fant0m’s Havoc Leveling Guide (Spec Breakdown Included)
5) Remember to get out of melee range if you use a root! They can save your ass, but not if you keep standing next to what you rooted. You can root casters too, instead of getting out of range though you just run behind them, since rooted targets can’t turn, they won’t be able to keep casting on you. This is very useful pre 45-50, since the only CC you have is Storm Chains, but casters still hurt like crazy!
3) Use a CC, like Wicked Bolt (50+), Fiery Torment (45+, or 30+ after they change it), Hands of the Underworld (50+), or even Storm Chains. These accomplish the same effect as Shock spam, reducing your incoming damage. I would especially recommend going into CC mode when you see the “Empty Protection of Set” debuff on your char, because no matter how well you were tanking before, you’re about to die when you see that.
Before I get into the feats, remember that there’s no reason you have to see what you’re going to hit with your AOE to cast it. As soon as you click the button, left click on the ground to start casting, you don’t have to wait for the green circle at all (it’s fine if you deselect your target, of course). Also remember that AOE has no line of sight, you can cast it around walls.
Finally, pay attention to your Protection of Set debuff. You will NOT be able to tank anything without damage absorb in your shield. If you see the empty shield debuff pop up, react immediately. If your HP pot isn’t on cooldown yet, use one. This will not be enough to keep you up vs. more than 1-2 mobs (and not long against 2 mobs). Hopefully you will have CC that isn’t on cooldown or at least a stamina pot that you picked up. Spam your CC and start running. You won’t be able to get more than 1 AoE off vs. a decent group of mobs before dying, if that. Melee mobs do tend to be really bad at hitting you if you just run away from them, so using what stamina you have and kiting them around until your shield refreshes is highly recommended. You will probably HAVE to have an HP pot running to do this without dying though.
4) Use a longer casting spell. Chaos Blast (70+), Thunderclap (60+), Hellfire Stream, or something of that nature. The first 2 augment your AOE well, and it’s well worth it to slow down your SB/IoA spam to throw these spells in there. Hellfire Stream is more of a filler if you’re trying to kill your main target fast and Shock is down (after every other SB/IoA combo).
2) Use Shock. It helps to kill one mob as fast as aoc gold possible to keep the incoming damage low.
First off, I hate leveling with single target age of conan gold damage. We are an AOE class, we should use AOE. When I level, I spam health pots a *LOT.* They only cost about as much as you get from a single mob, and as every time you’re using them you kill at least 3 mobs, why not? I don’t AOE grind from level 1, but eventually you will realize when you have the power and spells available to you to start AOEing.
On potions and food. You shouldn’t need mana or stamina aoc gold pots, but health pots are a must. Stock up on around 40 of these every time you run low, and whenever you pull a good sized pack of mobs, use one. Wait until their hits take off initial HP for the burst of the health pot (a few hundred HP, depending on the pot level). DON’T wait until you are at half HP though. Every second you have that pot running is more HP gained, and more survival time. Especially if you are fighting a tough pull, waiting to lose much more than the initial burst of your pot almost always means death. I usually keep a stock of HP and Mana food (~15 each) and use them when I know I will be grinding or killing mobs for an extended period of time. Focus on food that adds a lot of total HP and mana food that adds a lot of mana regen. I only use stamina food that I find on the ground to save inventory space (it’s better than throwing it away, eh? And lets you sprint more).
Basically you should size up the area before you run in. Watch out for Archer/Ranger type mobs, they hurt a lot until you close into melee and they stop shooting arrows. The benefit of these mobs is their melee damage sucks, but once they start they don’t go back to arrows. Be careful of body pulling more mobs when you run in to do this though!
Hi, this is a guide I just wrote to instruct new Demonologists on which Feats I think are useful, and the order I think they should be invested. It starts off with a general Playstyle discussion, Feats allocation is covered in the second post linked here.. This build is for leveling purposes on a PVP server, with some PVP abilities thrown in as they become available. The main focus is AOE grinding and mana efficiency. There is some wiggle room, there are some points that you can get in different orders (at this time).
Sprint through the mobs (don’t worry about exhaustion, I’m never seen my spell get pushed back while exhausted) to round them up, pausing next to Archers so they follow you. Casters you unfortunately can’t do much about, so generally you will have to stop next to them and AOE down what you’ve gotten so far. Alternately you can range pull with either Shockstrike or Shockblast. Starting with Shockstrike means 1 mob will die fast, which lessens the damage you take.
1) Just wait, it’s only half a second.
If you want to pull more mobs after you’ve gotten situated, take the time to target them while SB or IoA is casting. Since they are ground targeted AOEs, there’s no reason you need to target any of the mobs you are killing. I like to pull with Shock or Hellfire Stream, though occasionally I will use Shockstrike for very far mobs, since it has the longest range of our spells.
Start alternating Shockblast (SB) and Inferno of Amber (IoA) as soon as possible. You will notice that because of a “flash” on the icons after their cooldown is up, you can’t cast SB with no downtime if you cast it, then cast IoA, then try to go back to SB. You have several options here.
Related Topics:
- Default Offhand % chance and how it works. Ok so I did a little test to mainly try to figure out the base offhand % as well as how the procs work. I did “/logcombat on” for 1,000 attacks worth and then uploaded it to the aocstats site. I kept dots out of the equation as I wouldn’t expect dot ticks to proc offhand chance anyways. My lvl 32 assassin currently has the feat Deft Blades 5/5 (improves offhand chance by +10%). I unequipped all items that added to +offhand %. Now I dont know how much offhand % dexterity gives but I imagine its not a whole lot considering the rest of the stuff dex improves isn’t a lot. But for the sake of this I evened it out to 200 dex by adjusting my gear. Including all attacks I made minus the dot ticks I did 1,000 attacks(I checked my log and it shows that snap kick can in fact proc offhand attacks) and there were 240 additional offhand attacks. Which means my offhand % is 24%. Now subtract 10% from feats and you get 14% and like I said, I’m not sure how much of the 14% is from dex. I know this isn’t solid proof of what the base offhand % is but from this I’ve concluded that the base offhand % chance is somewhere around 10% depending on however much dexterity adds to offhand chance. Sperate from this I also wanted to know how the procs work with combos and normal attacks. Well I looked at all of my offhand attacks in the log and it shows that offhand attacks CAN proc on each individual hit during a combo, not only the white attacks while youre cooking the combo but also the multiple hits you get when you actually finish the combo as shown here: Your Swift Strikes III pierces Grizzled Alpha Hyena for 92. Your offhand pierces Grizzled Alpha Hyena for 43. Your Swift Strikes III pierces Grizzled Alpha Hyena for 101. Your offhand pierces Grizzled Alpha Hyena for 47. This also shows though that the amount the offhand attack hits for has nothing to do with your combo’s damage. Instead its just treated as a normal attack that’s added onto whatever attack made it proc. Not only that but each time I got an offhand attack associated with a combos finishing attacks, my offhand would proc on every finishing attack. So as you can see here I was able to proc my offhand on 2 mobs while attacking them at the same time with the Grim Corruption II combo. Your Grim Corruption II pierces Captain Sylfest for 121. Your offhand pierces Captain Sylfest for 68. Your Grim Corruption II pierces Ship Crew for 171. Your offhand pierces Ship Crew for 93. Your Grim Corruption II pierces Captain Sylfest for 134. Your offhand pierces Captain Sylfest for 75. Your Grim Corruption II pierces Ship Crew for 188. Your offhand pierces Ship Crew for 103. This combo finishes with 2 attacks and as shown when you proc offhand on a combo finisher it applies it to each one of the attacks instead of treating each one like an individual chance to attack with your offhand. Cool stuff. I also came across a thread on the EU forums discussing this: http://forums-eu.ageofconan.com/showthread.php?t=42384 Originally I thought that the damage reduction in offhand procs was from people doing combos on mobs with directional shielding up. It was also suggested that with some combos your stance damage wasn’t being applied to your offhand damage when you proc an offhand from a combo. I tested this and this doesn’t appear to be true as with combos and white attacks my offhand damage dropped dramatically when not in poison stance. I’m not completely sure why you get a damage decrease when you proc offhand attacks from combo attacks, but I’ve noticed that when you attack a mob in a direction where it doesn’t have any directional shielding you can proc “big numbers”(these are numbers that show up larger on your screen as the damage listed above your target. they aren’t crits, but they do more damage) And in addition to your normal attack being a “big number” your offhand will be a “big number” as well. But with combos, when you attack a side with no shields and proc an offhand attack it never seems to notice the unshielded area youre attacking and treats it like you’re not attacking a vulnerable area, therefor, no “big numbers”. So my theory is that when you proc an offhand attack during a combo, your offhand incorrectly recognizes the targets shielding. I did another test to see if your offhand attack damage had anything to do with your actual offhand dagger damage. I tested this by putting a level 1 dagger with much less damage in my offhand. I was able to determine that your offhand damage is not based on your actual offhand dagger damage, but instead seems to be based off of your primary weapons damage. That’s all I have for now but I’ll keep it updated if I am able to find out anything else. Now if I could get a Funcom person to confirm this information (especially the base offhand %) that would be awesome.(and a sticky maybe?) This post is inteded as informative as well as inquisitive so if anyone has any input, suggestions, or corrections please reply!
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