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Tips on Battle and Cross Class AbilitiesFollow

#1 Jul 01 2013 at 8:00 PM Rating: Decent
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So over the weekend, I managed to get every DoW and DoM class to at least level 10, and I got a few to level 15. I was glad to see each class seemed to have a distinct feel and style. That said, at times, I felt like there was a bit of a learning curve when changing from one class to another. For example, I had a tough time transitioning from LNC to THM. So what I wanted to know is, do you have any tips, tricks, or preferred cross class abilities for any of the classes you play?

These are a couple of things I picked up.

-- For people playing ARC solo, I noticed a lot of folks standing still and taking on enemies face to face like MRD or LNC. But ARC, unlike THM or CNJ, can attack and move at the same time. So if you lock on to your target, you'll be able to attack while strafing or moving backwards, thus maintaining your distance and taking minimal damage. This approach seems to work well with Venomous Bite and Fracture (MRD) for taking down tougher enemies.

-- For LNC solo, when you stun an enemy with leg sweep, if you move quickly enough, you can get behind an enemy for an easy boosted Impulse Drive or Heavy Thrust.

#2 Jul 01 2013 at 8:34 PM Rating: Good
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8,779 posts
Yeah I've got a few.

Leveling CNJ up to get protect at least is a great idea regardless of your class.

The stuns for LNC and MRD both work fine but will share the same DR. This can still be useful against certain mobs however.

The GLD ability that makes you heal and get healed for more is awesome both as a CNJ and as any class using the LNC and MRD healing skills.

Sticking Blizzard (THM) on a melee class gives you a non-TP method of pulling that comes with a nice snare as well. Great for saving TP for more important stuff while also providing a debuff that can help squishies get away from danger long enough for you to help them.
#3 Jul 02 2013 at 12:00 PM Rating: Decent
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65 posts
Thanks, Quor! Those are great. I second the Protect idea, especially since you can swap it out for another ability after you cast it.

I think the GLA ability you mentioned is Convalescence, right? Some combination of that, Blood Bath (MRD), and/or Second Wind (PUG) + Potions seems like the way to go for most DoW. Trying to use cure didn't seem to work well for any of the DoW classes except GLA.

Also, on the subject of healing, if you're feeling like you're in for a tough fight, I'd suggest use your healing abilities and potions closer to the start of the fight rather than waiting for your health to get low. This gives your ability timers a better chance to reset.
#4 Jul 02 2013 at 4:06 PM Rating: Good
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728 posts
The Archers 20% damage buff is great on any class, especially casters. It goes well with the Crit buff from Pugilist as well. I take both with me on CNJ. The crit buff can work on heals also, but sometimes you won't get any while it's up.

For a tank, having PUG's feather foot and second wind, MAR's defense boost, and LNC's parry buff are essential. don't worry about taking protect or cure in a group as a tank, since those abilities will be your CNJ's responsibility. Flash seems like it would be nice on MAR even though you don't have an MP regenerating move. An extra AoE threat move that uses your useless mana seems like a great addition.

Thunder on CNJ and Aero on THM are also good choices. You can start a fight with stone/blizzard to get gravity on a mob then start casting thunder. while thunder is casting you can start spamming your aero button and when thunder completes both spells will launch simultaneously. This adds quite a bit of DoT damage while you are spamming your other spells.

Edited, Jul 2nd 2013 6:07pm by DamienSScott
#5 Jul 02 2013 at 4:11 PM Rating: Excellent
Second Wind is great for all classes. Anyone just starting in ARR is highly advised to get this unlocked right away.

It's a self-heal on a 120 second timer. The health gained is based on % (15%), so this will scale with your level.

Screenshot


Edited, Jul 2nd 2013 6:19pm by Gnu
#6 Jul 02 2013 at 10:20 PM Rating: Good
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197 posts
Some really nice suggestions here. There are a couple of threads on the beta forums regarding skill accquisition, but they are mainly dealing with DoW getting full combos earlier, as DoM have their main mechanics in place quite early (THM is set for Umbral Ice/Astral Fire by 6), and some DoW classes don't finish their primary combos until 40+. However, I do like that they have given each class a useful cross-class ability very early in the piece, giving someone who is picking & choosing a class some real benefit from their indecision!
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