#Advancing to 12s

1 messages · Page 1 of 1 (latest)

mental orchid
mental orchid
#

Also how much time should i hold Demolition to line it up with avatar or demo shout and how much important is that they all three are synced?

lethal venture
#

I can peek through the log in about 1.5-2 hours, as a heads up

And for the Demo question, sending it gives a damage done debuff to the enemies hit, and you also gain the ability to get its CD back faster. You can safely always send it on CD (unless the pack is just about dead ofc) without too much loss. It's sometimes worth holding if your next global after would be demo shout or something, but it's not too big of a deal if you don't wait and just send it. Safer to ensure you're always working on its CDR

mental orchid
#

Fantastic! and whenever you are available will be good 🙂

lethal venture
# mental orchid Hey again! Im now halfway through 12s, they are not being hard to survive but i ...

Alright, had a chance to do a quick looksie. Default play is doing pretty well, though you're likely missing a few SS resets. It can skewed sometimes in Cinder, so it's not the easiest thing to check, but just be mindful about that.

More importantly, let's actually address the death you took. You died from taking multiple final stings likely entirely unmitigated. I say likely, because you only had spell block up. Shield Block had dropped about 2.5 seconds before the stings started coming in, which is where uh-oh happened, since spell block only makes you able to block spells; it still relies on your block chance to actually block the spells, so you got murdered. hell, it actually looks like you got murdered so hard, you died through BSV. It's very likely you had an SB charge based on what I can see from your cast breakdown, so you likely could have survived had you remembered that. Barring that, you at least could have panicked spell reflect or something for the DR. It almost certainly wouldn't have saved you, but it's better than simply dying with no real defensive available.

Another thing that would have saved you, and is something different to work on than defensive utilization, is popping Shockwave. Final Sting can be delayed by stunning enemies, and you could have stopped all the final stings by shockwaving them, giving you time to get shield block back up if you didn't have a charge/rage or even time for the mobs to just get dropped, either. Interrupting things like this, that can't just be pummeled, is something else you can work on, since you're criminally underutilizing a lot of your stop options. You only used storm bolt 3 times in the entire dungeon, even though you could have stopped the one honey volley that got out, or helped your party take less damage from bee-zooka, or even potentially helping with defensives on the final sting bees by desyncing their casts, giving your healer time to heal you in-between stings. Interrupt game like this is going to be important in pushing higher keys, since casts become very deadly for DPS and Healers very quickly. It's probably one of the things you can do on your end to help ensure consistent clears on keys on your own end.

mental orchid
# lethal venture I can peek through the log in about 1.5-2 hours, as a heads up And for the Dem...

About the death i knew i had shockwave but i thought that spell block blocks final sting, which i quickly realised it didnt hahaha, it was like 4-5 final stings at the same time, an actual oneshot i laughed when it happened

Yeah i use very little storm bolt, its been hard to find a moment to use it because i always have buttons to press and it doesnt fits the rotation but yes, ill be more mindful about it because stuff starts to kill ppl

Apart from that, learn what spell reflect reflects and what spell block blocks, do you notice something looking bad or overall looking good? I notice its now being easy to go through the 12s ive done but i dont even reach 70% of blocked hits and i guess that wont work in 14-15 but i know i have to work on it

#

And about Violent Outburst even in 10T is always SS or over x number it should be TC?

lethal venture
#

you just didn't block

#

Again, it makes you able to block spells.
It doesn't make you block spells. It still goes off your block chance. So in order for it to be 100%, shield block's gotta be up

lethal venture
#

There's likely a number where it's more damage to send on TC, but it's going to be so massive and not enough of a damage increase that it's not worth considering. It's also always a survival decrease, as well.