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  • DPS tools - what you will need & never outgrow

    Preface:
    The purpose of this guide is to reveal all (or the extreme majority) of the tools you need to perform the maximum DPS. It is not your fault if you just started gaming 6 months ago and totally have no idea what OOW is, much less what a robe from that era does. It is not by any failure on your part that many of these items are...almost a secret, and really not talked about openly. So, this is anti-ignorance medication for all the tools (gear you wear, gear you click, items you consume, invisible items/tribute, etc) a necromancer has for maximizing DPS contributions. These tools are equally powerful for burst DPS, mid-term DPS and long-term DPS.

    There are many tools that are unavailable to players without a dependable network of friends/guildies to help out, so the casual gamer will likely have fewer tools than most. Some tools (like potions) have consumable costs associated with them that may severly tax your bank account - and you also have the problem of availability. NO matter your scenario, if you want to maximize your DPS then get what you can, and keep trying for the stuff out of your reach. Obviously, some tools require a lot of effort; some require very little - just as the tools themselves offer varying benefit from OMG to meh. However, it is to your benefit to be aware of items beyond your reach so if/when you see an opportunity like somebody saying in general chat "2.5 caster page rotting"...you know what it is and how to get there.

    If you make that choice to not put forth the effort to maximize your personal dps tools, fine. Everybody has different play styles and the most important thing about everquest is enjoying yourself, so game on. Cool. However, if this resembles your personal feelings, then please accept the personal responsibility for that choice; don't go around giving advice to fellow necromancers on how to DPS (because your advice will be wrong) and certainly dont complain about performing 30% of what other necromancers are doing.

    For proper usage of these tools - I'm not going to delve into that here. There is a myriad of scenarios that prevents any one specific way to be the "right" way all the time. This part is up to you to figure out; if you've made it this far then learning how things stack and how to get the most from these things should be of genuine interest and worth a couple hours research. If members of the community want to offer strats - cool.



    While this guide is current up through House of Thule expansion, I will no longer be updating this topic or providing similar public guides. However, the community is very welcome to add updates & new tips as new tools & tricks are discovered.



    Stacking. What is it?

    Before you can start rolling in our DPS toolbox for maximum effectiveness, you need to have an absolute understanding on how everquest applies effects, and how they stack (if they can). For everything, wether it is spell focus or haste or combat skill modifier - things all stack (or dont) the same way. This is universal.

    Types:
    • Innate (via class / archetype ability, or passive alternate advancement)
    • Worn (an item you are wearing has a passive effect listed, or tribute)
    • Spell (can be an actual spell, buff, item click or discipline - if the effect is displayed in your song/aura/short/disc windows)


    The formula is rather simple: Innate + Worn + Spell.

    If you have multiple effects of the same type, they do NOT stack in any way. The highest maximum effect takes priority, even if it may not be the best.

    Example, if you are wearing a +fire focus 1-60% in one slot, and another fire focus 50-55% in another slot, the 1-60 will be used every time...even though the 50-55 would provide a much higher average.

    Example, if you are using a myrmidon skill clicky for 'increase dodge by 6%' buff and the group warrior actives his commanding voice discipline for 'increase dodge by 20%' - your dodge skill will be only increased by 20% because both effects are 'spell'. However, if you are using the LDoN +8% skill mod dodge augment, which is worn - you gain the cumilative effect of your base dodge rating being improved by 8% from the augment, plus another 20% from commanding voice.

    ...

    So, why is this important? Because some of the tools we have provide the same type of benefit, and can be wasted if we errantly use them at the same time. For this type of scenario, you need to use one effect until it fades, then use another.


    Directly increase your DPS

    Gear-wise, here are items you need to increase your dps. Obviously, necromancers perform DPS by casting DoT spells primarly - so our highest priority should always be ways to improve DoT damages.


    Epic 1.5 / 2.0 / 2.5
    These epics all have one thing in common: the worn effect increases your DoT critical chance.
    1.5 provides 4% DoT Critical
    2.0 provides 8% DoT Critical
    2.5 is actually an augment for your 2.0, and replaces the focus with 10% DoT Critical

    Just as getting your aa series critical affliction / affliction mastery / blood tithe / greater blood tithe are vital to increasing your DPS - so is wearing your epic regardless of how yummy the stats of newer items may seem. Here is a good 3-set rule of thumb to follow regarding when to replace your epic:
    1) Does new item provide equal or more dps?
    2) Does new item provide equal or more dps?
    3) Does new item provide equal or more dps?

    Only when the answer to all 3 of the above questions = yes, may you safely upgrade your epic without being better off re-rolling as a cleric. Wearing your epic provides DPS solo, grouped, raid, burst, long-term and everything in between.

    The epic click is a red skeleton that does very minor damage, and does minor group lifetaps. Kinda neat, but the click pet is not reason for getting your epic.

    There is a metric ton of information on this site & elsewhere on step-by-step how to get your epics.





    Omens of War robe / OOW robe

    Tier 1 robe is completely soloable with a merc. Tier 2 robe is obtained clearing Omens of War expansion end-raid zone Anguish and can drop from the final two bosses, AMV and OMM himself. These do not actually drop the robe, but the quest item you require to get the robe. Getting the Anguish raid instance requires a minimum of 6 players (no mercs allowed) but can easily be done with those 6 or fewer.

    These robes have a clicky effect of adding 40% to your DoT Critical chance. This is huge. You do not get the robe to wear; you get it to keep in a open inventory slot and click it when you need to burn something down.

    Tier 1 is Deathcaller's Robe.

    Tier 2 is Blightbringers Tunic of the Grave and lasts twice as long as the tier 1 robe.

    Both version have a 5 minute recast.

    These robes are highly touted as the best DPS tool because how how they amplify a necromancer. If you have epic 2.5 and DoN progression done and max aa - this robe has the potential to put you at 97% critical rate. And since these robes are usable every 5 minutes, a necromancer is nearly always ready to crank out max dps. Both robes require a considerable amount of Dranik Loyalists faction work to obtain.


    The above two items that modify our DoT Critical chance provides more than just a flat percentage. remember that destructive cascade + vengeful spirits AA series increases critical damage by 95%. Rembember that Glyph of the Catacylsm increases critical damage by another 60%. So every point of DoT Critical you can obtain is amplified by other effects, making it much more powerful than just the DoT Crit % itself.






    Underfoot Class Robe

    The clicky effect on the Underfoot class robes is similar to the chaotic power effect that can proc from using the demand for blood series nukes. However, the robe clicks provide a flat percentage focus boost to your spells, and have a lower hit limit. For example, one (group) effect is Devouring Power - this is adding 68% damage to your spells. The only thing it does not stack with is chaotic power - this focus will tick down while chaotic power remains waiting; once this foci wears off then chaotic power will start being used.

    Group versions

    Raid versions

    All versions of the robe have a 10-minute recast on the click.

    Keep in mind this robe is not necessarily "to wear" it's another object you keep in your inventory along with your OOW robe and click when you are ready to perform monster damage.







    Tonic of Resonant xxxx Potions

    With the Underfoot expansion came potions that casters can use - it gives you a buff that allows you to "proc" a nuke every time you cast a detrimental spell that matches their resist limits. These potions come in all flavors
    Fire for fire based spell procs
    Cold for cold based spell procs
    Magic for magic based spell procs
    Poison for poison based spell procs
    Disease for disease based spell procs
    Chromatic for chromatic based spell procs
    Elemental for all detrimental spell casts procs - the generic choice

    The fire potion will only proc when you cast a fire spell. The poison potion will only proc when you cast a poison spell. etc.

    Now, unless you are going against a target that only can be hit with one resist type spell, odds are you'll be best served using the Elemental variations as they will proc off any detrimental cast. While they are only 75% of the power of the single-resist version potions...as long as your spell line-up is less than 75% FR or PR then you'll be overall better off with this.

    Since these proc a NUKE, they can and will break root and mez. Use with caution. With spell casting reinforcement aa series maxed, these last around 50 minutes each and over their full duration can add considerable damage if you have your nuke AA crit% maxed, and your nuke crit bonus% aa maxed. These can & will crit, and receive the 100% crit dmg bonus.

    IMO it is well worth creating a shaman alt for the sole purpose of keeping yourself stocked with an ample supply of these & other potions. Using the current fellowship vitality sharing, leveling up an alt nowdays is shockingly fast.






    Worn Spell Focus

    Obviously, there is spell focus we need to be concerned with.

    Worn Spell Damage Focus currently degrades 5% per level from the maximum spell limit listed on the focus. This has zero relation to your level; this is in relation to the level of the spells you cast. For example:
    0-60% focus to level 85, degrades 5% pre level for 86 & above spells.
    5% of 60 = 3, so you detract 3 for each spell above that limit
    So for 86 spells, it provides 57%
    for 87 spells, it provides 54%
    For 88 spells, it provides 51%
    89 spells, 48%
    90 spells, 45%
    ...an so on until you cast level 105 spells (+20 levels) and it no longer provides any focus at all.

    for the new focus types that provide minimum focus, v. older focus that provides higher max such as:
    15-60% group v. older 70% raid
    ...the highest number always wins. So the group focus 37.5% ave and 60% max, and the raid provides 35% ave and 70% max - - the raid focus (highest max number) will be used every time.

    The minimum focus amount also degrades 5% per level - so if you have a minimum focus of 15 it will degrade by 0.75 per level.


    Is there any spell focus you can ignore? No. Get fire, magic, poison, disease, corruption.


    Do all spell foci degrade at 5% per level? No. There are some effects that degrade at faster rates, like 10%. However, these are usually not critical to our class - and its up to you to investigate the spdat for things near & dear to you.





    Pet focus

    Odds are, you have a pet up - so disregarding pet focus is well, stupid. You can fix an ugly nose, you can fix love handles and you can fix a hairlip...but you cant fix stupid. It is free and once obtained takes zero effort to maintain or utilize. The last few expansions, pet focus items also had the tiny companion clicky for extra handiness. However, this is usually down on the priority list because for most necromaners this is a pretty week addition to the rest of our arsenal. Our best pets, on the best of days - at best make up only 2-5% of our total dps. Earlier on though, and especially for those that havent obtained the more powerful DPS tools yet - pet contributions can be as high as 10% of our total.

    Pet focus does a few things for us.
    • It increases the base stats for our pets, giving them better survivability
    • It supplies the pet with a cloak that has mod2 stats/effects giving them up to max mod2s which seriously boost their survivability
    • It increases their offensive power via min hit, max hit, ave hit accomplished through a combo of the entire focus effect
    • It increases the base level of our summoned pet
    • For coolness, it can summon a different model of pet
    • It increases the power of our swarm skeleton pets generated from the summon skeletal swarm spell series



    Additionally, the use of magician-summoned pet toys can dramatically boost both the offense and defensive capabilities of your pet. Magicians can summon:
    • a bag of xxx plate, which includes all visible armor slots + a belt. Do not use the plate wrist.
    • a bag of xxxx armaments, which includes 2 each weapons for fire, cold, magic, +agro and -agro procs.
    • a bag pf xxxx heirlooms/jewelry, which includes neck, shoulder, ear, ring, and 2 bracelets. One bracelet has +ATK, use it.
    • a muzzle of xxxx, or visor - which is a mask that has stats + item haste. This haste stacks with your pet buff haste.


    There is other topics here in detail regarding mage summoned gear for pets. Its worth a few hundred plat & 5 minutes in almost every scenario.

    Type-3 Augments

    For most of our DoT spells starting around level 76, there is an accompanying type-3 augment that will boost the damage per tick of that spell. Typically, these are locked behind various factions through the expansions and are somewhat costly in platinum to obtain. Additionally, you have to have gear with type-3 augment slots in order to even use these. For groupers this can be a serious damper on how many type-3 augments you can use; all raid gear comes default 100% with type-3 slots so they have zero concern with this type of limitation.

    Type-3 augments work for a spell group. It doesnt matter if you are using rank-1, rank-2 or rank-3 spells - everybody uses the same augment to compliment that spell group, such as Reaper's Pyre. As such, groupers using rank-1 versions tend to get a bigger percentage boost than raiders - but the raw actual damage provided is equal.

    The damage applied to the spells from type-3 augments is simple to determine. Take the type-3 for Reaver's Pyre as an example. The spell effect says:
    Slot Description
    1: FF Damage Amount Crit (578)
    2: Limit: Spell Group: Reaver's Pyre

    Since reavers pyre is 5 ticks duration, and it is assumed every necro will extend their spells by at least 1 tick - that slot1 info is the average expected damage addition this augment provides to the spell. So the formula for computing how much damage per tick this augment provides is:
    Slot 1 dmg amount / (base spell duration + 1 tick)
    So..578 / (5 + 1)
    or 578 / 6
    = 96.3333

    So it is important to note; if you have no duration focus at all and your Reavers Pyre only lasts 5 ticks, you are still only going to get an extra 96 per tick from the type-3 augment. Additionally, if you have worn duration focus + spell duration focus + Lingering Death AA and your spell actually lasts 11 ticks...you will get 96/tick for all 11 ticks.

    The type-3 augments are not reusable unless you buy the augment distiller from the loyalty vendor. Otherwise, each time you upgrade an item with a type-3 augment in it, the augment is destroyed and you must go purchase a new one. A hassle, but worth it if you care at all about maximizing your dps.

    As a grouper, it will be common to continue wearing old items with type-3 augment slots to keep your focus v. upgrading to a non-type3 item just for better stats.

    How do you find out of a spell has a type-3 augment focus? Take a spell you use, say it is Reaver's Pyre. Go to lucy and do an item search for "reaver's pyre" and you will come up with the spells you scribe and the type-3 augment if one exists. Follow alla's link on the augment to learn info on how/where/faction/price to obtain it. Your type-3 augment selections can & should change with each expansion as we replace older spells with newer higher dps spells.





    Tribute Affliction Haste

    Since the faster you can cast your DoTs, the faster your damage starts adding up - having the fastest possible haste effect for your spells is another vital aspect. There isnt a piece of gear in the game (raid or group) that provides as much spell haste for DoTs as what can be obtained using Tribute. Even in the raid game, spell haste caps out at 23%. Yet, tribute offers a whopping 33% to casuals & raiders alike.

    Twinge of Pain is the tribute name - and if you select it it will show the description as providing spell haste for your DoT spells. Buy the maximum rank you can get. This is a very easy one folks, dont skip it.

    If you dont know what tribute is / how to use it, etc - there is a tribute FAQ around here somewhere with far more detail than you want, including options to farm it & look up tribute values.

    Always remember what stacks: worn + innate + spell. So tribute will provide your worn, we commonly have cleric spell haste buff via mercs or group/raid or AA haste, and maybe one day we'll get innate haste. All 3 of these effects will stack to provide faster casting DoTs.





    Sympathetic Proc Augmentations / items


    There are now a multitude of various augments with sympathetic damage procs on them. They parse out to around 25-30% procrate, and do minor damage. They are limited to type4/8 augments, and also pri/sec/rang item slots, so the "grouper" will be limited to a pair on their epic. A raider can use a pair on their epic, one in shield and one in range.

    Here is a SAMPLE list of sympathetic augments you can get. Many can be purchased from Gilbot the Magnificent in Brells Rest using Silver Tokens you either won from boomerangs, or from other players.

    Sympathetic dmg procs have been parsed to do around 30-45dps each or so, for the ones that proc 250dd. Not a lot, but for those that try to squeeze every last drop of DPS -moar dps options. /salute

    Do keep in mind these will proc when you cast ANY damaging detrimental spell, so will break root and bust mez. Their proc damage can crit, and will receive the crit bonus you have purchased via AA.

    ...now, there are a few primary items with sympathetic procs too. I'm not going to discuss them because you should be wearing your epic 1.5 / 2.0 / 2.5








    Indirect DPS


    The stuff here will not directly increase your DPS, but will help you increase/sustain DPS by an indirect means.


    Tonic of Efficiency Affinity

    These tonics will extend all of your DoT spells by at least 1 tick. Since the focus degrades 5% per level, you can use tonics that are cheaper & 19 levels beneath the spells you cast to still get at least +1 tick duration added. Since these are a spell buff, it stacks with worn detrimental duration effect and any innate duration you may have.

    By extending the duration of your 5 tick pyres by another tick - that is more time you have to manage your fat stack o' death, and less fading - for more dps. It also means you get another damage tick on those group fights instead if it fading 10 seconds before mob dies - increasing your dps. It also means you need to cast fewer spells on a mob to do the same damage - for more dps/overall damage while soloing.

    With spell casting reinforcement aa series, these potions last well over 4 hours. Super very much worth the cost, or the effort of creating a shaman alt to make them for you.






    Tribute Affliction Efficiency
    Just like tribute DoT haste being better than gear options...so is the mana preservation for DoTs. Tribute efficiency offers 25% mana savings on all of your damage over time spells.

    Visions of Suffering is the tribute name, the description will read providing mana savings when casting DoTs. Now, do you really need this? Maybe. Maybe not. It depends on how you play and the type of gear / tools / aa you already have. If you find yourself running low on mana often, you need to try this out. If you never find yourself low on mana, you can probably skip this one. However, never forget about it...you never know when the next deathbloom nerf is coming.





    Sympathetic Alleviation / mana proc augmentations

    Similar to the sympathetic damage procs, there are some augmentations (and other items) that have a chance to "heal" you for mana gain when you cast a detrimental spell. Originally introduced during the Underfoot (level 85 cap) expansion, these had aprox 30% procrate when you cast a detrimental spell, that "heal" you for +225 or +250 mana depending on the aug you have. These provide a very interesting and totally optional way to increase your mana preservation, or in-combat mana regen (however you want to view it). Unfortunately, these Underfoot augments were nerfed with a maximum spell level limit of 86.

    Gem of the Leviathan returns 250 mana per proc and is a named drop, nerfed to not work on spells beyond 86

    Transcendent Fungus returns 250 mana per proc and is a named drop, nerfed to not work on spells beyond 86

    Urgak's Soothing Stone from the Gold Token vendor in Brells Rest for 30 tokens, nerfed to not work on spells beyond 86

    However, the Coldain Shawl 2.0 quest reward for casters still procs +250 mana and has not been nerfed to include a level maximum. To complete this quest you must be 300 skill level in all common tradeskills, perform the coldain shawl quests 1-8 and then additional quests including rare drops & tradeskill combines from zones in the Underfoot expansion.

    So...for the average gamer we are left only with options currently available in the House of Thule expansion, and they are dramatically, shockingly less powerful than the original Underfoot augments. These still have the same 25-30% procrate, and there are only 2 available:

    Bark of the Wilting Grove from HoThule tier-4 Morrels Castle zone, only returns +90 mana

    Unidentifiable Shard of Bone from HoThule tier-2 The Well zone, only returns +80 mana.





    Arcane Skills Modification Augments

    Please note these are type-8 augmentations, and are rewarded via LDoN Raids. The most common (practical?) usage is the spec alteration aug in your epic, granting around 2.5% mana savings per alteration spellcast.


    Anomalous Rock of Alteration - provides a flat 15% boost to your Specialize Alteration skill. This results in additional mana savings for each alteration spell you cast.

    Stone Guardian's Conjuration Shard - provides a flat 15% boost to your Specialize Conjuration skill. This results in additional mana savings for each conjuration spell you cast.





    Clicky Debuff items

    Since a debuffed mob resists spells less often, any tools you can obtain to debuff your targets is $$$ so you get less resists. This spills over into the solo game also, allowing your magic-based snare to be resisted less often and also allowing your magic based root to be more reliable and last longer.

    Orb of Tishan obtained via Old Man Mackenzie in Plane of Knowledge; purchased via 14 brews you have been rewarded for completing his monster missions. The cast/recast on this orb makes it a very practical and highly usable tool; this is something you keep in an inventory slot for clicking...not wearing. This is UNRESISTABLE -50 Magic resist. get that? Unresistable. And what is our weakest resist checks of all? Magic i.e. AA snare, root, curse pyres.


    Also, there may be times where various mobs cast buffs upon themselves that greatly increase their difficulty. Having an option to strip their beneficial buff without risking stripping debuffs/dots/etc other players have cast can be super, incredibly handy. Precious few options exist, one being:

    Abashi's Rod of Disempowerment - a very oldie, but a very goodie - from way back in Temple of Veeshan. This is highly unique because it only removes "beneficial" buffs on your target, leaving all the detrimentals alone. Farming this is an epic achievement due to drop rate / spawn rate / competition.










    Clicks that do Damage

    Now, for the weaker DPS contributions such as clicky spells & such:

    There are quite a few clicky items that can benefit you - but depending on the cast time, any timer linking, etc - some are highly useful when you can first get them, but their usefulness wears off as you level up and have more powerful abilities. Here are some of the more popular choices; some take raids... some can be solo'd.



    PoR robe tier 1 (group) & t2 (old raid, can now solo) - same click, raid has half the recast..one of the few that still is useful due to fast cast
    Staff of Ankexfen - OMM raid purchase, superfast click dmg
    Dagger of Death - and oldie from Tacvi raid
    Necromancer Skulcap - an ancient & awesome quest series for the young necro
    SoD rat pet clicky robe ** you are beyond stupid if you use this, ever, if you also have any underfoot clicky robe; they share timers - check this link to see how many robes share this recasttimer16 **
    TSS pet proc buff clicky robe (old raid)
    PoP era Elemental Pants







    .
    Last edited by scrat; 12-13-2011, 06:07 PM. Reason: Added note about discontinuing updates
    .
    --Retired, May 2012--
    The
    Edge-
    Walkers

  • #2
    Another reason to get a good pet focus is it raises the level of your pet itself. I tend to use a warrior pet all the time instead of rogue, since I consider the slight loss in dps worth it since in case I get an add warrior pet can hold a mob long enough to get a snare on. Plus you pets can bash or stun mobs that are even or under to them. This is very nice if you are in a tight spot as I have seen my pet keep a mob stunned and not chasing me for up to 10-12 seconds on a good roll. If you have AA to spare I kind of like Rise of Bones, not a lot of dps by itself but is insta cast so you can hit it on the run.

    Under indirect DPS I didn't see you list tribute. Since for necros the tribute for detri mana preserve and spell haste is greater than you can get worn it is a must for all of us. The more spells you can cast in a given time means you do more dps and the less mana you use to cast them means longer dps.

    Also for indirect dps I would suggest the Tash orb, good for pulling and seriously lowers those annoying resists especially on snare and curses.

    Also for pets, its technically a bug, make friends with clerics, warriors, monks, bards and get them to put aura on your pets. They don't fade it you pocket pet with aura up and take out later and they add up really nice if you DO end up having to tank with your pet.scrat edit: Patch on Jan 13, 2011 corrected this bug. auras now drop instantly you suspend pet or camp or zone - end edit
    If you tend to keep pets a long time or have a mage handy pet gear is nice, it all adds up.

    Good dps is relatively easy to do, but great dps is alot about squeezing that little bit extra out of those 10-15 somethings that add just a percent or 2 each.
    Last edited by scrat; 05-14-2011, 01:44 PM. Reason: added patch update note

    Comment


    • #3
      Is there a way to tell which Pet foci's are better than others? I recently purchased one off of Zeb in the void (servitor of scale aug I believe) And I was wondering if it is the best I can get or if there is better out there or what? Thanks in advance.

      -Nalyk
      91 Necromancer 1250ish AA - Prexus/The Rathe

      Comment


      • #4
        Originally posted by Nalyk View Post
        Is there a way to tell which Pet foci's are better than others? I recently purchased one off of Zeb in the void (servitor of scale aug I believe) And I was wondering if it is the best I can get or if there is better out there or what? Thanks in advance.

        -Nalyk
        In the pet section there's a topic on focus showing the "ranking"

        Regarding enhanced minion focus, the higher the better in roman numerals.
        I
        II
        III
        IV
        V
        VI
        VII
        VIII
        IX
        X
        XI
        XII
        XIII
        XIV
        XV
        .
        --Retired, May 2012--
        The
        Edge-
        Walkers

        Comment


        • #5
          Originally posted by Aiyee View Post
          Another reason to get a good pet focus is it raises the level of your pet itself.
          Had that in there :P

          Originally posted by Aiyee View Post
          Under indirect DPS I didn't see you list tribute. Since for necros the tribute for detri mana preserve and spell haste is greater than you can get worn it is a must for all of us. The more spells you can cast in a given time means you do more dps and the less mana you use to cast them means longer dps.

          Also for indirect dps I would suggest the Tash orb, good for pulling and seriously lowers those annoying resists especially on snare and curses.
          Awesome extras, forgot tribute. Thanks! --added haste & efficiency. Going to add the orb too
          Last edited by scrat; 10-03-2010, 09:41 AM.
          .
          --Retired, May 2012--
          The
          Edge-
          Walkers

          Comment


          • #6
            Okay, I think I'm pretty much done with this post. If I missed something, do let us know.

            The clicky dps area is very short because well, they are weak now. So weak. We also have a section in here just for clickys if anybody wants to just look up clicks.
            .
            --Retired, May 2012--
            The
            Edge-
            Walkers

            Comment


            • #7
              Staff of Ankexfen is a nice click with 0.1 cast time and 3 minute refresh 2164damage that can crit. From OMM for 42 brews (need to have access to his raid items)

              Comment


              • #8
                Originally posted by Vivamort View Post
                Staff of Ankexfen is a nice click with 0.1 cast time and 3 minute refresh 2164damage that can crit. From OMM for 42 brews (need to have access to his raid items)
                Added that, thanks!
                .
                --Retired, May 2012--
                The
                Edge-
                Walkers

                Comment


                • #9
                  These robes are highly touted as the best DPS tool because how how they amplify a necromancer. If you have epic 2.5 and DoN progression done and max aa - this robe will put you at 100% critical, just like 7th vet does. And since these robs are usable every 5 minutes, a necromancer is nearly always ready to crank out max dps. Factor in 7th + this robe and you've got over 2 solid minutes of 100% crit rate.
                  CoA robe is only 40% crit increase (compared to 7ths 50%) as of UF the robe won't quite put you at 100% crit chance afaik. HoT might be changing this?

                  edit: glyphs are a huge short term dps booster too, but you know that and are likely leaving them out? Thought I would mention jic since you do have stuff like pots
                  Last edited by Vanlor; 10-05-2010, 05:17 AM.

                  Comment


                  • #10
                    Dagger of Death - and oldie from Tacvi that probably isnt worth the effort to get anymore but once rocked hard
                    I have to disagree with this. That dagger along with the robe from ToB that has the lifedrain DoT is pretty decent when you disc. After I have all 12 DoTs up on a mob and while glyph/3rd/CoA bp is running I will click these two items inbetween DoT refreshes.
                    Torec

                    Comment


                    • #11
                      Originally posted by Vanlor View Post
                      CoA robe is only 40% crit increase (compared to 7ths 50%) as of UF the robe won't quite put you at 100% crit chance afaik. HoT might be changing this?
                      Total innate AA provides 46%
                      DoN Progression AA provides 1%
                      Epic 2.5 provides 10%
                      Total passive potential: 57%
                      Robe adds 40%
                      Total Robe potential: 97%
                      --I'll update the post with this correction.

                      Originally posted by Vanlor View Post

                      edit: glyphs are a huge short term dps booster too, but you know that and are likely leaving them out? Thought I would mention jic since you do have stuff like pots
                      This was a gear/item tools post i.e. things you can loot, buy or make. Not sure if I want to start including DPS AA in here, especially consumable aa. Hmm. Maybe I need to do some hybrid post with sublinks to gear/spells/aa or something.

                      Edit: Thinking more about it, a DPS Method guide of sorts really is needed to tie everyting in together; spells + items + aa. However, at this time I hesitate to create such a guide. It is one thing to make it easy to find info for items & stuff you missed out during an absence or starting gaming recently...but its another thing entirely I think to eliminate all need to learn stuff on your own. So for now, I will not create such a guide - though I certainly wont stop somebody else from it. Currently, this method/aspect is the only "dps edge" remaining secreted in the subscriber lounge.
                      Last edited by scrat; 10-05-2010, 03:34 PM.
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                      • #12
                        Originally posted by Torec View Post
                        I have to disagree with this. That dagger along with the robe from ToB that has the lifedrain DoT is pretty decent when you disc. After I have all 12 DoTs up on a mob and while glyph/3rd/CoA bp is running I will click these two items inbetween DoT refreshes.
                        Well noted; my commentary & viewpoint was generated via end-game necros comments about the dagger over the past couple years. I'll revise the description.
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                        • #13
                          Originally posted by scrat View Post
                          Total innate AA provides 46%
                          DoN Progression AA provides 1%
                          Epic 2.5 provides 10%
                          Total passive potential: 57%
                          Robe adds 40%
                          Total Robe potential: 97%
                          --I'll update the post with this correction.




                          I think the DoN progression AA adds 3% but I am not totally sure on that.
                          Torec

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                          • #14
                            The description did indeed say 3%, maybe it still does. But it has been parsed at 1% and somewhere along the line Xis got confirmation from a dev it was 1%

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                            • #15
                              Originally posted by Vivamort View Post
                              The description did indeed say 3%, maybe it still does. But it has been parsed at 1% and somewhere along the line Xis got confirmation from a dev it was 1%
                              yes - and I've seen multiple developers over the past couple years display the actual data to show it providing 1%
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