Jump to content




  • Latest Donations
  • Top Donors
  • Donation Statistics
  • Upcoming Calendar Events
  • Recent Topics
  • Anonymous ( -- )

    12 July 2014 - 08:58 AM

Total Donation Amount - $0

There are no forthcoming calendar events
Collapse
Expand Collapse
Photo

40/36 Pyrochon


  • Please log in to reply
No replies to this topic

#1
Revyn

Revyn

    Advanced Member

  • Administrators
  • 408 posts

Copied from the Rift forums:

 

The build: http://www.rifthead....M0svtcch0hcocxq

 

The Setup
Use Archon synergy crystal. Archon provides +40sp, while pyro is +1200 flat damage to countdown. After extensive testing with both, the difference is rediculously insignificant and if you only have pyro crystal and don't have the stones to buy archon, you will never notice the difference. 

Predual a raid member to build 100 charge, 5 pillaging stones stacks, and searing vit stacks. Do this as close to raid pull as you can without slowing down the raid progress.

***Individual Spells***

Since most of your spells have a cast time, archon struggles with movement phases. Most fights you can easily stutter step out of the way, and only need 1 instant spell to give you enough time to dodge the mechanic (searing vit). During prolonged movement phases, try to refresh your auras / debuffs if the fight will last more than 5 minutes, and use countdown / flame bolt / inferno / that cinderburst you've been saving as they come off the CD. Otherwise, if you anticipate a large movement, do not prolong the cast time of flame bolt / countdown for more than a second or two.

Ashen Defense: Always have this up, typically the first spell cast since there will likely be more physical dps classes in a 10 man setting since a large number of casters will be on healing duty.

Crumbling Resistance: Second spell cast. Always remember to refresh these two spells.

3 Archon Auras: Refresh these as close to raid pull time as possible. Most GA fights can be killed in under 5 minutes which means you won't have to refresh your auras or debuffs at all if done properly. If you're low on dps and a fight lasts longer than 5 minutes, refresh your debuffs and auras during extended movement phases such as Salvarola's beam phase.

Illuminate: If you have a bard he should be casting this instead, however if you had to ditch your bard because you need extra purges for Kyzan ect, then always keep this up.

Burning Shield: cast this manually immediately after an instant cast spell. While the ability itself is OGCD, it does have a cast animation and will slow down your rotation if you use it after a hardcasted spell. Save it for burst incoming damage, or whenever IC is not on to provide a much needed extra 9 charge.

Cinderburst: Rediculously high damage spell. Biggest error is people immediately use up the cast. Due to the internal cooldown, it doesn't matter if you cast it right away or with 0 seconds left on the timer. Save it for an upcoming movement or stutterstep phase, or if there is an upcoming dps phase such as during kaliban's charge or extra stacks on ultane turrets.

Inferno: Manually cast this at high priority

Countdown: Should always be used on CD so long as the mob will live long enough for it to explode. Even with no combust stacks it's still more dps than fireball, and with three stacks it is significantly more dps than fireball. 

Searing Vit: This spell provides surprisingly close dps to fireball, and is always available for use which makes this your standard stutterstep movement spell.

Internalize Charge: Provides +19% damage. Costs 10 charge to toggle it on, and drains at a rate of 5 charge / second. Because of the initial cost of 10 charge, toggling this on for specific spells (especially cinderburst) is very bad. However, toggling it on for batches of your best spells is much preferable than simply building to 100 and draining it completely. More on this later.

Flarng power: Provides 15% AP/SP for 30 seconds, costs 50 charge to activiate, 5minute reuse timer. Unless there is a specific burn phase, it is usually best to use it right after putting up your debuffs, so that you have the option to use it again at the end of the fight if dps is low. 

Lava Field: Doesn't stack with Bard's Orchestra, so be careful to time your CD's. Use it as often as possible while trying to time it with other CD's such as flaring power and wild growth. Also hits decently hard by itself so try to ensure it hits the boss and the raid at the same time. *Warning* if you are using @gtae macros to cast on the boss, it is very possible that you are in range to nuke the mob normally, but out of range to use gtae, especially noticable on kyzan if he is directly across the room from you.

Heatwave: Reduces cast time of fire spells, and resets their cooldowns. Allows you to use an extra lava field, but also best timed during periods of no movement, and after your heavy hitters such as cinderburst, spark shower, and volcanic bomb have just been used.


***Relative DPS of spells (using math described above)***

Name.................................AvgDPS....... ............................DPS/Charge
Cinderburst........................36985 / (26417heatwave)........999 / 786 if toggled
Spark Shower....................25244................... ....................1683
Volcanic Bomb...................25070...................... ................1671
Countdown(3 stacks).........16251............................. .........1805
Flamebolt...........................15192......... .............................1688
Earthen Barrage................14583...................... .................972
Countdown(0 stacks).........14186............................. ..........1805
Fireball...............................13019 / (15623 heatwave).......867 / 1041heatwave
Searing Vit..........................11916................ ......................1324
Neural Prod.........................7541................. .......................837

combust stacks...................314dps


The list above is the average dps you can expect, this includes cast time variations and crit rate differences for fireball as described at the start. Heatwave is included for hardcasting 1.4 second cinderbursts, and Fireballs that are now at the 1 sec GCD. 

The biggest thing to note is that some people are saving countdown and using it only as a movement based spell, in which case you are losing out on a fairly massive 3232 damage every 8 seconds, or 404 dps over the course of a fight by casting a fireball instead. Even Flame Bolt is 2173 dps more than fireball, and as such these two should almost never be delayed more than a second or two for movement reasons. Alternatively, searing vit is only ~1100dps lower than a fireball, and makes a great stutter step option considering it's always available. Between searing vit, flamebolt and countdown coming off their CD, and saving your cinderburst procs, you should almost never have to worry about having something to cast during most dodge phases as you should almost always have at least 2 good instant cast options.

Also worth pointing out that even at a 1.7 second cast time, earthen barrage is still better dps than fireball except while under heatwave.

Lastly, given the nice difference in dps between Flame Bolt and fireball, it is better to take wildfire to keep combust stacks up than it is to take Improved combustion. While I think Imp Combustion will provide smoother overall uptime of combust without needing to manage stacks, wildfire procs will provide more dps even it combust drops completely every once in awhile. 3 flame bolts is a ~6500 damage gain over fireball, which easily offsets a possible zero stack countdown doing 2k less, and 314dps from combust stacks themselves.

The DPS / Charge column is the avgDPS a spell will do divided by the amount of charge that it would have provided if internalize charge wasn't being used. It does not take into account the cast time of the spell and the 5charge drain per second that IC imposes, but it more than serves the purpose to prove my point that toggling for specific blocks of spells, is far superior to building to 100 and draining completely. Previously, some people would specifically toggle IC on for cinderburst, and the turn it off again to keep rebuilding their charge. This is exceptionally bad because it now essentially cost you 47 charge, and now has the lowest dmg / charge ratio of any spell you will ever cast. But you will notice that some spells have a very high damage output, and only provide 9 charge. While other spells like fireball provide very little damage and a massive 15 charge. Having IC turned on for spells such as spark shower, will essentially provide nearly double the benefit of having IC on during fireball. So while it is bad to toggle IC on for very specific spells, it is highly adviseable to toggle it during the period of time when your 3-4 heavy hitting spells are coming off CD, then toggle it off again to let fireball replenish your charge.



Macros
This is my general spam macro, with a second macro using inferno instead of countdown if i feel the mob will not live long enough. It is prioritized by relative dps of the spells with the exception that spark shower is ever so slightly better than bomb, however with toggling on and off charge for the heavy hitters, it ensures the dot portion of bomb gets as much uptime as possible under IC.

#show Spark Shower
suppressmacrofailures
cast Volcanic Bomb
cast Spark Shower
cast Countdown
cast Flame Bolt
cast Earthen Barrage
cast Fireball
cast Neural Prod
cast Searing Vitality
cast Break Free


Heatwave macro
#show Spark Shower
suppressmacrofailures
cast Cinder Burst
cast Volcanic Bomb
cast Spark Shower
cast Countdown

cast Earthen Barrage
cast Fireball
cast flame bolt
cast neural prod
cast Searing Vitality


Posted Image





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users