases max power by 0.5%. Maxing out at 2.5%, which isn’t lot at 6,800 power. But more is more, and if you are ever in a group without an enchanter or bard… it helps. 5/5 spent.
Swift Strides –Increases run speed of caster 1%. Eh… I don’t have any other run speed items. I have heard of a few SK’s running about with items that increase speed and are at like 50% or higher all the time. Hey, to each his own and if it helps it helps. 0/5 spent.
Swift Creation - Increases crafting progress by 0.5%. Again I hate trade skilling, this is of no benefit to me. 0/5 spent.
Fighter Tree
Consummate Defender -Increases bonuses of the fighter’s defensive stance. With a Master I of this spell, the TSO changes make your new stance increase WIS and INT by 163 and increases Defense and Aggression by 35. With this ability, ONLY the Defense and Aggression increases, from 35 to 42. This isn’t huge. But this line I have played with a lot, and more avoidance is more avoidance. I AM currently 5/5 with this ability and at 64.3% solo avoidance in defensive stance. 5/5 spent.
Swinging Strike - Increases base damage by 3% and crit dmg by 2% of Pariah’s Strike. Pariah’s is the lowest dmg ability we have, CA’s seem to have a better shot at getting blocked/parried/dodged/riposted then just resisted like spells. Just was not worth it, especially if you look at your ZW parses, PS is prolly 1% over your overall dmg. 0/5 spent.
Enhance: Rescue -Improves reuse of Rescue by 15%. We spoke about Enhanced: Rescue back in the Shadowknight Tree. I talked about how the 2 points to spend NOT 1 point to spend is not worth increasing the hate positioned gained. It just isn’t! And even maxing this ability it is still over 10 minutes to refresh Rescue. SAVE the points for Sneering Assault(2min 44sec recast). 0/5 spent.
Offensive Prowess - Increases bonuses of the fighter’s offensive stance by 4%. This ability is much like its defensive brother, ONLY increasing your skills like it says. This will ONLY increase your slashing/crushing/piercing. It will not increase INT. With all the abilities that other classes have like dirges and wardens to increase these skills, this is not needed. 0/5 spent.
Riposte Mastery - Increases damage done by your ripostes by 5%. Riposte is pretty much impossible to parse on ACT that I know of. If anyone can that might help in picking or not picking this. But overall this ability is very weak and our Riposte dmg is not much dmg at all anyway. 0/5 spent.
Battle Hardening - Reduces all physical dmg done to target by 50, maxed you take 248 less dmg per melee hit. Ya this isn’t a lot. But it stacks up quick, and honestly I like the thought of a more or less passive ward. 5/5 spent.
Sneering Assault – Bad ass version of Rescue. Just ANOTHER reason why you DON’T need any points in the Shadowknight Tree or this current trees points. ONLY downside, this is a combat art, which means it can be dodged, blocked or parried. 1/1 spent.
CRUSADER Tree TSO
Gallantry -Increases taunt amount of taunt spells 5% This is move hate gain then you will EVER get from Idiotic Axe. My Master I Chastisement is doing like 3200 threat instead of 2400. WELL worth it. 5/5 spent.
Cavalier's Call – Um it increases the STA gain from 65 to like 82. I am at like 968 STA. This ability sucks. Even if you only have like 700 STA. AT most this is giving you 100hp. The spell dmg increase is ONLY for THAT spell proc. NOT all spells. 0/5 spent.
Knight's Stance - When shield is equipped melee weapon will do additional dmg by 5% This is one of the BEST things we have, when you have your mythical. If you look at your melee stats, or do “\we” in game. You will see your basic and modified weapon dmg. With 0/5 I was at like 412-2345 weapon dmg. With 5/5 I jumped to 584-2933. 600!! Increase to base weapon dmg on the high end. In single groups with only 20-35 DPS Mod, I have crit for 7,000k+ with my Mythical.
This is where I will stop for a minute. I want to repeat that I have ONLY 156 AA earned atm. Saving 16 points from the Shadowknight Tree has allowed me go this far into the Shadow Tree. I have gained a LOT of hate and a lot of dps from our new Shadow TSO that provides us with more hate gain and more dps.
Valor in Battle - Improves dmg done by Unholy Weapon proc buff by 5%. Eh, not bad but I think there are better places to put points first. I do plan on spending 4/5 points in this eventually.
Opportunistic Slam - Chance to shield bash on a successful block. If you look at this ability, the overall dmg and threat it generates is pretty shitty compared to things you should have already picked up or will pick up in the SK Line. I wouldn’t spend points in this at all.
Phalanx - Increases shield effectiveness by 3%. I own the Enduring Wall (1594 protection) from VP and now the Living Wall (1514 protection) from TSO. Both VERY good shields no question about that. With 5/5 points spent I gain 2.0% avoidance. But we have 2 abilities that do this. So you will gain roughly 4.0%, or at least I will. If you have a lesser shield protection you will not gain as much. I will be maxing this ability when I can.
Aura of the Crusader - Dispels 108 lvls of everything. Nice little ability to have. Situational but hey, there are a LOT of situations I can see using this. 1/1 spent.
Shadowknight Tree TSO
Malevolent Tormenting - Adds an additional effect which increases the base taunt amount of the shadowknight’s Death March. From what they did in Beta, which I believe has stayed the same, is it adds a green texted affect that increases your hate gain by 10% per rank, NOT 100% sure but that is what I remember. My question is WHY do we need this? They haven’t changed Death March. It still is a HUGE agro increase when you first cast it. And when it procs from a mobs death it refreshes. NO need at all to have this ability. I will not spend points in it.
Unholy Voracity - Adds an additional effect which reduces the casting and reuse speeds of the shadowknight's group by 10. TEN! That is sweet. Now SK’s have a decent group buff that helps them as well as every casting class in their group. I will DEFINITATLY be getting this maxed.
Siphon Essence - Increases the base damage and heal amount by 5% for Harm Touch. In beta I was criting my Harm Touch for over 20k, most I recall was 23k. I was healing myself for over 3k with it. And with a 5min recast on Harm Touch, or dropped 10% recast from Crusader STR line. /hug Harm Touch dmg.
Rancorous Spite - Adds an additional 3% to base and critical damage amounts. This only works for Malice. Like the Pariah’s Strike AA, increasing ONE spells dmg doesn’t seem that important to me as an SK. If I was a Wizard and this was Magma ball or whatever, or a Fury and Thunderbolt, their big nukes, sure this might be worth it. For me, not at all.
Malevolent Protection – For whatever reason I do not remember what this does. But I remember I NEVER used it in beta and had NO intention of using it in Live at all.
Dark Knight's Protection - Caster will have their chance to hit with a weapon increased by 1.0%, Increases shield effectiveness of caster by 3.0% Remember Phalanx, I get about 2.0% avoidance by gaining 15% shield effectiveness. Hey more avoidance is more avoidance. And 5% to hit, I have no idea how that equates to +slashing, crushing or piercing but I bet it is considerable. This will only help us tank in defensive stance and mitigate against its degrease in that stances skills.
Shadowknight’s Furor – 15 sec duration, 4 min recast. On any successful attack, increases threat by 1,476-2.214. Prevents caster from being interrupted. Improves spell damage by 20%. Caster will Riposte 100% of all incoming frontal attacks. 100% Parry from all over quadrants. Love this ability, GET IT.
Essence Siphon – 30 sec duration, 30 sec recast. Increases STR and INT of group by 66. Increases melee damage and spell dmg by 120. Inflicts 434-651 disease damage to target. Decreases STR and INT of target by 66 and melee and spell dmg by 120. Love this ability, GET IT.
Overview
For all the new SK’s, SK Alts that never really grouped or raided, or the returning SK’s please read all of this post. If you don’t understand something ask here in THIS post.
There is room for change in this current spec on AA. Do I feel there is a better spec? No I don’t. I have been playing my Shadowknight since beta, on Neriak, which is now Kithicor. I know my class and how to play it, feel free to ask anyone on the Kithicor server.
Vinladia
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Last edited by Vinladia; 12-09-2008 at 05:47 PM.
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12-09-2008, 06:34 PM
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Visitor
Character: Ugin
Guild: Has Gone Linkdead
Posts: 35
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
/applaud your effort here vin, I hope the newb sk's appreciate the effort you put into posting this information.
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12-09-2008, 10:27 PM
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Regular
Character: some sk
Server: everfrost
Posts: 519
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
decent overview i do spec a bit different tough but its mainly minor things
trample has max target of four! (not everything in front of you)
valor in battle 5/5 is an absolute must too since unholy weapon is our highes parsing spell
i personally would never recomend cavalier's call because i already have massive aggro problems when in dps gear, and when tanking holding aggro is not a problem
Last edited by curuw; 12-09-2008 at 10:29 PM.
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12-10-2008, 10:33 AM
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Visitor
Character: Rayson
Server: Splitpaw
Posts: 23
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Quote:
Originally Posted by curuw
valor in battle 5/5 is an absolute must too since unholy weapon is our highes parsing spell
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**If thats ur highest parse spell i wouldnt wanna see ur dps tbh.**
My apologies for that, had a bad day and mixed up grim strike with siphon strike.
Oh yeh, and nice post Vin. now if any other noob make a post on SK forum bout AA not in this thread we beat the shit out of them! 
Last edited by Rayson; 12-16-2008 at 10:22 AM.
Reason: Forgot Vin.
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12-10-2008, 11:15 AM
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El Taino
Character: Draigos
Guild: Cataclysm
Server: Antonia Bayle
Posts: 37
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
have to agree with the others really informative post.
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Noobing it up since 2005 
Never argue with an idiot. They drag you down to
their level, then beat you with experience.
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12-10-2008, 12:19 PM
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Regular
Character: Darkerwarrior
Guild: <Equestrian Prep>
Server: Unrest, Ex-Blackburrow
Posts: 145
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Quote:
Originally Posted by Rayson
If thats ur highest parse spell i wouldnt wanna see ur dps tbh.
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On avg it's our highest dpsing spell..
It's at least the top 3 of our primary dps...don't u know that? lol
here lemme give u an example from an encounter I did last night in one of the new raid zones...
Roughly it should be about 5%+ of your total dps. If its not your not getting your auto attack in and just spamming spells.
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12-10-2008, 01:00 PM
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Regular
Character: Zimrathon
Guild: The Nazgul
Server: Runnyeye
Posts: 280
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Sweet post man. Can't wait to get home and respec 
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Famous last words :
'Let's sneak past it !'
-- NOGASAP --
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12-10-2008, 03:37 PM
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Better Than You
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Quote:
Originally Posted by Darkwarrior
On avg it's our highest dpsing spell..
It's at least the top 3 of our primary dps...don't u know that? lol
here lemme give u an example from an encounter I did last night in one of the new raid zones...
Roughly it should be about 5%+ of your total dps. If its not your not getting your auto attack in and just spamming spells.
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Remember that the major damage portion of Siphon Strike will show up in a parse as Grim Strike too (unless this was recently changed), so your numbers are a little off.
Unholy Arms is still a great skill though.
Also I stickied this post and added edit rights to the main post.
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12-10-2008, 03:50 PM
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Regular
Character: Vinladia
Guild: Tainted
Server: Kithicor
Posts: 151
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Thank you Dogmae!
I put a lot of work into this.
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12-10-2008, 03:54 PM
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Regular
Character: Vinladia
Guild: Tainted
Server: Kithicor
Posts: 151
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Re: Shadowknight Veteran's AA Information - NEW GUYS PLEASE READ
Quote:
Originally Posted by curuw
decent overview i do spec a bit different tough but its mainly minor things
trample has max target of four! (not everything in front of you)
valor in battle 5/5 is an absolute must too since unholy weapon is our highes parsing spell
i personally would never recomend cavalier's call because i already have massive aggro problems when in dps gear, and when tanking holding aggro is not a problem
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Even if Trample will only hit a max of 4, that is 4 enemies that I can hit for over 7,000 each, 28,000 dmg done in a single swing, and it happens often. You can't get much better agro than that as a Shadowknight tanking, and hard is crazy dps.
Valor in Battle as you pointed out is a good thing to have. I agree with you, our Grim Strike is our most consistant SPELL dps. And I DO plan on having 4/5 for that ability when I am at 200/200 AA. But as of right now, there are better things for me to get.
Cavalier's call is a terrible ability for us, and it is not in my spec, nor will it ever be unless the 5% spell dmg is changed to all spells. Then it might be considered. Right now, the 5% dmg is only for that line of spell.
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