Which would be this:
Quote: Originally Posted by Calista Blackblood
If you're pugging, don't bother with ebsoh. 99% of the time, other people are too retarded to stay in it.
EBSoH does not need other people to produce better damage than Spear of Fury. At max rank, Spear of Fury adds 40dmg on a 9sec cycle. During 9 seconds, you could make 8 attacks (assuming 25% IAS from AR) under EBSoH, for a total of 120dmg at max rank. So, just counting you, EBSoH is already 3x more damage than Spear of Fury. Having anyone else smart enough to stand in it (even a minion) is just going to increase that further.
I don't find the energy unmanageable.
Hmm, maybe im doing it wrong then.|
Originally Posted by Essence Snow
AR~Aggressive Refrain...is a horrid skill imo. I would never add it to any bar. If you can't find a better IAS than one that costs 25e and -20 armor, then you might want to reconsider your bar. There are just too many better options out there for an IAS.
AR may be a pain in the ass to maintain, but it is one of the best IAS skills in the game. The 25 energy cost is a non-factor because you can simply cast it at the beginning of an area and maintain it with another skill. -20 energy is kind of bad, but its not big enough of a deal to give up a free, constant 25% IAS. What are the other non-elite options? Frenzy is good but it suffers from the same problems that AR faces, and also adds a very steep energy cost onto the decreased defense. Flurry is a very poor choice: it is very energy intensive and it decreases your damage, which imbagons should be able to do quite a bit of for reasons discussed in my previous posts. SF is a decent option but can't really be considered due to FA being superior. Drunken master requires booze to be good. |
There is a P elite (Soldier's Fury) that is bar compression for AR - FA, allowing for an additional spear attack / defensive shout or chant.
SF is a terrible skill for an imbagon. 33% adr gain is not enough to maintain SY! with full uptime, even at the 6sec breakpoint. And the downtime at the 5sec breakpoint is pretty bad.|
If you choose not to use that as your elite, you could always /W for flurry / flail / frenzy <-- if your manly.
None of these are as good as AR. Flurry sucks energy you can't afford. (The damage penalty is only mildly annoying considering your role.) Frenzy sucks energy you can't afford and has a bigger defense penalty than AR. Flail sucks adrenaline that you need for SY! (especially at a 1sec duration). Drunken Master would be superior if you had a ton of booze to blow. What else is there? Also, Lanier is absolutely right: the effective energy cost of AR is zero. You put it up once per zone with your hat and staff switch, then maintain it indefinitely with TNtF, which you were going to cast anyway. |
With orders/ebsoh/mop/barbs/etc, 33% ias >>>>>>>>>>>>>>> 25% ias.
You're a paragon. Damage is nice, but it's not your job. Your job is to maintain SY! 100% of the time. It's going to take 6.75sec to charge SY! under SF, so it's simply not possible to maintain SY! 100% of the time. If you don't have a 10+ alliance rank for 6sec SY!, you can't even come close. That means that you're failing at the doing the one and only job that justifies bringing a paragon in the first place.| I'd be more inclined to believe those certain members are questionable if they zealously hold to SF being 'that bad'. Those certain members happen to be some of the best players in the game. They basically invented the PvE physway team that uses the orders/ebsoh/mop/barbs/etc paradigm you're talking about. |
You argue about maximising damage here, and then you say damage is just a mere afterthought here?
After you have accomplished your role's primary objective (constant SY! coverage), then you should maximize the DPS you can get out of whatever skillslots/attributes/etc you have left over. SF is bad because you sacrifice your primary objective (SF simply cannot maintain SY!) in exchange for a relatively minor performance increase for a secondary objective (12% DPS increase on a paragon). It's not really that hard to understand.
AR~Aggressive Refrain...is a horrid skill imo. I would never add it to any bar. If you can't find a better IAS than one that costs 25e and -20 armor, then you might want to reconsider your bar. There are just too many better options out there for an IAS.
SF also lowers your armor by 20. I'm not sure where else you could turn for IAS but Refrain, as ideally you would want a shout to maintain IAS, one that comes in the form of a repetative echo.
After you have accomplished your role's primary objective (constant SY! coverage), then you should maximize the DPS you can get out of whatever skillslots/attributes/etc you have left over.
I wanted to emphasize this quote because it is exactly what an imbagon should be doing, and why AR + FA is superior to the alternatives. I feel like a lot of imbagons just forget about damage completely, and that shouldn't be the case (though it should take a backseat to maintaining SY).| He suggested using Wild Throw as a means to circumvent blocking, but that takes 7 ticks of adrenaline......so I'm not sure if that's the best option as it seems counter-intuitive. Haven't tried it yet, but I need an option to fallback on for certain parts of the game i.e. Gate of Madness mission ~ Madness Titans....those little buggers are troublesome. Wild throw wont help against them because their blocking comes from enchantments, and wild throw removes stances. Does asura scan work against blocking enchantments? If so, you should probably replace one of your energy-based spear attacks with asura scan for that mission. |
Wild throw wont help against them because their blocking comes from enchantments, and wild throw removes stances. Does asura scan work against blocking enchantments? If so, you should probably replace one of your energy-based spear attacks with asura scan for that mission.
Hmmm....didn't know that. I thought that since Wild Throw said "Unblockable" that meant it was unblockable, period. Dunno but that skill wants 7 ticks of adrenaline so I ain't usin it.
Hmmm....didn't know that. I thought that since Wild Throw said "Unblockable" that meant it was unblockable, period.
I think Lanier's point was that Wild Throw doesn't remove the block effect for future hits. If the monster were using a block stance, then WT would hit because it's unblockable and remove the stance, which would cause your successive attacks to hit as well. If the monster has a block enchantment, sure, WT is going to hit, but everything else is still going to get blocked. Landing just one hit isn't going to charge SY! or do anything else worth doing.| I managed to piece together a decent Imba, all thanks to the fine folks here. Thanks for the help, guys! Glad we could help. |