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| A Combat Nightshade Guide |

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What is a Combat Nightshade? |
A combat Nightshade abandons high
Stealth and Critical Strike in favor of focusing on Pierce/Blades,
Celtic Dual, and Envenom. Combat Nightshades are also sometimes
called Dual-Shades, Melee-Shades, or ShadeMaster.
Combat Nightshades have Stealth but don't rely on it, and focus on maximum damage via melee and
poisons. Their role is that of the defensive stealther, light tank, harasser, and to a lesser extent heavy scout.
Because
a combat Shade does not depend on Stealth, he is much more involved
in the mainstream battle. He fights at an advantage against other
conventional stealthers because it is extremely
hard to get a Perforate Artery off on a combat Shade, and his melee
skills are more effective than a conventional stealther. In
fact, his low Stealth works to his advantage in this case, sucking
enemy assassins in for the kill. He can also work as part of a team
with other Nightshades to provide longer-term firepower and
guaranteed debuffs, as well as fixing an enemy in place to set him up
for a PA. His disadvantages are that he loses the power of the PA
chain and Critical Strike line, can be found a little easier than normal Shades,
is slower in Stealth mode, and still has the defensive weaknesses of
the Nightshade.
If
you haven't read it yet,
Luckie's Nightshade guide is highly recommended. A
lot of the information I present here is counter to what Luckie
recommends, because the life of the combat 'Shade is a bit different.
Here are the topics specifically covered in this guide: |
Nightshade Basics
Death and Dying
How to Spec
a Combat Nightshade - More or Less
Spec Rationale
Evade
The Nightshade DD
Styles and Weapons
Poisons
Realm Abilities Overview
Passive Realm
Abilities
Active Realm
Abilities
Sample Realm
Abilities Spec
Equipment
RvR Tactics and Strategies
Stealther Combat
Group on
Group Meeting Engagements
Keep Defense
Author Information
|
Nightshade Basics |
This
guide does not cover the basics of leveling or specing at lower
levels, nor does it explain specific DAoC terms. This guide is for
someone already familiar with the game, looking to design an alt or a
replacement character specifically for RvR. We will focus on what
the final spec should be, final character design, equipment at high
levels, and RvR tactics to make your combat Shade more effective.
|
Death and Dying |
I'm
going to say this only once, and right up front. The Nightshade role
in the game involves a lot of time spent alone and far from help, and
we die much more frequently than other types of characters. Going up
keep walls, going over the wall to pursue a wounded attacker,
scouting, picking off a trailing caster, and stealther cleanup -- all
carry an extreme risk. Get used to it. Stay smart, keep moving, hit hard,
maintain a low profile -- these are the mantra of the Nightshade.
|
How
to Spec a Combat Nightshade - More or Less |
|
Your
initial 30 attribute points should focus on enhancing your melee
damage and surviving melee combat:
Strength
10
Constitution
10
Dexterity
10
If
your combat Shade is going Blades, you might want to put 15 in Strength
and none in Dex. It's a loss, but it matters later because Strength
will be your primary attack attribute. Hit Points are the only
defense you have besides Evade, so you must put 10 points in Con
either way.
Given
the role that we've chosen to play, your training focus is on melee
damage and poisons. A combat Nightshade is a prime candidate for
auto-training Stealth -- if I had known about it when I started I
would have done it, and the extra 77 points would have come in real
handy. However, not having much information on how to play the
character I wanted to play, I ended up feeling my way through my levels
and spec lines, beefing up each one as it seemed to weaken. Your
spec should be optimized for Realm Rank 5, because
that is the final level of advancement except for Realm Abilities.
My final spec pre-1.62:
30 Stealth
41 Piercing
1 Blades
1 Critical Strike
49 Celtic Dual
37 Envenom
7 points left over
If I
had to do it again, I'd auto-train Stealth as much as possible (which with my current spec would have gotten me 3 more levels!), drop
Envenom by 2 to 35, raise CD to 50, and put the remaining points into
Pierce. This would have allowed me to check out the top CD styles and
evaluate them - as it was, I only could see a portion of the top CD chain.
Post-1.62, this is my current spec:
30 Stealth
50 Piercing
1 Blades
1 Critical Strike
39 Celtic Dual
37 Envenom
38 points left over
The 38 points is left for a future respec of Envenom down to 35 or 34,
depending on the realm rank I have when I respec. Those points will go back into Celtic Dual. I thought about going even lower,
and still haven't decided whether I want to keep Lifebane or not. Currently, I am leaning towards keeping it due to improved
criticals, but it is awfully expensive for what you get out of it.
The results of this spec are not immediately clear to me. I like the top-end Pierce styles and I seem to do more damage; I can't tell any
difference on the number of Celtic Dual hits, although I do occasionally have to wait for the second poison now. See Styles and
Weapons for complete details.
|
Spec Rationale |
|
The
reasoning behind the low Stealth spec is fairly simple. A combat
Shade's styles and damage do not depend on Stealth, so auto-training
is easy and gains you 77 points. Stealth is heavily influenced by
character level; it is more important to be level 50 than to have a
50 Stealth skill. I've found that 30 Stealth is adequate for
spotting other stealthers and avoiding non-Stealth classes,
especially with the skill boosted by items up into the 40's. (With
Spellcrafting in play, there is no reason why your skill buffs cannot
be maxed out.) Also note that the Herald has stated that going past
50 Stealth is beneficial, but barely noticeable. The difference
between most stealthers and a combat Shade is generally 6-8 points of
Stealth, which does not have an appreciable effect on spotting or
dealing with enemy stealth -- and that's all that matters to us.
The
Envenom spec is also straightforward. At 35 it gives you Lifebane at
RR5 (all skills +4) with items. Insidious is almost as good as
Lifebane, and the other poisons are all accessible by level 48
Envenom., so there really isn't much reason to waste the points.
Also, there is no current reason to go past level 50 in Envenom,
since there are no poisons higher than level 50. The only possible
reason to boost Envenom would relate to resists and actually landing
poisons; there is no information at this time that 51+ Envenom has
any appreciable effect. Do note that to use any of the new poisons,
you must have 50 Envenom skill.
Piercing
(or Blades) is more complicated. According to the Herald, you want
to place your weapon skill at 2/3rds of our level for 75-125% damage.
If you train your weapon skill up to your level, you hit for
100-150% , which is quite a difference. Buffs and bonuses are
included in this calculation as far as I know. It is unclear whether
or not pushing your skills past your level makes a difference,
especially at 50; the only thing I can say here is that your
displayed weapon skill DOES go up if you boost Pierce past 50, so
higher Pierce does seem to equal higher damage. On the other hand, I
know there are many Infiltrators out there with level 50 Thrust, yet
they seem to pretty much hit me as hard as I hit them with a single
blow (in one-on-one, unbuffed combat). UPDATE: What very high Pierce seems to do is top out your average damage. My experience with my
post-1.62 spec is that I do slightly harder hits, but the hits fall in the high end of the range much more often.
Celtic
Dual is also a little opaque. It is fairly well known that the
chance to dual-hit increases by .5% per level of Celtic Dual, with a
base to-hit of 25% (used to be 15%?). Boosting Celtic Dual past 50
does appear to boost your percentage and give you more offhand hits.
However, it is extremely hard to quantify since your percentage is
not directly observable. Celtic Dual is also affected by level, with
fewer dual-hits being scored on opponents who are of higher level
than you. Finally with Celtic Dual, you'll see a lot of older guides
recommend that you should have two fast weapons (2.5 second delay or
less). This is no longer the case. What you really want with
Celtic Dual is two weapons with similar speeds, preferably the
slowest weapons you can find. I generally carry a guarded rapier (3.5
second delay) and an angled dagger in my offhand (3.0 second delay).
See Styles and Weapons for a
complete explanation.
Pre-1.62, The deciding factor for me in running CD all the way up was that the
level 50 Celtic Dual style Supernova is accessible, as part of a
three-move side-attack chain. The level 50 Piercing style requires
an evade, which makes it less useful in group combat, and the Piercing chain also has
two bleeds instead of a bleed and an attack-speed reduction.
Currently, either path is quite valid, and I would be interested to
hear how effective the level 50 Piercing style is. In any case,
Celtic Dual is the combat Shade's combat edge. The dual hits
are strong, fast, and have a synergistic effect with other Nightshade
skills (see Realm Abilities
and Poisons).
My post-1.62 spec reflects my desire to hit harder, and lessen enemy Evade occurences (hopefully). With a future respec of Envenom to 35 or
34, I plan on pushing
Celtic Dual back up to 41 or 42, which leaves me 23 or 30 points (which would have been a third level of Stealth had I auto-trained!). I'm not sure what
I'm going to do with these points; I may leave them to be a future re-spec cushion, or dump them into CS to see if the Eviscerate attack-speed
debuff is useful.
|
Evade |
All
of the assassin classes get Evade VII. There is some disagreement
about what this actually means, but most folks agree that it gives
you around a 35% base chance to Evade any attack. Evade occurs
before any other hit resolution and is strongly affected by level
(aggro a grey mob and watch him try to hit you). You also get Evade
bonuses from Dexterity, Quickness and the Dodger realm ability. This proved to
be too much, which is why the Evade cap (50%) was implemented in the
1.56 patch. As a combat Nightshade, it is important that you
keep your Evade capped at 50% at all times (for which you will need
the Dodger realm ability, see Realm Abilities). Other than hit points, Evade is really the only defense that
Nightshades have -- you must make the most of it. The other key
thing you need to remember with Evade is that it only works in
your forward arc. In other
words, you must be facing your attacker(s) in order to Evade their
attacks or arrows. Conversely, when attacking other stealthers do
your best to get into their side or rear arc. We'll talk about
techniques for doing this in the RvR Tactics
section.
|
The
Nightshade DD |
|
The Nightshade dd is normally
dismissed as useless. However, a combat Nightshade can use it in
several very useful ways. The dd never runs out of ammo -- it is
excellent for pulling in PvE and is an always-available tool for RvR.
Make sure any Mentalists you have with you know that you
need Power regen, and stick around when you need a recharge. The
amount of damage the dd does is small but not trivial. Even against resists, I
can usually get in 60-80 damage on a target. Repeated fire can help
kill a target or drive them back to get healed, and your naturally high Dex lets you cast very quickly. Remember that
Strength is the attribute your casting is based on, so have your
Strength maxed out (which you should anyway). Items with +Power are
nice, but you will have a hard enough time getting all the other
skills and resists in order -- don't bother with +Power.
Post-1.62, I have not been able to see any damage increases or stat increases due to the Augmented Acuity change. They said that Augmented
Acuity affects our casting stat now. Since my Int did not go up, I'm assuming they mean that it affects Strength, but I didn't see any effect
there either. I don't know if this is broken or if they made a "behind the scenes" change. If it is a Strength buff, that is good news for
Blades users, as it means a bit more damage.
Do
some damage before they get to you.
In a one-on-one engagement, it is very helpful to do a bit of damage
before someone reaches you. Conventional stealthers close for the
PA; you can close as well, or start hitting from range. This is
helpful against any target with minimal ranged abilities (tanks,
healers), as it usually takes a couple seconds for them to realize what
is going on, which allows you to get in 200 or 300 damage without
danger to yourself.
If
you time it right, you can move while casting.
This is very tricky and takes practice. There is a short period just before the
end of your cast and before the start of the next cast where your spell is no
longer interruptable, and you can move
without causing a problem. This allows you to edge slowly towards
your target while keeping the dd on them, with the purpose of closing
enough to use your shout, then move into melee. Not too useful, but
occassionally handy.
The
dd is very useful for interrupting a target.
Because of our extremely high Dexterity, Nightshades cast very
quickly -- quickly enough to beat most casters, healers, and archers
to the punch. Use that speed to disrupt enemy casters from the
walls, keep healers from doing their job, and to assist your nukers
with finishing someone off. There are few experiences more
satisfying than interrupting a gtaoe caster and then watching him
get bolted from two different directions. Interruption is useful in
many different scenarios -- keep it in the back of your mind as an
option.
Assisting
with keep attacks even when damaged.
If you're hurt, going up or down the wall is too dangerous to contemplate. Thus,
while you are waiting for a heal, throw your dd
into the fight on the side walls or at the climb points. You can
also assist with suppression of wall defenders from the ground if
your side is on the attack. Remember, though, that you don't want to
attract attention, so fire a few dd's at one target and make them
back off, then move and choose another target. You can't run out of
ammo, and your power is useless for anything else -- make it count.
Keeping
enemy archers down in keep combat.
Whether you are on the wall or attacking, keeping enemy archers down is a very
helpful action. On the attack, stealth and move in relatively close to the wall.
When a stealthed enemy archer moves up
to try for a Crit Shot, dd or shout him to unmask him. This prevents
the Crit Shot through interruption, and will likely get the archer
killed unless he is on the ball and immediately drops off the wall.
On the defense, keep an eye out for archers who are moving around the
side in stealth mode, and dd them to prevent them from assisting with
the climb point battles.
|
Styles and Weapons |
|
You'll
find a lot of style and damage information out there, with all kinds
of charts and tests and number crunching. Most of that is, quite
frankly, bullshit. The problem is that style chains are very tough
to pull off in the chaos of RvR combat. You can sometimes get in a
two-move chain, and if the battle is small you might luck out with a
three-move chain, but that's really the limit of what you can do.
The real test of a weapon spec is: how strong is the anytime style?
How strong is the follow-up move for that style?. The answer to
those two questions covers 90% of the weapon spec's value in combat.
As a weapon spec Celtic Dual rates about in the middle of the pack
by this measure -- Hurricane/Solar Flare is a decent anytime combo.
I don't have enough experience with Blades to be sure, but it appears
that Blades is also in the middle of the pack by this measure (Fire
Blade/Spectrum Blade). Pierce, on the other hand, is pretty low on
the scale, and so we use the Celtic Dual styles most of the time.
Combat Shades also have one other useful move -- reactive evade
styles, specifically the Piercing style Diamondback and the related chain. The rest of
this section assumes that you are specced in Pierce and Celtic Dual.
Diamondback
is one of the cornerstones of my melee. When you first read about
it, it seems good but not great - reactive evade, procs a stun for
around 5 seconds, and does medium bonus damage. The medium damage
rating is a lie. A level 25 style, it does roughly equivalent
damage to Solar Flare (CD, 39) and Cobra's Bite (Pierce, 39), both of
which are follow-up styles with High damage ratings. Combined with
Evade VII and naturally high Dex, Diamondback becomes a low
Endurance, high damage, dependable style -- as long as whatever it
is you are fighting is trying to hit you or someone else with high
Evade. It is most useful in
soloing and tanking for a group, where the 5-second stun gives you
some breathing room against powerful monsters. The stun is also
repeatable with diminishing returns on mobs, so in reality it turns
into a 7-9 second stun (effect does not work in RvR). An excellent
PvE set of moves is three Diamondbacks in a row, or a Diamondback,
something else, and then another two Diamondbacks.
UPDATE: using the level 50 pierce chain can substantially enhance this tactic.
DB-DS-DB-DS-WB is a very strong 5-move PvE chain, as is the DB-DS-WB for later when the stun doesn't work any more.
The
next key style is Hurricane, the level 21 Celtic Dual use-anytime
style. This is the backup for Diamondback if DB doesn't go off.
It's not a great style because of its high End usage, but it does
decent damage. It's also the best use-anytime style the combat Shade
has available, so we use it. Fortunately it leads into Solar Flare.
Solar Flare is a level 39 CD style that is quite powerful, and
relatively End efficient. In normal crazy RvR combat,
Hurricane/Solar Flare is your dependable hit.
At
this point I should mention how I actually use these styles. Some
folks have trouble with figuring out when to use a follow-up style,
especially in RvR combat when it is hard to tell whether you hit or
missed with your style. The best way to do this involves the backup
style code introduced somewhere back in the early 1.5x patches. This
code lets you set up a backup style to use if your first style
doesn't apply. Thus, when you're fighting, you very quickly hit
Diamondback-Hurricane (I bind them to 7 and 8 on the quick bar). If
Diamondback can't be done, Hurricane will automatically be performed.
The next sequence you hit is either Solar Flare-Hurricane (if
Hurricane hit) or Diamondback-Hurricane again (If Diamondback hit, or
default if you can't tell). In this way you always ensure you get a
bonus to your hit, and will use Diamondback, your most efficient
style, if at all possible. It also guards against mistakes -- the
worse case scenario is that you perform Hurricane again.
UPDATE: with the level 50 Pierce chain, I just added the two extra styles. When
Diamondback goes off, I move to the chain instead (DS at position 5, WB at position 4). If the chain fails, I go back to DB-Hurricane.
All
the other styles are conditional, and can be used in different
situations. The Ice Storm -> Tempest -> Supernova Celtic Dual
chain is very useful against mobs, especially high-level ones; the
only type of damage not capped, blocked, or resisted by these
monsters is bleed damage, and the attack-speed reduction saves your
tanks a lot of heartache and your healers a lot of mana. Over the
course of a 10 minute fight, 7-8 bleed damage every few seconds
really adds up (note that this will draw aggro, so be prepared).
Copperhead/Viper's Bite is another useful chain that slows the target
and does good damage for low Endurance. Play around with all of your
styles and figure out what is useful where, and use them for variety
and fun. You've got plenty of flexibility, since your weapon choice
is more key to long-term damage than your styles. Just make sure you
get a style off on every hit to get a bonus in RvR.
UPDATE: Bleeds do seem to be capped somehow, but I haven't figured this out yet.
It's still a nice bit of extra damage. I don't use Icestorm-Tempest any more, preferring Copperhead or Copperhead-Viper's Bite for the
attack-speed debuff (now that it really works).
Choosing
Blades or Pierce is tough. I chose Pierce because I wanted fast hits
to disrupt casters and less vulnerability to debuffs. Pierce
depends equally on Strength and Dexterity, which is helpful for
Shades because their Dex is naturally high. This also helps
immensely against debuffs -- you must be debuffed for Strength and
Dexterity in order to really be hurt, and that takes a coordination
that is difficult to manage in RvR. On the other hand, Blades offers
slower, stronger hits, and thus more damage in combat. The downside
is that Blades depends only on Strength. Strength is a Nightshade's
tertiary attribute, starts low for both Lurikeen and Elves, and is
easily debuffed by opposing stealthers -- some serious disadvantages.
I think both paths are viable, and the Shades I know seem about
evenly split between the two.
So
which actual weapons should you use? Until the attack-speed cap was
implemented, super-fast piercers were the way to go. Once the
attack-speed cap was in place, the pedulum swung to the opposite end.
For a Pierce specced combat Shade you definitely want to go with the
slowest weapons you can find. For a Blades specced combat Shade you
should delve a little more, and may need to switch weapons based on
whether or not you have a haste buff. Also, you want to get your
offhand weapon as close as possible in speed to your primary weapon.
Why
is this? Weapons do damage based on their dps rating and speed --
slower weapons thus hit harder. Theoretically, this evens out over
the course of a fight - a 16.5 dps weapon is a 16.5 dps weapon.
Realistically, harder hits are better unless the fight goes on a long
time. How hard can a particular weapon hit? Weapon speed is
held constant; each weapon's damage calculation is based on its fixed
speed, not how fast you actually swing the weapon. So, we want the
slowest weapon possible because of the Nightshade's inherent high
Quickness. The high Quickness lets us swing a weapon that should be
a 3.5 second delay at 2.5 seconds or less actual delay, increasing
total damage per hit (which is better) and leaving room for buffs to
speed us up still further. Fully buffed, you should just barely hit
the attack-speed cap -- maximizing the damage you can do and making
sure your attacks are as fast as possible.
According
to the best information we have, with Celtic Dual you have an even
chance to swing either weapon, and then a chance to swing the other
weapon -- if you do not use a style.
Whichever weapon swung "first" is the one used to figure
out the delay before the next swing. So, without using styles, your
damage would average out properly over time; sometimes the quick
weapon is gimped by a long delay, sometimes the slow weapon is
improved by a short delay.
When
you use a style, the calculation is done differently (unfortunately).
With a style the main weapon is always the one that swings "first".
Then you have a chance to swing the offhand weapon based on your CD
skill. This means the delay is always the long one from the slower
main weapon; thus, the faster offhand weapon does less damage than it
should over time, because the faster offhand weapon still calculates
damage on the assumption that it is being swung at its own fast
speed. Thus, you really, really need to get your offhand weapon to
be as slow as possible (without sacrificing quality). Angled Daggers
are a major help, but I'm still on the endless search for a 99-100
Quality, 3.5-4.0 second delay, offhand piercer with +4 to Pierce and
+4 to Celtic Dual (and a non-Matter DoT proc -- more on that later).
|
Poisons |
|
Envenom is a specific strength of
the combat Shade. Because of your ability to hit reliably with both
weapons, you can count on having both poisons delivered in the first
couple of hits. It also means that if you switch weapons to your
backup, you can deliver three poisons in two or three swings. This
is much more useful and gives you more control than the conventional
Shade's technique of delivering one poison, switching to deliver the
second poison, and then hoping the third poison happens at some point
in the fight. Conventional Shades are also not particularly enamored
of switching to their backup right away, as it might screw up their
PA chain. The extra poison leaves you room to maneuver; you can hold
off on a backup debuff until your target Purges, for example, or
exploit the synergy of the Str/Con debuff plus your DoT, then hit
them with disease to degrade their ability to heal. Finally, in a
situation where you *know* that someone has heavy Body resist, you
can stack up one kind of poison to make sure it gets through (usually
debuff).
I also ensure that poisons are
always available to me. Because a combat Shade doesn't rely on
Stealth as much, he also doesn't usually get a chance to stop, let
the combat timer run out, and re-poison. Thus, I carry four pairs
of "bench" weapons in my backpack, for a total of eleven
weapons. During combat, I simply swap weapons and move on to the
next target. And yes, getting eleven player-made 98+ quality weapons
was horrifically expensive. (I found that 3 pairs of bench weapons was not enough.)
For
RvR combat I generally alternate between two poison modes, depending
on the situation. Mode 1 is Max Damage, with a debuff (Enervating)
on my primary weapon, a DoT on my offhand, and a backup DoT. Mode 2
is Prevention, with a debuff on my primary, a disease on my offhand,
and a DoT or debuff on backup. My bench weapons are typically
debuff/DoT for each pair. I use the snare poison only in specific
situations where I need to keep someone from running, applying it
just before use (see RvR Tactics).
I don't have any experience with the Alchemy poisons, but both of
the new ones sound useful; one is an attack-speed debuff, the other
reduces enemy Endurance (or increases their End usage, I can't really
tell). I'll add information here when I try them out.
Why does the debuff poison figure
so prominently in my poison layout? Well, there are two reasons, one
that involves game mechanics and one that has to do with people's
reaction to being hit with a DoT. The debuff poison is by far the
most powerful debuff in the game -- at the highest level, it reduces
Strength and Constitution by 118 points. Try this little
exercise:
1. Look at your hit points.
2. Look at your Constitution, noting how HP is boosted by +75 Con and +200 HP
from items.
3. Now remove all your items.
4. Now look at your hit points again.
That's
a rough estimate of what the debuff poison does, and that doesn't
even bring in the strength half of the debuff. If an RvR enemy isn't
maxed out on Con and HP, then they are that much worse off. If the
poison criticals (see Wild Arcana in Realm Abilities) it can
do up to 150% as much of a debuff, for up to 177 Con and Strength
removed from the target. This is enormously powerful, even against
mobs and even through heavy resists. This is also why Shades are
reluctant to carry things -- in the middle of a stealther fight you
can lose most of your Strength, and if you are lugging a ram it stops
you in your tracks and generally gets you immediately killed. UPDATE: with 1.62 this is supposed to be fixed (the Encumbrance effect was
removed), so Shades can carry stuff. Yay! Just don't die inside keep before you deploy your ram.
The second reason I rely on the
debuff is that people don't notice it. There is very little
indication of what has happened except in one line on the status
display, and one "debuff" icon at the top in the middle of
all their buff icons. The enemy's health bar does not go down, and
the only other indication of reduced strength is the target's
movement reduction due to being encumbered. Without the DoT damage
ticks, enemies who have been debuffed generally think they are okay.
(Conversely, enemies who have been DoTed tend to run away and get
healed.) Best of all, the debuff stays with the target through
Ignore Pain -- this "hitting" the enemy twice, and
rendering IP much less effective than would otherwise be the case.
Other classes be warned: if you have the debuff on you, use Purge and
IP together -- it'll save you a lot of heartache.
Finally, many Shades use the
quickbar to poison their weapons. I drag and drop. I do this for
four reasons. One, it makes sure that you always have what you want,
and there is never any confusion about what poison is on each weapon
(which happens with the quickbar). Two, it gets you used to
switching poisons just before combat, which is a very handy skill.
Three, you have to change your weapons around anyway to re-poison
your bench weapons, so using the quickbar doesn't really gain you
that much. Four, sometimes with the quickbar it is hard to tell if
the poison actually took or not due to the combat timer -- which is a
really important thing to know. Your mileage may vary, but this has
worked out very well for me.
|
Realm Abilities - Overview |
|
There are a broad range of realm
abilities available to the combat Nightshade, and many paths of
specialization that could be taken. When planning your realm
abilities, I think the initial plan should cover 40 points (RR5, the
last level of advancement). Note carefully that the higher levels of
each realm ability are exponentially more expensive. The combat
Nightshade has an advantage here, because many of the skills are
useful at low level and are enhanced by other low-level skills,
creating a beneficial synergy. For example, Mastery of Pain
(increase in % critical hit) is enhanced by Dualist's Reflexes (%
increase in dual-hit) -- more hits total gives you more chances for
critical hits.
The next key consideration is
Passive (always-on) abilities versus Active (timer-based) abilities.
Passive abilities give less of a bonus but in the long run are more
helpful, and don't need to be activated (a problem in the chaos of
combat). I've found that timer-based abilities I've tried (with one
or two exceptions) are pretty useless for me as a Combat Nightshade.
For this reason, I chose to spread my points out across many Passive
abilities to get the most bang for my RP buck. Finally, my goal in
choosing realm abilities was to give myself bonuses that no one else
in the game can provide -- thus, I am at my strongest when buffed and
teamed with other skilled players.
You get two respecs for realm
abilities. Don't waste them. You should have what you want
planned out by the time you start RvRing. The only time a respec
should be needed would be to switch from soloing-enhancing abilities
to something else at level 50 (and you might not even want to do
that). Plan ahead, and use your respecs to explore abilities that
you're not sure about and can't find information on. The temptation
to respec is very, very strong -- resist it until you are absolutely
sure you need it.
Buy your expensive realm abilities
first, when you are up and coming and the realm skill points are
coming in fast. If you wait until you are 5L0 before going for
Viper, chances are it will take months to get it. Buy it up front
and early, and get your 1 point skills later on -- it gives you
something to look forward to.
Here are my recommendations by
ability. Unique means that no one else can give you this
bonus, and the bonus is not eclipsed by another type of buff or
ability from another player.
|
Realm Abilities - Passive |
|
Augmented
Strength (unique) -- boosts
encumbrance, boosts your weapon skill for Blade and Piercing weapons,
and adds a bit to your damage (synergy with Aug Dex if you are
Piercing). I'd only put one point in this ability unless you are a
Blades Shade -- in that case, level 3 (10 points, +18 Strength) is
probably as far as you'll want to go.
Augmented
Dexterity (unique) -- boosts
your weapon skill with Piercing weapons, improves your Evade, and
helps deal with Dex debuffs. Synergy with Aug Str when it comes to
Piercing damage, as the two have to be used together to work. As a Nightshade you really don't need more Dex.
Unfortunately, Augmented Dex is required for Mastery of Pain and
Dualist's Reflexes, as well as several timer-based melee abilities.
If you don't want any of these abilities, don't bother with Augmented
Dexterity. If you do want those abilities, get the minimum required
level of Aug Dex and leave it at that.
Augmented
Constitution (unique) --
increases your hit points. Required for Avoid Pain and Second Wind,
both timer-based abilities. Aug Con is a must-have for the combat
Shade, even if it is only at level 1. Has an excellent synergy with
Toughness, so get both of them; one point in each ability will net
you somewhere in the neighborhood of 70 hit points, and it gets
better from there.
Augmented
Quickness (unique) -- increases
your weapon swing speed slightly and helps with Evade. Also not high on the list of
necessary abilities, except for the fact that it is required for
Dodger, an always-on evade enhancement. Get the minimum required to
get Dodger and no more. Also required for Mastery of Stealth.
Augmented
Acuity (unique) -- increases
Intelligence. Completely useless by itself, since our casting is
based on Strength. May be fixed at some point, but Mythic looked at
this and set it aside. HOWEVER, its required for Wild Arcana, which
is one of the most useful abilities you can have. Get the minimum
required for Wild Arcana and then leave it.
Long
Wind -- reduces the cost per
tick of sprinting. I have no direct experience with this ability,
since having a bard is far better. Likely has a synergy with
Tireless to really improve the amount of time you can sprint. Might
be useful if you solo a lot on your way to 50, in combination with
Tireless and and Regeneration -- just respec out of it when you are
done. Made redundant by Bard End song.
Tireless
-- boosts your Endurance regeneration, and allows End regeneration
while running, fighting, or sprinting. Essentially, it keeps you topped off on Endurance
until you get into a fight, which can mean the difference between
life and death. It also helps ease soloing by reducing downtime. I
would recommend level 1 just to break the block on End regen while
moving -- anything else is probably not worth it, as it still does
not remove the need for a Bard as far as I can tell. Synergy with
Long Wind to allow better sprinting, and synergy with Regeneration to
sharply reduce soloing downtime in PvE. Made redundant by Bard End
song.
Regeneration
-- boosts your healing rate. The regeneration is fairly slow --
essentially what this does is enhance your ability to heal while not
in combat. I also had this at level 1 for a while. It helps with
soloing by reducing downtime, so it is worth it until you get to 50.
I would recommend level 1 or level 2 until you get to 50. Synergy
with Tireless to reduce downtime in PvE. Made redundant by Mentalist
HoT and anyone who can heal.
Toughness
(unique) -- boosts your hit points by 3% per spec level and helps you
deal with Con debuffs. This is a must-have ability for combat
Shades, since hit points are very important. I would recommend at
least level 1. I'm pretty sure this works on base hit points, not
buffed hit points; however, it does increase the buff cap as well, so
it doesn't stop any buffage. Synergy with Augmented Constitution.
Mastery
of Water -- increases your swim
speed. If the percentage of water surface area was larger and water figured more
prominently in RvR combat, this might be useful. Unfortunately, water
is almost non-existent in the Frontier, and the percentage increase
in speed is only 5% per level (check the Herald 1.50 notes, the page
is still wrong). I do not recommend getting this ability at all.
Made redudant by Bard speed song, Hasteners, and the Warden/Enchanter
speed chants.
Avoidance
of Magic (unique) -- increases
your magic resists (NOT melee resists) across the board, ignoring the
resist caps. Essentially a permanent low-level resist buff. Get up
to level 3 if you can, but at least get level 1. Synergy with
Toughness and Aug Con when surviving nukes and stacks with other
resist buffs.
Lifter
(unique) -- increases your Encumbrance directly by 20% per level.
Helps deal with Strength debuffs (UPDATE: no longer necessary), and helps you carry things.
Everyone in the game should get at least level 1 to help with seige
work or to carry something heavy in a pinch. Anything after that is
up to you, but be aware that Nightshades are poor carriers -- there
is nothing worse than having your ram beak on your Nightshade ... who
happens to be dead inside the keep. UPDATE: You may want to consider higher levels of this if you're interested in seige weapons. The recent
seige weapon changes have made them more effective, and a Nightshade has the advantage of being able to ground-target for themselves.
Veil
Recovery -- reduces rez sick
duration. Not really worth it, since the duration is only a couple
of minutes and you can still fight while rez sick (poisons are also not
affected by rez sickness). I recommend against getting this ability.
Made redundant by Purge, and the Druid realm ability Group Purge.
Dodger
(unique) -- increases your ability to Evade by 3% per level. Even
after the Evade cap implemented in the 1.56 patch, Dodger continues
to be highly useful. Dodger helps you stay at the 50% Evade cap even
when fighting high-level mobs/guards or when debuffed in RvR. This
is critical for survival on the battlefield. I recommend at least
level 2. Requires Aug Quick 2. UPDATE: I respecced out of Dodger a while back with the intent of getting it back. I now believe that being
buffed is more effective and getting Dodger is expensive, so I'm changing my recommendation on this. Dodger is now nice to have but not critical.
Mastery
of Pain (unique) -- increases
your chance of getting a critical hit when you hit with a melee
attack. Very useful for the combat Nightshade, since we hit quite a
bit and get critical chances on both strikes. I recommend at least
level 2. Synergy with Dualist's Reflexes (more hits total + higher
chance of critical = many more critical hits). Requires Aug Dex 2.
Wild
Arcana (unique) -- gives you the
ability to critical with any
duration-based debuff or DoT that you fire. This includes your
Enervating debuff, the Strength debuff component of the disease
poison (at least), your DoT poison, and any charged or procced DoTs
or debuffs you might have on your equipment. It should also work
with the two new Alchemy poisons as well, since they are duration
based. Another must-have ability for combat Nightshades. I
recommend level 1 at the very least, just to get the chance of a
critical. Requires Aug Acuity 2.
Mastery
of Stealth (unique) -- increases
your speed while stealthed. The speed increase is minimal (15% at
level 3) and not very useful, while the cost is very high (19 points
at level 3, assuming you have Aug Quick already). I recommend
against getting this ability. Requires Aug Quick 2.
Dualist's
Reflexes (unique) -- adds to
your percentage to dual-hit. Since Celtic Dual is heavily
level-based, this helps quite a bit against high-level mobs, and
boosts your damage considerably against RvR opponents. When you
have Aug Dex already (for Mastery of Pain), the lower levels of this
ability are very cheap. Synergy with Mastery of Pain (more hits
total + higher chance of critical hit = many more critical hits). I
recommend at least level 2.
See
Hidden (unique) -- allows you to
see all non-assassin stealthers much more easily. Can be defeated by Camouflage,
which is available to most if not all of the non-assassin Stealth classes.
Non-assassin stealth classes also have the option of True Sight, and most of
them get it. I recommend against this ability for the combat Nightshade, since
it is expensive and only gives you a slight advantage in certain limited
circumstances. It does nothing to assist your normal detection (although there
are rumors to the contrary) and does nothing to help you in combat. UPDATE: This ability was altered in the 1.62 patch to lower the range at
which you can see enemy non-assassins. The higher their Stealth, the closer you have to be to see them. Now I *really* don't recommend it.
|
Realm Abilities - Active |
|
First
Aid -- allows you a non-combat
instant heal every 15 minutes. The heal is limited, but gets better
as you go up in ability levels. I recommend against this ability --
it is too expensive and is hard to use in a fight (where you need it
most). Made redundant by any friend with healing ability.
Avoid
Pain (unique) -- gives you a
melee damage absorption boost for 60 seconds, depending on level,
every 15 minutes. One of the few timer-based abilities I would
actually consider, but I have no direct experience with ability.
However, since our absorption starts so low (10% for leather), you
would have to max this out in order for it to have a noticeable
effect -- which is really, really expensive. I recommend against
this ability. Requires Aug Con 3. This is a unique ability, but the
Warden Bladeturn is more effective and fills the same role. Also,
enhancing your Evade gives a better return at all levels. UPDATE: Two of my fellow Nightshades have tested this ability. They recommend at
least level 2 of the ability to see a noticeable effect, and the ability does help somewhat.
Whirling
Dervish (unique) -- boosts your
dual-hit percentage by 5% per level for 60 seconds every 15 minutes.
I have no direct experience with this ability. It appears to be
essentially worthless since you can get a cheaper, almost equivalent
boost from Dualist's Reflexes that works all the time. You might
consider this ability if for some reason you need to hit with both
weapons 100% of the time, but the cost and limited usage puts this
ability in the "not recommended" category. Requires Aug
Dex 3.
Bladedance
(unique) -- gives you a pbaoe every 30 minutes. I have no experience
with this ability. There is no information that I know of on what
kind of damage it does (physical or magical), nor how much damage it
does (apparently it scales by level), nor whether it pulses or is a
single blast. Given the cost and the timer, my guess is that it is
pretty strong. Bladedance was apparently tweaked in the 1.50
timeframe to make it more effective. I would consider this at high
realm level (RR 7 or above). Requires Aug Dex 3.
Hail
of Blows -- this ability boosts
attack speed for 60 seconds every 15 minutes, while still obeying the
attack-speed cap. I have no direct experience with this ability.
However, it seems really, really unnecessary for a Piercing
Nightshade -- a Blades Shade might consider it. Its limited usage
also lowers its value even further. I recommend against this
ability. Made redundant by the Druid Haste buff, which enables a
Piercing Shade to pretty much cap out anyway even with the slowest
weapons. Requires Aug Dex 3.
Second Wind -- gives you a 100%
Endurance recharge every 15 minutes. I have no direct experience
with this ability. While it appears useful, it is quite expensive
and requires Aug Con 3 (although you should have some Aug Con
already). I'm on the fence on this one -- perhaps at high realm
level. Synergy with Tireless and Long Wind will make you a world
champion runner. Made redundant by the Bard End song.
Rain of Fire/Ice/Annihilation
(unique) -- adds 5% magical damage per level (2dps?) for 60 (?)
seconds every 15 minutes (see the 1.50C patch notes). There is very
little information on these abilities, and I have no experience with
them. It is fairly certain that they are subject to resists,
however, which limits their usefulness. The best approach would seem
to be to get all three at the same level and use them one at a time
(they apparently do not stack), or pump one all the way up. Overall,
I think the expense is too high for the return. I recommend against
getting any of these three skills.
The Empty Mind (unique) -- a 10%
per level across the board magic resist buff that lasts for 60
seconds and is on a 30 minute timer. I have no experience with this
ability. Extremely expensive, but it could keep you alive when it is
absolutely critical that you do something under fire. It is unclear
whether or not this buff is subject to resist caps or not. My guess
is that it is not, since it would then be mostly useless.
Purge
(partially unique) -- clears your character of all harmful effects,
up to and including rez sickness, mez, poison, and stun. Highly
useful in critical situations, it is on a 30 minute timer. This is
the only timer-based ability that I consider a must-have for combat
Nightshades. Get it as soon as you can, and bind it to a key that is
easy to reach. Made partially redundant by the Druid Group Purge
realm ability and the various de-mez spells, cure poison, cure
disease, etc. However, since Purge removes all effects instantly and
is under your control, it is much more effective at keeping you
alive.
Viper
(unique) -- doubles your DoT poison damage for 30 seconds. This is
our class-specific realm ability. It affects ALL DoTs procced in the
time frame. Viper is very powerful, and can turn the tables on the
strongest opponent, particularly if you get a DoT crit from Wild
Arcana. Even so, the ability is expensive and is on a 30-minute
timer. A note -- don't trip Viper until you have a DoT actually
running. This avoids Viper wastage if the poison is resisted.
|
Sample Realm Ability Specs |
|
An example balanced realm ability
spec would look like this (in order):
Purge (10 points)
Aug Acuity II (4 points)
Wild Arcana II (4 points)
Avoid Magic II (4 points)
Aug Dex II (4 points)
Mastery of Pain II (4 points)
Dualist's Reflexes II (4 points)
Aug Quick II (4 points)
Dodger I (1 point)
Toughness I (1 point)
Aug Con I (1 point) (5L1)
An all-out offense spec might look
like this:
Viper (14 points)
Aug Acuity II (4 points)
Wild Arcana II (4 points)
Aug Dex II (4 points)
Mastery of Pain II (4 points)
Dualist's Reflexes II (4 points)
Aug Str II (4 points)
Toughness I (1 point)
Aug Con I (1 point)
An all-out defensive spec might
look like this:
Purge (10 points)
Avoid Magic III (10 points)
Aug Con II (4 points)
Toughness II (4 points)
Aug Quick II (4 points)
Dodger II (4 points)
Aug Str II (4 points)
Again notice that the emphasis is
on passive (always-on) skills, and no skill is taken very high
because of the extreme cost of the higher levels. Again note that
the expensive RAs are purchased first, when the points are quick to
come.
|
Equipment |
|
With the advent of Spellcrafting,
most discussion of weapon and equipment drops is pretty academic.
However, there are still some things that will give you and edge and
make your life a little bit easier.
Having
Spellcrafted equipment is almost always better, even at 98 or 99
Quality. The major advantage of
Spellcrafting is that it allows you to choose your own buffs and
tweak them to your satisfaction. It doesn't really matter that much
if the equipment is not 100 Quality, especially since 100 Quality
items are enormously expensive (they generally require a large number
of retries). 98 or 99 Quality is generally adequate, and you can
eventually get 100 Quality equipment as you make more money over time
in the game. Spellcrafting is cheap (especially at normal levels),
so don't worry about having to re-do your equipment -- just get the
money together and get the best you can.
The flip side of this is that a
few drop items in the game are better than even the most
overcharged SC item. When you get a new drop, check it out and put
it through one of the various SC calculators available. If it is a
way-overcharged item and is not a weapon, hang on to it and
see if you can work your other items around to compensate, even if it
means getting new player-made items (which gives you another chance
at a 100 Quality...). If it is a weapon, check and see what the proc
is and decide if you want to use it, keeping in mind that only DoT
procs benefit from your Wild Arcana realm ability. With the new
random items, you can always hold out the hope that your perfect
weapon is out there.
There is a trick you can pull with Envenom that will help with your SC template. It turns out that you need 50 Envenom to add a level 50
poison to a weapon, but you do not need your Envenom skill at level 50 in order for the poison to proc (only your character apparently needs
to be level 50). This means two things: a) you can poison any weapon that you can equip, including your friend's weapons and staves; and b) you do not need +Envenom items -- simply
make two cloth armor pieces (cheap and light) and SC them with +6 and +5 Envenom, then swap them on when you need to re-poison. Relatively
easy to use, and frees up SC slots on your armor for resists.
Get
Alchemist DoT procs on your weapons.
DoT procs are the best choice for your weapons -- they have
unlimited ammo, proc relatively often (with two weapons you will
generally get one proc per fight), and can get criticals if you spec
in the Wild Arcana realm ability. They will also re-proc if the
proc fires again, because they reset the timer of the proc. The
re-proc will only fail if the new proc is less powerful than the old,
which is exactly the behavior you want. Unfortunately, the only DoT
proc available from Alchemists is Matter-based, so be on the lookout
for good dropped weapons with different types of DoT.
Get
a high-quality round shield and tune it up with resists and a charged
dd proc. There are times where
you absolutely need the highest defense available, so you switch to
your shield on your off hand. With the right resists and a ranged
dd proc, a shield can turn you into a ranged light-fighter. I
started doing this with the the diamond-bought round shield from DF.
This allows you to hang out on the ramparts and nuke for a bit, get
some damage in on someone you can't immediately reach, or kill a
wounded stealther as he's trying to drop off the wall and retreat.
The dd proc should be a kind of damage that you don't normally do,
like Fire or Energy. The only caveat is that you have to be quick;
you only get one shot every couple of minutes with the dd, and you
can't have fired another charged item in the last two minutes.
Put
a charged DoT on some other item so you can use it in combat.
Sometimes you absolutely need the second DoT running, like in a
one-on-one fight against a class that can self-heal or use Ignore
Pain. You should practice closing in on an enemy, firing the DoT,
and then attacking. Again, you benefit from the chance of a Wild
Arcana critical hit, and will be almost certain to have at least one
DoT running unless your target Purges at exactly the right time (just
after your poison DoT hits). I was lucky enough to get a
Spellcrafted cloak before that particular hole was closed, so I have
an Alchemy Matter-based DoT on my cloak that I use. It could just as
easily be any other item, and a dropped item might have a different
damage type, giving you the possibility of three DoTs running at once
-- your charged DoT, a proc from your weapon, and your poison.
Find
items with charged buffs and utilize them.
When you are alone, it always helps to be buffed. There are several
items in the game that provide charged 10 minute buffs -- very useful
in a pinch, though they are expensive. Get them and keep them around
for when you need them -- the buff sticks even though you remove the
item. An example is the Song of Speed ring obtained from the Ixthiar
Creepers in the Vale of Balor -- it has a 5 charge +75 Dex/Qui buff.
Your Epic chest armor also has a useful shield buff.
|
RvR Tactics and Strategies |
There are surprisingly few formal
tactics currently utilized in RvR combat. DAoC combat is very fast
and highly unpredictable -- an environment that does not lend itself
to exploitation of tactics in the absence of training. However, some
useful techniques have been developed that can help you survive and
have an effect in RvR combat. These tactics are merely guidelines
from my experience; every situation is different, so you need
experience to learn where you fit in best. I gathered this
information simply to speed the learning process. There are several
types of actions that a combat Nightshade participates in:
Stealther Combat
Group on Group Meeting Engagements
Keep Defense
|
Stealther Combat |
|
This type of action usually occurs
at landmarks or chokepoints like milegates or gaps where roads go
through. The objective is to control the scouting on the chokepoint
so that enemy forces can be picked up as they leave their entry
points. Risk in these fights is high, but the reward is also high.
There are several techniques that you can use to keep yourself alive
in these fights and gain realm points.
Don't
go out unbuffed.
There is a lot of disagreement on this, but it really boils down to
this: your opponents are buffed, and you need to be too. That's
really all there is to say. If you are not buffed by a friend or
don't like buffbotting, go into combat with the realization that you
fight at a serious disadvantage. Your critical Druid buffs are
Dex/Qui, Str/Con, and Haste. Base buff priority is Con, Dex, Str.
Don't
go at an enemy stealther head-on.
Always try for the side attack and avoid his PA. Move around with
your strafe keys instead of running straight forward, and constantly
alter your direction of travel while stealthed. You will usually
have a second or two warning when you run across an enemy stealther
-- either be ready to hit them with your shout, or better yet /stick
them and unmask them with your shout while swinging around to their
flank. As an emergency maneuver you can simply turn sharply to the
side, wait for them to swing, then /stick and commence combat. The
important thing is to bust the PA and deny them their heavy hit.
Avoid fighting if there is any indication you are outnumbered.
In stealther fights, numbers matter more than anywhere else. If it is two-on-one
against you, you are almost certain to die, regardless of class. You might take
someone with you, but overall there is no benefit to going into a fight
outnumbered. Also remember that your stealth isn't that good as a combat
Nightshade -- if you can see them, they can see you. The second half of this
rule is that if you are alone, you are usually outnumbered, so ...
Don't
go into stealther combat alone.
All you are doing when you are out by yourself is handing the other
Realms more points. You can be fairly certain that their stealthers
will not be out alone, and that you will die if you get involved in a
fight. A Bard, one or two Nightshades, and one or two Rangers makes
an excellent stealth force. The Nightshades are your tanks, the
Rangers are your firepower, and the Bard allows you to move quickly,
get End song, get heals, and be rezzed when dead.
If you must be out alone (scouting
or whatever), don't fight unless you are absolutely positive your
opponent is by himself, or you don't have a choice. If you do manage
to win a one-on-one fight (which you generally will, as a combat
Nightshade), you must remember the need to ...
Keep
moving, especially after a fight.
You must keep moving. A static target is a dead target. If you
have just fought, everyone on the other side knows exactly where you
are, and someone is probably headed your way. This is not a
survivable situation regardless of how good you are. Get out, run
away, move, skedaddle, vamoose. Move to the other side of the milegate, across the road, to the opposite hill, anywhere but where
you fought. Don't go back for some time -- in fact, you may want to
keep an eye on your old position to see who shows up and relay that
information to any friendly groups roaming your zone. Even if you
must stay in one location to scout, move around and keep moving;
this makes it much harder for an enemy stealther to line you up and
PA you. Remember the old saying abouting being lost in the woods and
staying in one place so you can be found? You don't want to be
found! Keep moving! In fact, you want to keep moving even in
combat.
Stick
to cover when you can. There are
several ways in the game to detect a stealthed character, so keep
to the woods and bushes when you can to reduce LOS to your position.
On hills, you can use the branches of the trees to shield yourself
from view. In short, when you are stealthed act like you are not and
don't want to be seen -- it will keep True Sight from being
effective, and make it harder for other stealthers to find you.
Circle
Strafe in combat to disrupt your opponent and nullify his Evade and
other front-arc defenses. Many
players still do not realize this, but you can use your "Strafe" keys to circle
a target without losing your /stick. Those that do realize it remember that they
tried it when they were low level and it made them miss all the time. However,
strafing-misses in combat are just like many other detrimental effects in the
game -- it happens less often as you move up in level and skill. In fact, by
level 50 it happens so infrequently that it can be essentially discounted,
especially compared against the benefits you gain.
You see, all melee attacks and many spells require you to be able to see
your target. If you are circle strafing and they aren't /stuck to you (common
with healers and casters), you can always see them but they can't always see you
-- a very nice position to be in. If you are circle-strafing and your target IS
/stuck to you, you can manipulate them into facing away from your Rangers and
casters, thus removing their Evade and any other defenses that only work in the
forward arc (of course you lose yours as well, if there are any of their support
classes behind you). If you are both circle-strafing, it's hard to target both
of you and no one really gains an advantage. Also try to time your circle strafe
to avoid strafing at the exact moment you attack, which will further reduce any
misses due to maneuvering.
|
Group on Group Meeting
Engagements |
|
Delay
your attack slightly and use Stealth to avoid being targeted.
In the typical group-level meeting engagement, swing wide out to the
right or left, pause for a heartbeat or two, then go into Stealth.
What you are trying to do is a) attract targeting from enemy casters
and archers, and then b) ruin that targeting by going into Stealth,
forcing them to waste time re-targeting someone else. It also helps
you avoid being mezzed if you are separated from the group gaggle at
the moment of contact. Of course, this requires that you ...
Pay
attention while your group is on the move.
Use your camera to scan around the group at all times, and stay alert. About
half the time, groups get killed because they simply aren't paying attention --
an enemy group closes in from behind or the side, surprises them, and kills them
quickly. As the scout, part of your job is to keep an eye on all approaches,
swinging wide to look for stealthers and keeping the group from being ambushed.
Target
priority is healer, stealther, caster, tank.
If you are not assisting someone, swing wide, go into Stealth, spot
the enemy healer and go kill him. Most groups have only one primary
healer, and even if you die you occupy his time and stop him from
healing his teammates. Healers are priority targets because they are
also usually the primary buffers -- kill them and the whole group is
sharply reduced in effectiveness.
How do you find the healer? Look
for the fighter-looking type who hangs back and has a small or medium
shield -- that's your healer, more than likely. Healing spells are
also bright and very noticeable, so learn what they look like and
attack the guy making them happen. If you don't want to get close
for whatever reason, use your Nightshade dd to disrupt the healer
from a safe distance. If you must use your dd, it is helpful if you
hide behind a low hill, tree, or some other bit of terrain (including
a Firbolg); this hides your tell-tale casting effect, which is very
distinctive and very visible.
If you can't find a healer or
don't want to risk attacking the enemy flank, your next target is
incoming enemy stealthers. Your job in this case is to de-stealth
your targets so they can't one-shot your casters or distract your
healers. Don't worry about killing them so much, just make them
visible -- your casters and defensive tanks can take care of them
easily as long as they can see them. Marking an enemy stealther with
your shout is a good way to draw attention to them.
Your last priority targets are
casters and tanks. Attracting the attention of these classes in a
group-on-group meeting engagement is a recipe for suicide, so avoid
them and keep a low profile if you can. Since you generally initiate
combat a bit after the fight has started, you can usually avoid them
for a few seconds while they are busy with the rest of your group.
If the fight is going your way you can then sit on a caster and dd
him to take him out fo the fight, or move on the tanks to help your
tanks kill them more quickly.
If you are assisting someone, none
of this applies -- they are choosing the targets, you just follow and
use the /assist command to help them kill their target. Side attack
styles and debuffs are very useful when assisting someone. To make
this easy, build a macro like this:
/macro Problum /assist Problum
Every time you hit that, your
target will be changed to your lead tank's target (in this case,
Problum). That way, all melee is hitting the same target,
substantially decreasing the kill time.
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Keep Defense |
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Stand
back and to the side of the climb points when guarding them.
In short, don't get PAed defending the climb point. Move to the
side and wait for them to come up, then strike with Copperhead from
the side or another style that has a slow effect. They must face the
wall until they are all the way up, so they can't face you to PA.
Team
with a nuker or a Ranger to kill enemy stealthers.
By yourself you don't have the firepower to take out one climber -- they just
drop off the wall and run away, where you can't follow. Find yourself a Ranger
(preferred) or nuker to team with. The Ranger
stands on the wall a bit away from the climb point, Stealthed so that
he is difficult to see. When you pop the attacker's stealth with a
snare, the ranger begins firing. He should be able to get off 2-3
arrows, which is generally enough to kill the guy. With a nuker,
they have to stand back and run up onto the wall after the initial
hit -- normally, that means they have time for only one bolt or DoT
-- still effective, but sometimes not enough. A pbaoe caster is also
helpful, but it takes some careful coordination to get real damage on
the target, as the other side of the wall is far enough away that the
pbaoe is substantially reduced in effect.
Use
your nuke to drive off and interrupt casters.
Stealth, get on the wall, and move to an unexpected position. When a AoE DoT caster or a enemy nuker approaches, nuke them a couple of
times to drive them back and then quickly drop off the wall. You
aren't trying to kill them, just render them ineffective and push
them out of range. 3 or 4 Nightshades together can make a go of
killing a caster, but it is tough; usually it's best to nuke and
drop off quickly, then come back up for another try.
Use
your nuke to add that last bit of damage to assist one of your
casters.
You can tilt the balance of a caster shootout by nuking at just the right
moment. The enemy caster on the ground may think he has a chance one-on-one
against your caster; let him think that long enough to get into a fight and then
add your nuke to finish him. Remember, if there are several attackers nuke a
couple of times and then bail -- otherwise, you're just an AoE DoT target.
Don't
defend at the keep Lord.
You
would be shocked at how many juicy targets get left undefended when
attackers rush the Lord. If the door is going down and your folks
aren't defending the walls, drop down outside in the rear of the keep
and swing around to the gate. This works best with multiple
Nightshades so that you can kill resting or damaged people very
quickly. If you are very successful, you can even regroup and attack
the rear of the Lord assault team, going for healers and rezzers.
Otherwise, kill what you can outside and in the courtyard, then
retreat and head for a rally point. There is no point in dying at
the Lord when you are way outnumbered, but with a little sense you
can still get some good realm points and live to fight again.
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Author |
Aetius at guardiansofvalor dot com
Guardians of Valor, Tristan
Guide version
1.1
DAoC
version 1.62 |
45744
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