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 Saboteur 1.8

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AuteurMessage
Dakeyras
Mr Grumpy
Dakeyras


Nombre de messages : 474
Age : 41
Date d'inscription : 07/03/2012

Saboteur 1.8 Empty
MessageSujet: Saboteur 1.8   Saboteur 1.8 EmptyLun 13 Jan 2014 - 17:33

Glanage d’informations supplémentaires et en français cette fois-ci :

Mais tout d'abord, rendons à César ce qui appartient à César, je tiens les infos qui vont suivre de ce site, merci à lui : Source

============================================================

Saboteur 1.8 :


Très gros dps aoe, gros dps mono ( un peu en dessous de la rodeur, blood ou danselame mais elle à pas à avoir honte)

=================
Template :  51 Saboteur / 10 TdE /  5 TdF

La difficulté va être de ne pas perdre de cd inutilement donc de bien regarder le temps que prend la rotation principale pour être effectuée et agir en conséquence.

=================
Les Macros :

macro Frag :
#show Bombe chimique
cast Bombe à retardement
cast Bombe à fragmentation
cast Bombe chimique


macro Annihilation :
#show Bombe d'annihilation
cast Bombe d'annihilation
cast Bombe à fragmentation

=================
Les Cycles Mono-Cible:

# Engage combat :

Mise en place rapide - charge à chausse-trappes - bombe d'annihilation - bombardement intensif - Bombe d'annihilation x3

ou

Mise en place rapide - charge à chausse-trappes - macro Annihilation x2 - bombardement intensif - macro Annihilation x4


# Rotation classique :

bombe à retardement - bombe chimique - bombe à fragmentation - charge à pointes x5 - détonation - charge à chausse-trappes x1
et bis repetita

ou

macro Frag x3 - charge à pointes x5 - détonation - charge à chausse-trappes x1
et bis repetita


# Si "Mise en place rapide" pas up :

bombe à retardement - bombe chimique - bombe à fragmentation - charge à pointes x5 - bombe d'annihilation - mise en place rapide - charges à chausse-trappes


# Si "Bombardement intensif" pas up :

bombe à retardement - bombe chimique - bombe à fragmentation - charge à pointes x5 - bombe d'annihilation - bombardement intensif - spam bombe d'annihilation


# Lorsque vous récupérez le cd "Mise en place rapide" :

macro Frag x3 - charge à pointes x5 - macro Annihilation x1 - mise en place rapide - charge à chausse-trappes x1
puis le cycle reprend normalement jusqu'au prochain cd.


# Lorsque vous récupérez à la fois "Mise en place rapide" et "Bombardement intensif" ( ce qui arrivera un coup sur 2 vu que mise en place rapide, 30 s cd et bombardement , 1 min) :

macro Frag x3 - charge à pointes x5 - macro Annihilation x1 - bombardement intensif - macro Annihilation x4 - mise en place rapide - charge à chausse-trappes x1
puis reprise du cycle normal.


=================
Les Cycles AoE:

Pour l'aoe, c'est le même genre sauf qu'on utilisera la chausse-trappes à la place de charge à pointes et la shrapnel à la place de la chausse-trappes ce qui donne :

# Engage combat :

mise en place rapide - charge à shrapnel - macro Annihilation x2 - bombardement intensif - macro Annihilation x4


# Rotation classique :

macro Frag x3 - charge à chausse-trappes x5 - détonation - charge à shrapnel x1


Pour les burst, idem qu'en mono sauf que la mise en place s'utilisera bien sure avec shrapnel et non pas chausse-trappes comme le montre l'engagement.

============

Pour ce que j ai pu essayer hier soir en burst sur les packs de 3, j'ai eu des pics à10K+, c'est funky.
Y a encore du taff pour gérer cette spé de mon côté, c'est pas super évident. Attention ,tout comme la Bloodstalker, ce n'est pas une spé à la portée de tout le monde et elle reste délicate à manier

Pour joueurs avertis et à l'aise dans la gestion de plusieurs touches en même temps Wink.

Mais une fois tous les cycles sont bien mémorisés et appréhendés, ça devrait rouler Wink
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Dakeyras
Mr Grumpy
Dakeyras


Nombre de messages : 474
Age : 41
Date d'inscription : 07/03/2012

Saboteur 1.8 Empty
MessageSujet: Re: Saboteur 1.8   Saboteur 1.8 EmptyLun 13 Jan 2014 - 17:33

Attention ce post va piquer les yeux à certains ^^

Don't Fear Wink

================

Sab is a bleed-based spec that does competitive ST DPS in 1.8 and excellent AE DPS. It gets most of its DPS from High Explosives (which procs off Bombs and stacks up to 3 on each target) and a charge-based bleed (which normally 6 gcds to apply). Given the cost of dropping charges & bleeds, Sab penalizes player heavily for making mistakes in the rotation.

Build

51 Sab / 10 MM / 5 RS - Zam isn't updated but put the points into AP in MM and RS.

Skills/Glossary

Core:

Annihilation Bomb (AB)
Caltrop Charge (Ca)
Shrapnel Charge (Sh)
Spike Charge (Sp)
Blast Charge (Bl)
Detonate (Det)
Chemical Bomb (CB)
Time Bomb (TB)
Fragmentation Bomb (FB)

Auxiliary:

Incriminate
Rapid Setup (RS)
Carpet Bombing (CarBomb)
Booby Trap

Utility:

Adhesive Bomb
Choking Gas Bomb
Shadow Shift
Break Free

Rotation

Template

Opener: RS > Charge > AB > FB > CarBomb > AB x4

This gets the bleeds from charges & HE rolling in as little as 4 GCDs. (RS > Charge can be done out of combat.)

Sustained: TB > FB > CB > Charge x5 + 2 gcds

This is the core rotation that you should become comfortable with. The 2 gcds are usually after applying 5 charges, but for the best AE rotation they are weaved into the 5 charges. This rotation is 10-secs to match the bleed timers and maintains all bleeds.

FB & AB also act as finishers in 51 Sab, detonating all charges. So using Detonate is not strictly necessary.

Cooldowns: AB > RS > Charge OR AB > CarBomb > AB x4 > RS > Charge

Use these sequences in between rotations when RS/CarBomb are off CD. AB and RS share very similar timers. It is simplest to manage them together, and this method means AB acts as a finisher to detonate charges on the target at the end of the prior rotation.

ST

Spike is the best ST DPS charge, followed by Caltrop, Blast, and Shrapnel.

Opener: RS > Sp > AB > FB > CarBomb > AB x4

Sustained: TB > FB > CB > Sp x5 > Det > Cal

Det does respectable ST DPS and FB detonates the (single) Caltrop charge.

Cooldowns: AB > RS > Cal OR AB > CarBomb > AB x4 > RS > Cal

We can be a little smart and clip the end of the sustained rotation. This avoids clipping the single-charge bleed at the end with Rapid Setup and saves 2 GCDs.

Full (1 min):
TB > FB > CB > Sp x5 > Det > Cal
TB > FB > CB > Sp x5 > Det > Cal
TB > FB > CB > Sp x5 > AB > RS > Cal
TB > FB > CB > Sp x5 > Det > Cal
TB > FB > CB > Sp x5 > Det > Cal
TB > FB > CB > Sp x5 > AB > CarBomb > AB x4 > RS > Cal
AE (simple)

This is a simple version of the AE rotation that plays very similarly to the ST rotation. It should be the fallback if the Time Bomb AE rotation (below) isn't viable.

Caltrop is the best AE DPS charge, followed by Shrapnel.

Opener: RS > Cal > AB > FB > CarBomb > AB x4

Sustained: TB > FB > CB > Cal x5 > Det > Sh

Det is not a very good use of a GCD for AE DPS, and is one reason why this rotation suffers.

Cooldowns: AB > RS > Sh OR AB > CarBomb > AB x4 > RS > Sh

As before, clip the end of every third rotation:

Full (1 min):
TB > FB > CB > Cal x5 > Det > Sh
TB > FB > CB > Cal x5 > Det > Sh
TB > FB > CB > Cal x5 > AB > Rapid Setup > Sh
TB > FB > CB > Cal x5 > Det > Sh
TB > FB > CB > Cal x5 > Det > Sh
TB > FB > CB > Cal x5 > AB > CarBomb > AB x4 > RS > Sh
AE (Time Bomb)

This rotation does fantastic AE DPS, but it requires cumbersome maintenance of Time Bomb on 3 targets. Accidentally applying Time Bomb to the same target may mean HE falls off, and there goes your DPS!

Opener (same): RS > Cal > AB > FB > CarBomb > AB x4

Sustained: TB > FB > CB > TB #2 > Cal x2 > TB #3 > Cal x3

Each time Time Bomb is applied it should go on a separate target. Use mouseover to avoid having to switch from the main target & back within a GCD. (See macro section.) Time Bomb does decent DPS and procs HE, which is why this rotation is so powerful.

Cooldowns: AB > RS > Sh OR AB > CarBomb > AB x4 > RS > Sh

Do not clip rotations! Time Bomb is higher DPS per GCD than charges, it's not worth dropping Time Bombs to get Caltrop up-time. It may be worth dropping Cal x3, but I haven't played with that. (See this post.)

Full (1 min):
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3 > AB > RS > Sh
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3
TB > FB > CB > TB 2 > Cal x2 > TB 3 > Cal x3 > AB > CarBomb > AB x4 > RS > Sh
Macros

Sab isn't an easy spec to macro. You can manage to get Sab to very few buttons if you want, but you need to use different charges for AE vs. ST, and Chemical Bomb doesn't play nice with macros, etc.. I have personally found macros to be more a hindrance than a help, and I don't use very many.

The easiest way to apply Time Bomb.

Code:

#show Time Bomb
cast @mouseover Time Bomb

This can be used to spam bombs at the start of the rotation, but personally I hate how GTAE works in macros so I don't use it myself. You also want Frag on its own button to open with anyway.

Code:

#show Chemical Bomb
suppressmacrofailures
cast Time Bomb
cast Fragmentation Bomb
cast Chemical Bomb

My preferred way to manage Incriminate.

Code:

#show Incriminate
suppressmacrofailures
cast @mouseoverui Incriminate
cast @focus Incriminate

Other macros, like RS and CarBomb are possible, but I avoid them. The charge you want to use with RS is situational, and CarBomb is off gcd so macroing it with AB can cost you a proc of AB. It's really not that many buttons when you get the hang of it.

Tips

   Play Sab from range. That way you use ranged wep damage and get a nice DPS boost. (This is why using Barbed Trap in ST isn't a DPS gain.)
   An exception to this is when mobs are nearly dead, moving into melee to spam Booby Trap can be a nice way to deal instant, spammable DPS without risking missed detonates / Time Bombs.
   Be smart about using Rapid Setup and Carpet Bombing. If there are AE phases to the fight, save these cooldowns for when they are needed to maximize bleed time.
   Be smart about applying bleed charges. If mobs are nearly dead, use Blast or Shrapnel.
   Detonate does good damage single target, but Bomb + HE tick + Shrapnel Bomb does more. Therefore Detonate is something that should be avoided if you can help it.
   In AE situations, one Sab in the raid should probably be maintaining Splinter Charge. The easiest way to do this is to use the "AE (simple)" rotation, and replace Shrapnel with Splinter. Don't use RS with Splinter, however. Instead, always complete the "Sustained" rotation and use cooldowns in between. For long fights, using RS > Splinter is an option that devotes fewer GCDs to splinter up-time and is probably a DPS gain.
   If you are running in a group without Fervor/LE (god help us all), then TB > FB > CB > Charge x5 > Booby Trap x2 is barely energy starved.
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