Xergon wrote: Sun Dec 02, 2018 10:33 pm
after some serious calculations i came up with number 16:
1. Suppresion
2. Cleave
3. Downfall
4. Repel
5. Dizzying Blow
6. Bane Shield
7. Tzeentch's Reflection
8. Quake
9. Touch of Palsy
10. Blast Wave
11. Challenge
12. Taunt
13. Raze / Immaculate Defense
14. Petrify
15. Juggernaut
16. Hold The Line!
or less complicated version:
1. Ravage
2. Ravage
3. Ravage
4. Ravage
and just to be sure
5. Ravage
Heh, here's what I use and when I use it...
Main rotation stuff
1. Touch of Palsy - Usually open with it or...
2 Seeping Wound - Secondary opener, both are DoTs and their damage tends to panic less experienced players.
3-5. Suppression, Tooth of Tzeentch, Withering Blow - all 10 sec cooldown and all Path of Dread which is where most of my mastery is so damage on them is higher. Good to chain one right after the other.
6. Relentless - Bread and butter damage. Use it whenever I can.
7. Cleave - Use when other abilities are on cooldown.
8. Sever Blessing - Use it when able.
Situational stuff
9. Guard - Used only in scenarios, as I mostly solo roam.
10.Flee - Occasionally used to get away when outnumbered. Used most to catch up to kiters, in combination with an AP potion after using.
11. Dizzying Blow - Try to keep this on kiting target constantly.
12.Quake - Again used to catch kiters.
13. Petrify - Least reliable of my crowd control abilities, used as a last resort.
14. Juggernaut - Breaks crowd control.
15. Bane Shield - Used when attacked by a group in combination with...
16. Challenge - Reduces damage from said group. Both have a 30 sec cooldown so they chain together nicely.
17. Repel - Mostly used for knocking Engineers away from their kegs.
18. Taunt - Not used very often because I can't seem to time it right when circle strafing, might be a lag thing for me.
19. Rending Blade - Bread and butter AoE damage.
20. Blast Wave - Good AoE damage combined with nice wounds reduction, can be used as a finishing move.
21. Battle Brew Backpack - extra little DoT bonus. You don't have to wear it to use ability.
22. Subjugator Shroud - Same as Battle Brew, don't need to wear it to use it, wish the timer was shorter than 30 min tho.
23. Throwing Axe - Last ditch chance to dismount someone running away...
Auras - I said I use 5 but its actually 6...
1. Dreadful Fear - For Strength.
2. Discordant Instability - For resistances and the Blast Wave bonus.
3. Dreadful Agony - Another DoT.
4. Dreadful Terror - AP drain is situationally useful.
5. Discordant Fluctuation - Used defensively usually during sieges, useful for spotting casters that are dumb.
6. Corrupting Retribution - Used on Keep Lord for extra healing or in scenarios with no healers.
So there you go, and notice that ravage was never mentioned...
Edit: Forgot to add in M1 and M2 - Demolishing Strike and Raze, hardly ever use the others - most fights don't last long enough to. Demolishing strike is great against other tanks though.