Morphing designs Morphing materials. Alchemy designs Alchemy materials Alchemy work orders. Armorsmithing designs Armorsmithing materials Armorsmithing work orders. Cooking recipes Cooking materials Cooking work orders. Handicrafting designs Handicrafting materials Handicrafting work orders. Tailoring designs Tailoring materials Tailoring work orders. Weaponsmithing designs Weaponsmithing materials Weaponsmithing work orders. Any experience in a group will quickly demonstrate that no one pays attention to the icons; the Chanter should.
Especially in a mixed group of physical and magical DPS, positioning as a Chanter is crucial. Landing Mantras is a primary goal, while making sure to not stand in fire or cleave-range. Melee range on the enemy is a plus, but not always possible. Take those times as a respite, I guess: being in melee gives you even more work to do. Turns out that we need to be actively clobbering the enemy target to perform the second half of our buffing job.
Now, what makes our abilities timely? Most every Chanter special attack causes a debuff of some sort, but many are rather short-lived. The name of the game thus becomes debuffing the target at the opportune moment. Every DPS class has a few superiorly strong chain-combos that they execute with regularity. They all come with a sort of opening strike, perhaps from another chain that sets up a debuff of their own.
When the first instance of this occurs, line up the debuffs with the incoming chain and watch their pretty numbers fly. Once the Chanter has started his chain, watching the queues of the others becomes a mixed bag that is likely best ignored: on the one hand, waiting for allies to be ready will guarantee the big numbers, but likely sacrifice total debuff uptime.
Because you are unlikely to synch with a DPS at the optimal rate, I recommend maintaining your debuff rotation for maximal uptime until something else demands your attention spot-healing, Mantra swapping, movement of the fight, etc.
Defensive Debuffs are clutch, too: the Attack and Movement Speeds of the target can be reduced, saving your tank some pain and reducing the risk of losing a runner to another pack.
What does this mean for our healing capacity? We can heal a group through Elite mob grinding. We can heal a small team of friends through solo content still in the market for some company once Live hits, by the way — shameless plug is shameless, I know. Having the highest efficiency among all the classes for recovery and buffing magic means that in addition to grouping with others, the Chanter can effectively play alone when allies are not around.
However, Chanters have few attack skills that can defeat an opponent quickly. When fighting multiple opponents, the Chanter can encounter some trouble due to its attack power being low. Although this can hinder a Chanter, it can fend off multiple enemies in a short fight because of its healing capabilities. If the fight goes for to long, however, the Chanter is liable to run out of mana to cast heals It is generally good to equip a mace and shield in order to have the best defense.
However, at the right moment it may be beneficial to equip a staff to make use of the higher attack power when using chain skills. Group Play. Well, that's what I thought too, but then I saw the other chanter with celerity and was like????
Will keep that in mind. Thus far I've only played solo except for siege. My default is Invincibility, Revival and Celerity but I change Celerity to Hit if I'm on a mob that's going to take a while to get down. I also use Wind in the Abyss while flying BUT will switch to Celerity if I'm going to be running around killing mobs for a while and not in flight. I only use shield mantra for luna instances and when my group need to train mobs.
This mantra is useless most of time. Actually Wind Mantra at UA siege is a waste most of the time. If sieges were like they used to be then you would be correct but since it has turned into just killing a couple dragons and and AFK fest then your really putting up a mantra that is not really being used and most of us have a flight buff from the landing anyway. I guess if it makes you feel better you can have it up till you get to the fort but once you get there, your better off swapping wind out for revival.
I am sure the cleric in your group will agree. Landing flight buff goes away when you die. Not sure about other servers, but there are a lot of deaths on IS-A.
We have less than people at siege usually. Very few people still have the flight buff at the end of siege, and a lot of people seem to forget to buy their wind serums lol. So when their wings get clipped by mobs, they fall and then get jumped on by 20 mobs.
0コメント