News:

SMF - Just Installed!

 

[Da RIFT FORUMS] [ENG] 61mm Guide

Aperto da Shaffer, Maggio 21, 2013, 08:43:33 AM

Discussione precedente - Discussione successiva

Kidon

Citazione di: "Hardrill"a me serve che non ho capito nulla , io con l'inglese non ci vado per nulla daccordo

Qui trovi le build per chi inizia a giocare (lvl 60 richiesto ovviamente)

http://www.os-gaming.com/forum/viewtopic.php?f=83&t=3799">viewtopic.php?f=83&t=3799

Mamma mamma ho il righellooooooooooooooooooooooooooo

Shilani

Si in genere qui si postano le guide in italiano, il copia e incolla non è esattamente utile, bastava un link a questo punto, inoltre cita sempre il post o l'autore della guida. Credo sia corretto nei confronti di chi si è impegnato e ha perso tempo a fare del theorycraft  :ciao:

Hardrill

a me serve che non ho capito nulla , io con l'inglese non ci vado per nulla daccordo

Shaffer

So, 61MM. This is probably one of the most-used rogue builds, but I see a lot of people who don't really know what they're doing with it, or just need a little help to bring their DPS up.

    Like the title says, this guide is focused on PvE. Some parts of it may be applicable to PvP, but be prepared to make adjustments where necessary.

    The Build and the Buffs

    There are two options when it comes to builds. They pull nearly identical DPS, but are slightly specialized for different situations.

    61 Marksman/10 Ranger/5 Nightblade is the first option. This build has a tiny bit stronger AoE (by less than 1%) and slightly better target switching, but will do slightly lower damage on a pure single-target burn. I recommend using this spec for dungeons and any raid boss where you switch targets (which is most of them). Thanks to Gery for finding this spec.

    61 Marksman/10 Assassin/5 Nightblade is the other choice. If you have particularly high crit power, then Ruthlessness is better than Murderous Intent with full raid buffs (without raid buffs, Ruthlessness isn't worth it). This spec is good for any fight where you can sit on one target and never stop attacking, ensuring 100% uptime on Magnify Pain. There are boss fights where this happens (like the important phases of Crucia), but they're relatively uncommon.

    For buffs, use Silver Tip Munitions and Static Shock Munitions. If you're using the 10 Ranger spec, use Predatory Instincts, as well.

    What about 15 Ranger?

    Not worth it. Ranger has a lot of passive damage bonuses, which stack additively with other passive bonuses. Because Marksman has a lot of passives already, this means that Ranger's passives are weaker than you'd think, and that lets Nightblade and Assassin pull ahead (particularly Magnify Pain, which is multiplicative with everything except Silver Tip Munitions).

    What about 5 Riftstalker instead of 5 Nightblade? They both give 10% AP/WD, and Riftstalker also gets you a teleport and some endurance.
    5RS is actually less DPS than 5NB due to the passive "Gift" bonuses that the souls give. Each point in Nightblade boosts damage by 1%, while each point in Riftstalker only gives a .5% increase (while also boosting endurance, resists, and armor). That being said, Riftstalker may still be worthwhile if you really need that teleport, or if you need more health to survive bursty raid damage.

    Priority and Macros

    Let's start by taking a look at the basic priority. I'll explain it more in detail afterwards.

    Finisher Priority: Rapid Fire Shot>Deadeye Shot (when standing still)>Hasted Shot (when moving)

    Non-Finisher Priority: Free Recoil>Strafe (only if Shoot to Kill is up)>Decoy>Empowered Shot>Swift Shot

    Quick Reload also figures into that, but it's a bit more complicated, so I'll talk about it more below.

    The one macro that you should absolutely have is fairly simple:

    #show Rapid Fire Shot
    suppressmacrofailures
    cast Rapid Fire Shot
    cast Deadeye Shot
    cast Hasted Shot

    This macro is going to be what you use for finishers the vast majority of the time. I do recommend having a separate key with just Hasted Shot to use when Rapid Fire Shot is overkill (IE if the target only has like 8k health left). You also want Deadeye Shot on a separate key for use in conjunction with Bull's Eye.

    Marksman's basic rotation is fairly simple, but all of the cooldowns you have make it a bit more complex to deal with. Just remember that your goal is to get as many Empowered Shots and finishers (especially Rapid Fire Shots) as possible.

    The fundamental rotation is Empowered Shot->Swift Shot x3->Finisher macro. However, after using Free Recoil, your next finisher will only cost two combo points, which lets you go Free Recoil->Finisher->Empowered Shot->Finisher, then go back into the standard rotation.

    Free Recoil is really the cornerstone of Marksman's rotation, so you'll want to pay close attention to it. Because it's not on the global cooldown, you can macro it into your builders and finishers if you want to simplify things, but you'll see some minor DPS gains if you separate it out for reasons the reasons listed in this post. It's up to you whether or not you want to go through that hassle. (Also take note of how you can "store up" for a double Free Recoil like I mention in that post, if you want to get really fancy.)

    If you do choose to use it manually, then make sure you use it the instant it comes off cooldown, unless you're in the middle of Strafe, if it's already active, or if you won't get to use a finisher before the 15-second buff expires. (The latter two will generally only happen if you're not attacking something or if you're AoEing).

    You also have four other cooldowns: Strafe, Bull's Eye, Decoy, and Quick Reload.

    Strafe does more damage per second than Swift Shot, and it also lets you regenerate all of your energy over its duration. Because instant finishers will cause your energy to slowly empty out, you'll want to use Strafe as often as possible to let it fill back up. Use it right after a finisher, let it channel as long as it takes to reach 100 energy, then use Empowered Shot and a finisher, even if Empowered Shot will take you past 5 combo points. It's also worth noting that you should NOT use Strafe at the very beginning of the fight-- wait until you've used at least your first finisher so that it's buffed by Shoot to Kill.

    Bull's Eye should be used with Deadeye Shot. If, for some reason, you're on a fight where you're never going to be able to stand still long enough to use Deadeye Shot, then use it on Empowered Shot or Hasted Shot instead.

    Decoy's damage is increased by Silver Tip Munitions, and it attacks the enemy you have targeted when you use it. If that enemy dies, it'll target a new one at random. Wait until you have three stacks, and try not to use it if the enemy you're targeting is about to die and it could switch to something that you don't want it to (for instance, using it during Zaviel's Power Core phase probably isn't a great idea). If you refresh this ability with Quick Reload, don't use it again until the first Decoy's duration is over, because it'll despawn the first one if you try to have two out at once. This ability is not on the global cooldown.

    Quick Reload resets the cooldown on all of your Marksman abilities. Ideally, you want to use it when Strafe, Decoy, Bull's Eye, Free Recoil, and Rapid Fire Shot are all on cooldown. Even more ideally, you want them to have been used as recently as possible, so that you can get more benefit out of it (for instance, use it right after you use Free Recoil and Rapid Fire Shot so that you get to use them again immediately). Within reason, though-- you don't want to sit on Quick Reload for thirty seconds waiting for Decoy to come back, just so that you can squeeze out a double Strafe.

    AoE Rotation

    AoEing as Marksman is simple. Use Sentry Battery, then use it again, then interrupt the second Sentry Battery with Chain Destruction when your energy drops below 50. If you can't get a good lineup on mobs, then just spam Chain Destruction instead of bothering with Sentry Battery.

    Lightning Fury can also be worthwhile if there are other people doing physical AoE damage.

    If you're going to be single-targeting on the next pull, it can be worthwhile to store up 5 combo points for the next fight before killing the last mobs, so that you can get Shoot to Kill up right away.

    Don't use Crossfire unless you need the knockback (and in general, the knockback is just going to annoy the tank. And don't use Fan Out, period.

    Other Abilities

    Marksman has great DPS, but it also has incredible utility. Anyone can memorize a rotation, but knowing when to interrupt, purge, or knockback makes the difference between a good DPS and a great one.

    Deaden is an interrupt. It's pretty obvious what to do with this. It also silences mobs if you interrupt them with it, which will cause casters to run towards the person they have aggro on (ideally the tank). If you use this to help the tank gather up mobs, they'll love you forever. There's also a few bosses that cast spells when the tank might not be in range to interrupt themselves (like on Tzul after the purple bubbles), so backing him up on those can save the group.

    Repelling Shot and Crossfire don't see much use in dungeons. I mostly use them when the tank dies on trash and we're trying to kill the mobs before they finish off the rest of the group. They're also useful if the tank loses aggro and stuff is attacking the healer, but be very careful where you're punting enemies. Lastly, in extreme circumstances, you can use these to save the tank's life if he's about to die, because mobs obviously stop hitting him for a few seconds while they run back into melee range, but don't do that unless you're certain he'll die otherwise.

    Eradicate lets you remove enemy buffs. There's a couple of bosses where that's useful, like the last boss of Storm Breaker Protocol, but it also lets you remove some buffs from trash mobs. Defensive cooldowns like Healer's Covenant are well worth purging, but even damage buffs like Hellfire Blades or Electrified Munitions can be good targets if the tank is squishy. For instance, I make it a habit to purge the archers in the first pulls of Golem Foundry if the tank has under 45k health.

    On the Double and Retreat let you move around faster. Not much to say here. If you use Retreat while On the Double is active and you're holding forward, it'll jump you straight ahead instead of backwards. It'll also do this sometimes if you do it while in the air, although that one isn't always reliable.

    Strafe makes you immune to stuns, roots, and snares while it's channeling. This generally doesn't matter, but there may be boss encounters in the future when it does.

    Static Shot lets you root mobs. Usually, this just makes life harder for the tank if you root them outside of where he's standing, but you can also root mobs that he doesn't have aggro on while they're standing next to him. Just as an example, if mobs are attacking the healer, I tend to use Repelling Shot->Static Shot to knock them into the tank, and by the time the root wears off, he'll have threat on them.

    Barbed Shot does more damage than Swift Shot if the target is moving for most of its duration. You can make use of this on a handful of fights, like the first boss of Unhallowed Boneforge during his charge phase.

    Karuul Alert

    If you're using Karuul Alert (which I cannot possibly recommend strongly enough), try using this alert set:

    Code:

    Bull's Eye;1;T;player;2;T;F;F;Bull's Eye;A6A894B27DC2CE464;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\headshot2.dds;759;834;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;91;F;0|Ebon Barrier;1;T;focus;1;T;F;F;Ebon Barrier;none;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\voidknight_ravenous_defence_01.dds;759;781;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;6;F;0|Lock N Load;1;T;player;1;T;F;T;Lock N Load;AFC8D7AE9186375AD;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\hit_and_run.dds;653;834;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;6;F;0|Free Recoil;1;T;player;2;T;F;F;Free Recoil;AFD0534C9832321D2;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\tempest_brace.dds;706;781;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;91;F;0|Silver Tip Munitions;1;T;player;1;F;F;T;Silver Tip Munitions;A7147DF74736D7981;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\mortalshot1b.dds;527;335;192;192;4;0.5;;CENTER;1;;1;1;1;30;T;F;CENTER;30;T;6;F;0|Decoy;1;T;player;2;T;F;F;Decoy;AFD215774932E426E;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\tempest_physical_training_z.dds;812;834;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;91;F;0|Quick Reload;1;T;player;2;T;F;F;Quick Reload;A6AE6E2962AA2FB6E;0;1;F;F;0;0;Rift;Data/\UI\ability_icons\quick_reload_a.dds;653;781;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;91;F;0|Strafe;1;T;player;2;T;F;F;Strafe;AFEE7DE52AE4567AC;60;1;F;F;0;0;Rift;Data/\UI\ability_icons\strafe_a.dds;706;834;48;48;1;1;;CENTER;1;;1;1;1;30;T;T;CENTER;30;T;61;F;0

    This will give you alerts with the cooldowns for Free Recoil, Quick Reload, Strafe, Decoy, and Bull's Eye. There's also one that tells when Silver Tip Munitions isn't active-- delete that one if you don't want it, I use it so I know if someone is purging me in PvP. Lastly, it shows if you have a Lock N Load proc. You may need to move the alerts around, depending on how your UI is set up. Also delete the Ebon Barrier alert, I use it for the first boss of Endless Eclipse.

    Stats and Gearing

    I don't have any conclusive info on this, so please don't ask me. Archyface and Mayi have done some math on this, so check this thread for what they've come up with.

    Final Words

    If you think anything is missing from this guide, let me know. If you think I'm wrong, explain where and why. If you have questions, ask away.




Se serve traduzione in ita fatemi sapere!