Taking all of this into account, we would expect to have around 6-8 extra ticks of Sever Force per 12 GCD rotation above 30% boss health and 7-9 ticks below 30% health as Spinning Strike is used more often. Thus, if we add up all these attacks we should get 1 guaranteed extra tick of Sever Force from using Spinning Strike and 12-13 melee attacks that have a 50% chance to trigger an extra tick. Also worth noting is that Saber Strike ticks 3 times for damage, Double Strike ticks twice and Spinning Strike and Serenity Strike each tick damage once. Once we get below 30% boss health, we will be using two Spinning Strike per 12 GCD rotation. Thus in a typical 12 GCD rotation, we would normally expect to see 5-6 non-melee attacks and 6-7 melee attacks and most of the time one of those will include one Spinning Strike. Over the course of the other 11 GCDs (excluding the GCD spent to refresh it), you will typically use Force Breach once to refresh a DoT (not a melee attack), Force in Balance once (not a melee attack), Squelch once or twice (not a melee attack), Serenity Strike once (melee attack), Spinning Strike once if it procs (melee attack), and any remaining GCDs will be use by Double Strike or Saber Strike (both melee attacks and usually 1 or 2 Saber Strikes per rotation for energy management). Sever Force applies DoT damage over 12 GCDs (18 seconds before alacrity) and ticks 7 times over its duration. However, the discipline has received steady incremental buffs and is very strong discipline when played well, especially given the new operation on Dxun has many opportunities for AoE DPS. It suffers somewhat from relatively weak synergy with the Death Knell DPS set and its tactical bonus is not quite as strong as some other disciplines. In 6.0 and moving forward, this utility is worthless for tanks and only provides a 25% buff for DPS.įor Serenity, the discipline remains as a good sustained melee DPS class with amazing sustained AoE potential. Prior to 6.0 this provided very frequent 60% damage absorption via Force Speed, making a 2.5s 60% absorb buff available every 15s (that is 20% uptime, which was crazy.and awesome). The biggest changes to the class relate primarily to the tweak to One with the Shadows utility. It is unclear where they will settle as we move further through the patch cycle, though early indications were that the DPS disciplines were somewhat underpowered and have received some slight buffs. In the 6.0 cycle (6.1 as of this writing), Shadow has come down somewhat in the rankings. Great options at both burst and sustained DPS, really strong DWT utility and defensives making them the best “emergency tank”, a very strong class in PVP, and boasting by far the best tank discipline in the game at that time, they had it all. Shadow was arguably the strongest overall class in the 5.x update cycle, so it’s not too surprising that it could only go down (somewhat) from there.
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