segunda-feira, 18 de maio de 2020

Tempest of Set - Guia como jogar no level 80

Este guia é direcionado a jogadores que atingiram o nível 80 e desejam começar a fazer conteúdo de grupo PvE (masmorras normais, bem como ataques) com sua Tempest of Set. Não vou falar sobre PvP porque não jogo PvP.


-------- Introdução --------
The Tempest of Set é uma das três classes de sacerdotes, o que significa que sua parte principal é ser um curandeiro, no entanto, nenhum dos sacerdotes deve ser interpretado como um curandeiro, isso é incrivelmente importante, pois os curandeiros no AoC funcionam de maneira diferente dos outros jogos, todos suas curas não farão muito se a luta durar muito tempo quando os curandeiros não ajudarem a causar dano.
Portanto: nenhum grupo precisará de um curandeiro que não use feitiços de dano, mas também não precisará de um curandeiro que não use feitiços de cura.
Para encontrar um bom local entre a cura e o DPS, ele precisa de alguma experiência, que você ganhará facilmente ao jogar sua aula por tempo suficiente.

Além da cura, o ToS é um ótimo suporte para os usuários de mana e para impulsionar o DPS geral do seu grupo com magias que aumentam seu dano mágico e classificação de combate e agrupam buffs de sanguessuga e restauração de mana.


-------- The feat trees --------
Generally said, there are two main specs a ToS can use:
NOTA: Obviamente, você pode alternar alguns pontos conforme desejar, esses modelos de façanhas são apenas uma idéia básica da aparência dessas especificações! Troque pontos se achar que alguns talentos não são necessários ou estão faltando!

Então, onde você usa essas especificações? Simples. Você pode usar o Aura / Bubble spec for almost everything, T1, Khitai HM, T4 or T5, essa é a forma mais básica de uma especificação de ToS e é útil em todos os lugares, pois você tem todos os feitos importantes que todo encontro no jogo precisa.

o Fangs spec is mostly used whenever there are really hard hitting melee bosses, Fangs of Set used in the right moment can save a tanks life or make boss fights like the last one in Wyrm a lot easier. Additionally, I tend to use this spec in case I am the only healer in a 6 man group since it makes healing tanks (even if they are not that good geared) a lot easier.
-------- A maioria dos feitos importantes em detalhes --------
Nesta seção, examinarei os feitos mais importantes e os explicarei com alguns detalhes sobre como eles funcionam ou quando é o melhor momento para usá-los.

Passivos e diversos
Growing Storm
This feat allows you to spam your blue heal as much as you want if you keep this stack up (pls don’t spam blue heals, it’s useless :wink: ), with each stack it reduces the mana cost by 25% which will save you a huge chunk of mana during a fight since Storm Field, Charged Blast, Call Lightning and so on will all give you 1 stack whenever they hit an enemy.
Ether Absorption, Coalesce Ether, Blood Mana
Mana leech. Lot’s of it. Mages and PoMs will love you for having it. Ether Absorption is a magical mana tap passive only for you, Coalesce Ether is a magical mana tap passive for the whole group, melee hits have a chance to restore additional mana points. Blood Mana is a magical mana tap boost. Try to use it whenever a mage activates his critcal buff from spellweaving, that way you will keep their mana up all the time (more damage equals more mana leech), or just use it whenever you are running low on mana.
Set’s Life Spark
Self Ressurect with a 30 minutes cooldown. Not much to say about it. Besides being generally useful this will be your only spell to reduce your aggro :wink:
Force of Lightning
The target you select and enchant (as well as all players near that target) with this spell will gain Armor and Spell Penetration which basically makes them ignore some armor and protection to deal more damage.
Storm Blood
A bubble that makes you invincible against electrical damage (and restores a little bit of mana), it also disables all your selfrunning damage spells like Storm Field. Mostly used in T4 at the Entity to kill the Commanding Death things, other than that it can help in situations where you get aggro or need to disable your selfrunning spells (like in Scorpion Caves unchained if you get targeted by the toxin)
Power of the Serpent Ring
This is your little helper to make your life in a lot of situations easier. You need to hide from a magical AoE? No, just activate this bubble right before the cast ends and stay where you are. You want to avoid a group wide stun? Activate this bubble. You want to resist a nasty DoT? Guess who will be the only one in the group without this DoT? There are many situations where you can use this bubble, I can’t list every single one here, it would be too many, just test a little bit and you will find out where you can use it (and in case it does not work, you still got your self resurrect).
Serpent Transmutation
As cool as it sounds, it sadly does not transform you into a cool looking snake :frowning:
Like some people like to say, it’s the “Oh Sh*t!” button whenever you are about to die. It’s a bubble that increases all your resistances to 133%, you heal from taking damage. In case of melee attacks: make sure to activate this bubble before the enemy starts to hit you, otherwise the damage will still go through (thats the problem with resistance increasing bubbles unlike damage deflection bubbles like the PoM has), your bubble will be on cooldown and you will still be dead.
Thundering Voice
Interruption spell, it’s needed for T3 and can be generally useful to interrupt hard hitting trash mobs.
Empowered Life of Set
Every time you use your blue heal you will get a buff that adds more damage to any of your next spells, this also translates to all your team members (and pets as far as I know) that get hit by your blue heal -> some more damage for everyone.


Damage spells, damage buffing
Storm Field
Your bread and butter of damage, spamming Lightning Strike is a common tactic by many unexperienced ToSes but extremely ineffective when compared to using Storm Field. The main benefit of it is that you can actvate it and do damage while doing other spells or generally being mobile. With the feat tree I posted above you will have extra critical rating on it AND it will be cast faster than normal, keep this spell on cooldown whenever you are fighting! (Later in this post I will explain Storm Field more in detail!)
Aura of Nebthu
Secondary Storm Field! Well, almost. It’s a more hard but slower hitting version with a longer cooldown. Wait a few seconds before activating it so that the tank can grab aggro. If you think the tank locked aggro then keep this spell on cooldown.
Storm Crown
Another Storm Field! Okay, let’s say it’s Storm Field’s little brother. The main purpose of this spell is not the damage, it’s really low. The main use of this spell is the debuffing, damage increase and mana restoration that you and your group gets.
You will gain a little bit of magic damage and combat rating (the combat rating is not important for you) when having this feat active, however, all other group members will get additional little electrical damage hits for every melee hit they do. These hits can crit too and make DTs very happy. And on top of that all, each melee hit has a chance to restore some mana for every mana user in your group (even melee Necro pets can trigger all these effects!). Keep this always on cooldown!
Call Lightning
AoE damage around the target you attack, increases your base spell damage a little bit.
Column Lightning
Long cast time but strong damage, it also applies a little DoT which is really nice to have on the boss since it adds some more DPS. Can be used while having Storm Field active.
Charged Blast
Quick damage spell which should be kept on cooldown all the time, is not blocked by Storm Field.
Fury of the Elements
Instant AoE spell (around your character) which hits for quiet some damage, the cooldown is a little long.
Triumphant Life of Set
This buff adds damage to your blue heal, whenever you use it your enemies around you will take some damage once the cast finished. More damage potential, always nice to have.
Idol of Set
Just as Storm Crown, this little stationary idol will grant lots of benefits to players near it:
The idol itself will deal some damage to targets nearby, it’s not much but at least something. The targets it hits will be cursed by Resonance, this will make each melee hit / spell hit done by any group member deal additional damage in a range of 260 - 320 electrical damage (depends on gear and debuffing). Everyone that stands near the idol will get a buff from it which increases their magical damage and combat rating even further, each melee hit has a chance of restoring mana again.
And lastly, you will get a stack of even more magic damage for every team member or pet that is nearby the idol, this buff goes up to 6x and increases your magic damage by almost 100.
So: always stand near it or place it where it is needed the most if you can’t stand at the same location all the time and keep it on cooldown!
NOTE: After placing the idol it may take a few seconds (approximately 3 - 4) until you get all the effects, keep that in mind before using all your nukes instantly!


Debuffs
Curse of Set
Probably the best elemental debuff in the whole game. It got a huge radius, low cooldown and applies a elemental ruin effect (-15% elemental resistances) to all targets in it’s radius. Additionally, every melee user has a chance to get a combat rating buff when hitting a cursed target.
Lightning Sparks
Of course, this spell does damage but it’s really slow, I mainly use it as a filler when all other things are on cooldown or as a quick single target debuffer (-10% elemental resistances). You don’t need to wait until the whole cast finished to apply the debuff, you can roughly interrupt the spell right before the first damage number pops up in order to debuff the target.


Healing
Vital Shock
It’s a single target spell that will restore some health, mana and stamina to all allies near the target it hit, the healing can also critically hit. Use this whenever the tank starts to get damage and needs some quick refreshment.
Sadly, other than this spell you only got your standard healer spells, nothing else.
Fangs of Set
Ok, this one is not directly a healing spell but I often use it when solo healing (or where hard hitting bosses are) since it increases the targets miss-chance by 90% and lets the tank avoid some serious damage if timed right and used in the right situation (look at the healing part of this guide). Remember that it only works for melee attacks (most melee attacks, there are special ones that are not affected by Fangs of Set).
Once the target gets affected by Fangs it will gain an immunity against it and similar feats (BS Bewilder or DT’s Warped Dread) so make sure not to waste it or block it in unnecessary situations as it can save fights.
Also: The spell got a very tiny AoE effect, if two enemies stand next to each other very closely you can affect both with Fangs!


Other useful spells
Eye of the Storm
I guess this is more something for PvP but for PvE it’s basically another magic damage buff. If you know you don’t need to move for the next 20 seconds you can activate this spell as it will make you extremely slow and makes escaping really hard.
Glorification of Set
A group wide protection spell, buffs all (magical) resistances by almost 1000 points, save it for AoE damage to shield all members from some damage or for the tank in case he gets low on health at magical bosses.
Condemnation of Set
Basically the same but stronger and only against holy damage, generally useful in T3 and sees very little use outside of that since not so many bosses use holy damage.


-------- Storm Field - Your most important spell --------
Why use Storm Field over Lightning Strike, when Lightning Strike does more damage? Many unexperienced ToSes might ask this question and it can be answered very easily:
When spamming Lightning Strike you can’t really use your other spells. You either lose DPS because you can’t use Lightning Strike when casting heals or debuffs or you can’t use your healing / debuffing spells while using Lightning Strike.
Another problem Lightning Strike got is that the spell itself does not have any real synergies with other spells, unlike other classes, take Shock Strike from Demonologists for example: they stack up to make a spell instant and make some spells cost no mana, therefore it’s a vital part of a demonologists spell rotation. A PoM can do similar things with his Smite spell, the ToS however got no real benefits from using Lightning Strike.
Now let’s take a look at Storm Field:
It’s a self centered AoE spell that deals damage automatically every 2 seconds to enemies near you whenever this spell is running. The damage is roughly half of what Lightning Strike does BUT now you will be able to use all other spells besides Lightning Strike.
Let’s say you use Storm Field and Lightning Sparks, this results in the enemy taking roughly the same damage as if you were using Lightning Strike (Strawman gets ~1400 damage from Lightning Strike and ~1400 from Storm Field + Lightning Sparks) but in the end the enemy gets additionally debuffed from Lightning Sparks. This way of “combining” spells opens up a lot of ways to increase your DPS and your overall flexibility since you are not limited to chose between damage or healing / debuffing, you can basically do both at the same time.
Other benefits you get from using Storm Field:
  • Storm Field got increased critical rating from your feat trees
  • It can hit enemies around you, Lightning Strike can only damage targets around your initial target (AoE damage around it)
  • You are mobile, you can move as much as you want, Storm Field will continue to do damage as long as the spell is active
Due to Storm Field’s flexibility making a strict rotation like many classes got it is really hard and not really needed since most of the tim you will need to adapt to the encounter you are fighting but I will talk later about that.


-------- AA Talents --------
General
Pressing and Decisive Strikes to boost your critical damage and critical hit rating, you won’t really need any other perks.
Archetype
Steadfast Faith and Celestial Gaze. First one is important for Khitai dungeons, it’s used to remove ruin effects, Celestial Gaze is a frontal cone healing that shouldn’t be use before you get at least 1500 healrating, otherwise the mana consumption won’t be worth the healing it does.
Since Celestial Gazes does not occupy a AA talent slot you can use the critical hit and healing buff for your big heal for your second slot.
All the passives on the left side are nice to have, 5 seconds less cooldown for your big heal, 50% more self healing from your blue heal, 5 seconds longer green heal and so on.
Class
Idol of dark Rejuvination, another idol spell, this time it wont buff your damage, it will become a very powerful stationary healing spell after the stack you get from it reaches 4x. Even with 0 healrating it heals almost as much as your big heal does. The only big downside: It’s stationary. If the tank moves out of it you wont be able to heal him with this idol. I would actually advise you to train this talent first since it has greater potential to save team fights, additional healing is always nice to have, especially tanks will be thankful if they don’t have good gear yet!
Coiled Serpent, strong channeling damage spell that deals damage to all enemies nearby the target. Really great damage spell and it burns mana which can be useful in T3.
Improved Charged Blast, makes your Charged Blast have a lower cooldown, really useful to have this spell ready all the time since you should keep it on cooldown most of the time.
Obviously, you should train all the passive feats, like protection, damage increase on spells and so on but the ones I listed here should be your first priority since they will make a very big difference in damage and healing.

-------- Rotação --------
A rotação ... bem, esta é uma questão complicada para ser honesto. Alguns ToSes que eu vejo aleatoriamente começam com qualquer feitiço e continuo usando-os em uma ordem aleatória e posso entender o porquê: Não há rotação rigorosa como um BS ou PoM ou qualquer outra classe, existe muito espaço livre sobre qual feitiço você pode usar, mas como orientação geral: Buffing / debuffing antes de danificar!
Isso significa que você deve priorizar suas magias de bônus antes de usar todas as magias prejudiciais para maximizar o dano adicional que você pode obter de todos os seus buffs.

Então, de um modo geral, começo brigas assim:
  1. Healing Lotus
  2. Life of Set
  3. place Idol of Set near the position you and most of the other group members want to stay (right after the tank pulled, not before!)
  4. activate Storm Crown
  5. activate Storm Field
  6. Curse of Set
  7. Call Lightning
  8. Aura of Nebthu
  9. Fury of the Elements
  10. Charged Blast
  11. Life of Set
  12. Lightning Spark
  13. Charged Blast
  14. Column Lightning
  15. Healing Lotus
Essa é apenas uma idéia geral de como seria uma “rotação”. Eu nunca uso o mesmo, pois todos os encontros têm janelas de tempo diferentes, portanto, você precisa improvisar e pensar com antecedência.
 Na maioria das vezes você estará no alcance corpo a corpo, que é o alcance mais eficaz, todos os seus feitiços principais(Storm Field and so on) have a rather short range (when compared to other spells) so they pretty much force you to stand near the boss.


-------- Spellweaving --------
On level 50 you become able to use Spellweaving, it will make you stationary and become stronger over time but also weaker in terms of defenses.
Spellwaving itself grants you buffs that become stronger with each stack it gets (the longer you spellweave the more stacks you will have), ranging from critical hit chance increase on certain spells to more AoE damage and so on.
Eventually a bar will pop up where you can choose one of 5 different buffs, the most important one here is called Overload. This buff will make lots of your spells take longer to cast (25%), however, your Base Spell Damage will be buffed by 50% which will make all your spells deal a lot more damage than before. The longer cast time is something that can be really annoying and can reduce your overall DPS a lot but there is a little trick to bypass this a little bit, for example:
Storm Field normally takes 1.5 seconds to cast, with Overload it would take 2.3 seconds. However, if you start to cast Storm Field and activate Overload right before the cast ends, you will get additional damage for the first hit without having to wait for the longer cast time. You effectively saved some uptime of Overload and cast a few spells faster. This can be done with all spells but is mostly useful for Storm Field, Column Lighning, Aura of Nebthu or Call Lightning.


-------- Healing your group as a ToS --------
As a ToS you don’t have that many healing spells and options, due to the high amount of damage buffing and mana restoring you are limited to the very basics of healing spells, namely the Green Heal, Blue Heal and Big Heal. The user Piankhi made a really great post on how these basic healing spells work since they are the same for all classes. If you are unsure how these spells work you should really check his guide out:

Nenhum comentário:

Postar um comentário