KilianDermoth wrote: »Maybe you should read the whole conversation before replying. It was about the backbar staff choice and explicitly about AOE fights...
Who uses Force Pulse or especially Crystal Frags on his backbar or in AOE fights!?
And who even activates Inner Light in PVE at all?
And the damage you loose on Flappy while on backbar doesnt matter that much.
And what is even an Bumpy?
While usually:
Instable wall of elements (most used destro backbar skill): AOE
Many DoTs (like a lightning form morph, a lightning splash morph, mystic orb): AOE
Volatile Familiar (activated effect): AOE
Initial hit of both Atros (even the greater one): AOE
(While dawnbreaker is very often front bared because of the extra 1% spell damage, the atro is often back bared and even the single target morph would gain extra damage from a lightning staff because of the initial hit if you switch to frontbar directly after the cast)
Conclusion: You probably just replyed without reading... 🙀
And btw. I tested both, flame and shock. In non optimized groups or even solo, the difference is neglectible, sometimes the shockstaff even yields better results. And because there is no clear winner in this scenario it is just a personal decision which one you choose.
Also for the frontbar staff choice, I just cite my self, 2 posts back:KilianDermoth wrote: »So front bar: flame staff!
Can I get a quote, please? I'd really like to clear up the misunderstanding.KilianDermoth wrote: »... no one, except you, was considering a lightning staff for front bar. No one...
KilianDermoth wrote: »If he isnt using expensive potions he will loose another slot because of mage light or camouflaged hunter. Because not doing so would highly criple the single target damage.
KilianDermoth wrote: »If he isnt using expensive potions he will loose another slot because of mage light or camouflaged hunter. Because not doing so would highly criple the single target damage.
Currently, my frontbar is crystal fragments/daedric prey/empowered ward.
Backbar is unstable wall of fire/critical surge/boundless storm.
What would you suggest I adjust in that, for the above or at all?
I usually sort of hit each, and then spam crystal fragments, repeat in 20 or 30 sec, maybe heavy attacks for mana.
Zodiarkslayer wrote: »To recommend anything specific, we would need to know for what content.
Solo, Group, Arenas. Damage dealing, Support maybe?
Normal or Veteran difficulty?
And what do you feel where you are lacking or where you are strong. Survival, Sustain, Damage?
And best say what sets you decided to use, right now. That might open up some possibilities.
Hate how you can't edit on this forum.
You can edit your posts.Hate how you can't edit on this forum.
One mythic and 1 piece monster set is usually the most ideal option (depending on the mythic and encounter). But in dungeons, especially in PUGs or with bad tanks I dont recommend the kilt, because it often wont stack high enough in such situations to be worth and frequently will loose all stacks.Zodiarkslayer wrote: »one Mythic (ideally the Kilt) and a one piece Monster set on the helmet.
Thats not a good advice. Because Orders Wrath is the stronger set and the overall damage would be higher if it is active on both bars, so orders wrath should be on body and mother sorrow on weapons.Zodiarkslayer wrote: »But to start out I recommend to have Mother's Sorrow on the Body and Order's Wrath for the frontbar and jewellery.
The reason for the dawnbreaker front bar is because of the fighters guild passives which give you ulti regeneration if you kill enemies on the bar one fighters guild ability is slotted. I like to put one fighters guild ability on each bar because of this and sometimes even slot dawnbreaker on the backbar because of this reason (if running camouflaged hunter frontbar, without barbed trap backbar).Zodiarkslayer wrote: »
- drop empowered ward and use Inner Light instead.
- Use the Tormentor Pet, it is more damage, albeit not much anymore, but it adds up on Boss fights.
- Crit Surge and Blood Magic combined are enough for self healing in Pugs, even if the healer fakes healing or is just plainly bad.
- Frontbar Ultimate should be a Dawnbreaker morph for all fighters guild passives, whatever you fancy.
Semi-true. You should stay as close as possible to the enemy (behind its back) because of several reasons. But one of the reasons is that you probably miss out the buffs of the healer if you dont do so, so some lost ticks are the least of your concerns. And if you do so the 5m radius is fine, even if you have to move around and not any tick hits the enemy, it is ok because it is a really long lasting DoT which will do more damage in total even with some lost ticks than almost any other dot and will further allow you to use other skills (spammables) more often which will increase your damage further.Zodiarkslayer wrote: »Boundless Storm is unideal for group content. In Trials you get the Buff from your resident DK and the DoT has only 5m range. You want to stay away from enemies, more than just 5m. No damage from this ability.
Consuming Trap should be avoided as its one of the lowest damage DoTs avaialble (boundles storm can do twice the damage per cast and almost any other DoT does about 30% more damage) while proveding nothing else in most cases. It is only worth if the boss is permanently moveing around a lot and you need a sticky DoT while you dont have another option.Zodiarkslayer wrote: »Once you start Trials Spell Power Pots are mandatory. That spot would be a "sticky DoT", like Consuming Trap, Degeneration or Mystic Orb for example.
The reasons for razor caltrops are usually two:Zodiarkslayer wrote: »Some use Razor Caltrops, because as a Stam ability it eases your Mag consumption.
The absolute opposite is true, especially if you play a crit build!Zodiarkslayer wrote: »In trials you will have yo find a way to squeeze in a source for minor Force in. In Pugs that is not really neccessary, yet.
Ok, I understand. With this reasoning it is fine to do it this way. But obtaining normal trial gear (which does almost the same damage as the perfected) is as fast and easy as farming mother sorrow for example.Zodiarkslayer wrote: »And the Trial gear would replace the weaker of the two starter gears, on the body, in my case Mother's Sorrow. Of course, if you take a look at ONLY MS+OW, then it is completly right to put MS on the frontbar. But that's not the goal, as I understand it. The goal is to replace MS as fast as possible. I wouldn't even uprade MS to gold level, to be honest.
You dont have to, at least not all the time. But doing so will allow you to deal more damage (because of some strong melee skills or even by using daggers) and as damage dealer you are supposed to deal damage, in the best case as much as possible. Its just how the game works but you are not really forced to, even its highly recommend.Zodiarkslayer wrote: »An open question to the floor:
Why am I supposed to stay in melee range as a ranged DD with a ranged Weapon, ranged Spammable, Pets doing ranged Damage, etc.?
Because I do not get it. As long as I stay between the Healer and the Boss, I should be totally fine, shouldn't I?
Whether kinras nor pillars of nirn force you to stay in melee. Both work perfectly at range. Especially Pillars of Nirn is one of the easiest sets in the game while also being one of the strongest sets in the game. Its absolutely recommend for any beginner, the most difficult part is to farm it because the dungeon where it drops is a little bit more difficult than most other dungeons but on normal it should still be easy after you learned all the mechanics in the dungeon once.Zodiarkslayer wrote: »Kinras or Pillar if Nirn, if you find a spot for minor Force. But in that case you would be better off to put away the Staff and use Daggers, because you now have to stay in melee range.
Which debuff exactly? Ranged attacks were always about 10% weaker (even some exceptions existed / exist).Zodiarkslayer wrote: »Edit: Was the debuff for ranged Light Attacks or specifically Staff and Bow Light Attacks? Can you get full melee LA damage, when you are in melee range with a Staff?
Of course! The condition I set was:KilianDermoth wrote: »... Whether kinras nor pillars of nirn force you to stay in melee. Both work perfectly at range...
Zodiarkslayer wrote: »... Tzogvin or Medusa, if you have no bar space for Barbed Trap and want to stay at range.
Kinras or Pillar of Nirn, if you find a spot for a minor Force ability ...
What trait(s) should I get on the armor (same on all or mixed?) Divines?
What trait on the inferno staff(s)? Probably precise or sharpened?