Bitter_Apple21 wrote: »@Oreyn_Bearclaw
I am looking now at how some of these things are interconnected and it dawns on me, should I start thinking about some sort of pseudo "rotation" - like for DPSs - when I am in a boss fight?
I started thinking that earlier with Taunt - Frost shield - something else, then repeat. It seems that the same concept might apply for a Tank - at least during a boss fight.
Or am I off base and it is too situational?
The damage shield for allies from Ice Elemental Blockade can be helpful, but it's really just a minor side bonus.Bitter_Apple21 wrote: »@Oreyn_Bearclaw
Okay, need another adjustment. I had definitely not been doing that.
When I got to the boss, I would either get on the other side of him and then taunt or taunt and then turn him around, and then remember periodically to drop the blockade for protection on the rest of them. But for the rest of the time, I was standing there with the shield raised. Subconscious protection I guess.
I had not gotten into what the impact would be on a more involved "rotation" and what dropping the shield would do to the health.
Bitter_Apple21 wrote: »@Fennwitty
Thanks. I know that I do not yet have the Crusher Enhancement on the staff, but my original focus on the Frost staff was the ranged taunt and then the understanding on the "extension" of the barrier shield to the group.
Do I have it correct that then, once I apply the glyph, there are two actions (a rotation) with the frost staff a) light attach for the Crusher and then b) Ice Elemental Barrier? That Crusher - if I read the web correctly - lasts 5 secs.
Do I then basically rinse and repeat every 5 secs? In an earlier reply, I am getting the sense of needing to craft up a "rotation", so I am collecting these tidbits to put something together.
Bitter_Apple21 wrote: »@Fennwitty @Oreyn_Bearclaw
Thanks. A bunch to digest, but I think I am slowly learning.
On the range taunting, I did get the sense from some reading that the other ranged taunt (Undaunted line I think) was better than the Frost due to range (and precision of aiming), but I have not unlocked Undaunted yet, so I was more practicing the incorporation of a ranged taunt into the routines.
But I am still confused on something. It is the issue of the duration of the enchantment.
I knew infused trait increased something on whatever the enchantment is. I have it on the flame staff of my DPSs. And I believe uptime sort of meant that after doing something on one bar, if you switched to the other bar, it was still active (I think I got this from BSW or something, again DPS). But there was still a time countdown until it expires.
So I can understand that if I trigger something with the destruction staff that has the enchantment, and then move to the front bar, the debuff will still be working, but how do I get from 5 secs to upwards of 14 secs. Is it because the trigger i.e. Elemental Blockade, is still running for 14 secs and while it is running any "enchantment" will run for as long as the trigger?
Is this unique to the blockade skill?
That then brings up another thought, that if I can group mobs together and trigger all this, does the Crusher enchantment affect everyone that is caught in the area of the blockade i.e. chain, chain, chain, etc then crusher on blockade? Sort of bringing the mobs around a mini boss and then letting the DPSs do their thing.
Bitter_Apple21 wrote: »
Thanks. So, I do have to do something to "retrigger" the enchantment after the first expiration or since the original action I.e. blockade, is still active, does the crusher enchantment automatically restart?
Bitter_Apple21 wrote: »@kringled_1
Okay, rereading your response, I get it now. To test my understanding, it then does not need to be frost destro blockade, but shock blockade would work as well.
Correct?
Bitter_Apple21 wrote: »
Okay, rereading your response, I get it now. To test my understanding, it then does not need to be frost destro blockade, but shock blockade would work as well.
Correct?
Bitter_Apple21 wrote: »@Fennwitty
Thanks. I think I got it now. So, within that 14 sec window of blockade, I can throw other things around - boss, my group, mobs, etc - without worrying about things unless the boss moves out of the blockade area. That, I think, is what @Oreyn_Bearclaw was referring to earlier.
But, it will NOT work on more than one person in the blockade. Do I have right? If so, I have to make sure blockade only covers a single target?
Bitter_Apple21 wrote: »Folks,
A question. I just rand Elden to farm some undaunted bastion, and I noted a few stats. The physical penetration stat read "0".
I understand that the Crusher debuffs the Physical resistance, but to the info from @Oreyn_Bearclaw, it is a team thing to get the penetration up.
Where does this spec come from?
Bitter_Apple21 wrote: »@Oreyn_Bearclaw
Thanks. Don't think I explained myself correctly. It is not the target debuff, but your post on the "group" hopefully being around 18k penetration - as a combination of the 4 players - is what I am referring to. I know I am not supposed to do major damage but to your point my penetration needs to contribute to the 18k.
So I am still confused as to why the character's penetration stat is "0".
I just looked at my other toons (all above lvl 50), the two DPSs are just below 6k penetration (no buffs, just standing there) and the healer is at 4500 or so (same status).
From your math layout, it seems as if the basic character should have a penetration of 5984.
Does this stat only show itself if you are above lvl 50? Or is it simply a screen setting thing. I do not believe I have any settings that are unique on the tank for this PC.
On a different note, yes, I have been thinking to download that addon for my DPS units. There are times, I wonder, particularly on my Magblade, just how much I have him contributing. I know the Magplar helps with his execute, and I have been working on rotations for him to improve his "real" damage. But those two are set aside for awhile. There seems to be a bit more strategy on the tanking side.
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