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  1. #11
    Player
    RhazeCain's Avatar
    Join Date
    Aug 2013
    Posts
    306
    Character
    Rhaze Cain
    World
    Behemoth
    Main Class
    Marauder Lv 60
    I was wondering about this part:
    Pull Skills - Pop Infuriate - Tomahawk to pull - Steel Cyclone (AOE is a little easier to manage than the conal Overpower until the mobs are lined up) - Overpower - Pop the Defense Macro
    Skills used directly after a pull is something I've been wondering about. Like there's a lot of ways to do it and maybe mine not certainly the best.

    According to http://valk.dancing-mad.com/?page_id=231 , Steel Cyclone is barely half the agro of Flash. Similar for Overpower. Not sure that source is entirely correct, but it's not something I can test easily myself. So compare to this plan:
    Infuriate - Tomahawk to pull - Foresight - Flash - Convalescence - Flash - Bloodbath - HS/SS/BB combo
    - This plan keeps Infuriated buff up the full time
    - If sleep is being used, it's not broken
    - Higher agro from Flash over Steel Cyclone
    - Less AoE damage (disadvantage)
    - More primary target threat

    Please note that I'm aware these 2 plans have different length:
    OP's plan has 3 weapon skill cooldowns followed by 3 off GCD abilities (with animation the defense macro is going to take a few secs). So lets call it 4 GCDs roughly. 10 sec about.
    My scenario here has 6 weaponskill abilities. So 15 sec about. Assuming OP's scenario is followed by HS/SS/BB combo, then my scenario is ahead on primary target threat because HS already happening by the 10 sec mark. Fast primary target threat is for those eager DPSers - flash/overpower alone can't keep up in my experience.

    Comments? Like I said, I think there's room for improvement here. But not obvious to me yet.
    (1)
    Last edited by RhazeCain; 09-28-2013 at 01:49 AM.