End-Game Fist Healing

End Game Fist Healing

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While there are multiple viable healing builds at end-game, it is the general belief that the in most situations, fist offers the most powerful healing options for Elite and NM level healing.
Over the last few weeks, I have been testing out a number of different builds, including fist with both Blood and Pistol.  What follows is a general guide of what I have found that seems to work well.
(this is a work in progess that I will update as I complete additional portions)

Burst Based Fist/Blood healing with Damage Builder:  

The benefits of this build is that by building with a blood dps ability, it allows you to use two ability consumers, instead of just one.  There is some discussion of the viability of a damage based builder, however keeping it as an option is always good.

Actives: 
Bloodline
Pack Leader
The Scarlet Arts or Exquisite Corpse  (Blood Consumer)
Vigour or Empathy
Surgical Steel (Claw Consumer)
Cauterise
Fired Up (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Healing Sparks
Hot Iron
Empowerment
Shadow Medic
Brawler
Culmination
Optional changes:  Including Alpha Wolf, Subtlety (if needed), Trade Bloodline for Open Vein and use Chain Misery on fights with Healing or Barriers, Ready for more if a dispel is needed.
 This is the basic upgrade from my elite healing build found HERE.  It swaps out a few abilities that I have since found to be upgrades or improvements from my elite healing build.
As stated before, the inclusion of a dps based builder allows you to build two resources at once.  Additionally, you can use Mad Skills & Culmination by using this builder, allowing some passive healing as well as an increase in Crit rate.
Finally, I have included either The Scarlet Arts or Exquisite Corpse as your blood consumer.  As long as Exquisite corpse is bugged, it is clearly the better ability.  However, since we will not to focus our builds around bugged abilities and exploits, I would suggest using The Scarlet Arts.  It will not make you reliant on use of a bugged ability/expolit.  

HOT based Fist/Blood healing with Damage Builder:

The HOT based Fist/Blood healing build is similar to the one above.  Instead of focusing on burst healing, you focus on your HOTs.

The build is:

Actives: 
Bloodline
Pack Leader
The Scarlet Arts (Blood Consumer)
Vigour or Empathy
Creature Comfort (Claw Consumer)
Cauterise
Radiance (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Subtlety
Hot Iron
Empowerment
Making Amends
Brawler
Culmination

In general, this build is the counterpart of the one listed above.  However, instead of healing with burst healing, you are healing with use of dots.  There are a number of folks out there who really like the effects of Creature Comfort and Radiance combined, which require a different load-out of passives.  By removing the direct healing from this build, you free up a few passive slots.  These can be replaced as you wish, however I just included Sublety into the build.

Burst Healing with Healing Builders
Coming Soon

Hot Healing with Healing Builders

Coming Soon

Pistol Inclusion:

Coming Soon
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Single Target Elite Dungeon: Chaos/Hammer

Elite Tanking – Weakened Build

Hammer and Chaos Synergy

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This build uses a weakening trigger to synergize a number of damage and mitigation effects.  The build has worked well through elite dungeons.  It is a relative easy build to put together for those on an AP budget.

Active Abilities
Smash (Hammer) – 1AP
Escalation (Chaos) – 1AP
Razor Shards (Hammer Pit) – 9AP
Call for Eris (Chaos) – 1AP
Stoicism (Turbulence) – 50AP
Reality Fracture (The 4th Wall) – 27 AP
Blowout (Hammer Pit) – 34 AP
Passive Abilities
Turbulence (the Fourth Wall) – 21AP
Forged in Fire (Battering Works) – 50 AP
Below the Belt (Hammer) – 1AP
Intensity (Chaos) – 1AP
Paradigm Shift (Chaos) – 2AP
Inevitability (Building Blocks) – 12AP
Agitator (Turbulence) – 12AP
Key Features
This build uses two builders, since both contribute useful weakened effects.  Smash (with Below the Belt passive) provides one of the easiest accesses to the Debilitate debuff (target damage output weakened up to 30%).
Escalation (with Intensity passive) provides pbaoe hate generation, access to the Exposed debuff (target takes up to 30% more damage) and keeps a near constant minor ward (7.5% reduction from all damage sources).  Escalation also triggers the Turbulence passive, giving you roughly 150 bonus to your evasion.
Additionally, since your builders both generate the weakened effect, you are routinely triggering Paradigm Shift (up to 150 bonus hit rating) and Inevitability (flat 10% bonus to evade).

The Razor Shards finisher is a hate generator which also boosts the hate level of your next attack.  Use Razor Shards and follow it up with either Call for Eris or Smash to significantly boost hate without burning a taunt.

The build also features Stoicism (hate generation with increased mitigation).  Stoicism works wonderfully at the opening of a fight and between transition phases to pickup extra agro.  While it also provides some survivability, it’s real power is that boost to hate generation.

Blowout extends your health bar and Forged in Fire gives your healer a bit of help for those fights where you take some spike damage.

Rotation
Open with stoicism and razor shards since it should be at full resources outside of fights.  From there alternate Smash and Escalate until 5 Resources, use Reality Fracture and Blowout on your first cycle (this is when it’s completely safe for DPS to go all out).  From that point on cycle your builders with Razor Shards and Call for Eris (depending on your chaos finisher, Razor Shards may be best used last).  After the initial round, use Reality Fracture and Blowout on cooldown, even if firing with less than full resources.

Alternatives
I often rotate the Call for Eris active depending on the situation. Karma provides pbaoe damage with a heal to next target.

 

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The Brandish Tank – by Arctus

Designed by Arctus
Submitted 19-Jul, via our board submission tool

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Weapons – Blade/Chaos

Utility level – this works in Nightmare dungeons

Actives

Escalation
Matador
Crimson Theatre
Brandish
Pulling the Strings
Illusion
Stoicism

Passives

Brandishing Support
Intensity
Inevitabilty
Sixth Sense
Agitator
Fuel to the Fire
Master of Illusion

Key Features

This is a standart build for NM. Its tested by many players, but you need to know the boss and adapt your build to the boss.  Usually you are expected to bring exposed debuff (30% more dmg)! In exchange 1 dd brings the 30% less dmg debuff.   Chaos is the only reasonable source for the exposed debuff and usually you dont see any melee’s in NM.


1.  Escalation also offer’s a good aggro generation, aoe aggro, 7,5% less dmg and minor evade chance.
2.  Cornerstone is brandish. Use it as often as possible.
3.  Crimson Theatre is a filler, usually this is the spot where you fit in abilities you need for a boss. Taunt, Crimson for aoe (use shadowplay instead of brandish support), 3. CD
4.  I really like Pulling the Strings because it has some range and gives you a decent hit buff, but of course you could use Karma or Consequence instead for more defense)

Rotation

1. Use escalation to build 10 stacks exposed
2. use matador for 5 stacks defense
3. Brandish on CD or on a strong attack from the boss (depends on the fight)
4. Crimson Theatre for additional AOE aggro
5. Illusion and Stoicism as CD’s
6. Pulling string for hit cd and to have a medium range attack.

Gear Needs

1. defense
2. evade
3. phys / magic protection
4. block

 

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That which doesn’t kill me – Blade/Hammer mitigation

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This is a work in process build. I am considering moving towards a blade/hammer build to improve overall mitigation against bosses who have a high penetration (block helps here). The build has not been tested, yet, but I intend to run it through some dungeons fairly soon.

It is a very expensive build, clocking in at well over 700 points to get up and running.  Additionally, there are very few build synergies between hammer and blade, so there are few build paths that will be useful as you move towards this build.

Active Abilities
Rupture
Brandish
Aftershock
Trucker
Stoicism
Crimson Theater
Blowout

Passive Abilities
Improved Blasts
Bullheaded
Brandishing Support
Agitator
Shadow Play
Brick Wall
Sixth Sense

Key Features

This build uses a single column attack builder, which may make it problematic in fights with extensive kiting.  However the builder, Rupture, is placing AOE debilitates thanks to Improved Blasts and it is also bumping up your physical and magical mitigation thanks to Blowout.

You have two short duration closer, Aftershock which can provide a minor ward and Brandish which gives you substantially reduced incoming damage on use.

You have two moderate duration closer abilities. Crimson Theater, which helps with AOE threat and also provides additional chances of glancing thanks to Shadow Play.  With all that defense coming in, Sixth Sense should be firing off fairly frequently, dishing out AOE damage and a 10% self heal.  Blowout is your long duration hammer closer and it stacks 25% more hitpoints onto you since everything is already debilitated.

You have two utility abilities, each on 30-second recycles.  Trucker gives you a closer ability which also buffs your block ability.  The increased Blocks give you a better chance of processing Brick Wall.  Stoicism takes the final spot in the build, giving you a dependable hate generator and damage mitigator.

Threat comes from Stoicism, Agitator, Crimson Theater and Brandish.

Rotation

This will be a bit of a tricky rotation to manage.

Open combat with Trucker, this picks up your block chance and gives you some opportunities to impair.  Immediately fire off a single Rupture to get the Debilitate effect in play (use a second if weakened is resisted).  Now its time to fire off Stoicism to help with your hate generation.  Then use your long duration consumers, Crimson Theater and Blowout.

Your regular rotation will be Rupture x5, Aftershock, Brandish.  Use Crimson Theater and Blowout on cooldown, even if you have minimal resources up (1 is fine).  Fire off Trucker on cooldown to keep your block rate high.

Stoicism can be used on cooldown in non-transition fights.  In engagements with transitions (or phases where a boss is inactive), save Stoicism for the bosses return to action.  Make sure to use Stoicism before engaging in these situation.

Alternatives

There are a few different modules possible with this build.  First, consider swapping out Sixth Sense with Forged in Fire if you anticipate taking a single major spike of damage in an engagement.

I also debate between the use of Brick Wall and You’re Next.  Particularly for Impair immune encounters, Your Next is clearly better.

If you are not blocking often enough to take advantage of Brick Wall/You’re Next, consider Enervate to help your damage output.

Gear Considerations

Unlike my other tank builds, this one generates no +hit as the combat progresses.  Therefore, you need some +hit on your gear to avoid glancing.  Additionally, this will be a low damage output build, you might need to go 30% or more attack rating talisman to offset the lower damage output.

You want +defence both for the mitigation benefits but to also increase cycles of Sixth Sense.

Additionally, you want +magic defense or +physical defense depending on the damage type of the encounter.

Finally, consider some +block.  Other than Trucker, nothing in this build improves your block rating.  However, unless (a) you have every other stat well covered or (b) you are facing a high penetrate boss, +Block is your last gearing concern.

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Dr. Klein and the Colossus, Melothat

Dr. Klein and the Colossus, Melothat

The Ankh – Normal/Elite

The final encounter

Return to Dungeon Page

Previous Boss - The Colossus, Malothet

The last encounter in the Ankh has multiple stages and mechanics.  This encounter requires players to counter both the Doctor and the Colossus, in successive sequences.  The fight culminates with a hasty run up a dizzying catwalk for the final showdown with Doctor Klein.

Throughout the encounter, there are environmental effects to avoid.  Ranged DPS is extremely useful in this encounter.

The encounter area is L shaped, with players entering on the bottom side of the L.  Around to the left, at the top of the L, is the beginning of the catwalk that players will use to climb up to Dr. Klein at various points in the encounter.

The Colossus

The fight opens with Dr. Klein standing high on a podium, charging up the Colossus who stands below in a lake of filth.  The Colossus has two mechanics in the opening phase.

Targeted filth attack – the colossus will wind up periodically and smash the ground, leaving a pool of filth where the blow landed.  Filth effects are persitent effects and stay in place for some time.  Because of this, players should move the Colossus carefully between attacks, so that there remains safe places to stand after a few filth effects land.

Agro Mechanics – the Colossus, apparently, is proactive in his defense of Dr. Klein.  Players who ascend the catwalk, early, draw his ire immediately.  Additionally, we have observed agro swapping during this fight that appears to be proximity driven.  Because of this, we prefer to engage the Colossus on the bottom of the L, with only the healer rounding the bend.  The tank moves the Colossus from right to left along the base of the L as filth stacks accumulate.

Attack - the basic attack from Melothat is fairly minor (until it gets Filth buffed).

Dr. Klein Engages

At several points in the encounter, the Colossus goes idle and sinks into the filth.  At this time, Klein comes out to the edge of his platform and fires a glowing beam towards the Colossus.  This beam places a stacking buff on the Colossus that adds a progressively larger filth component to the attacks of the colossus.  Players must ascend the cat walk and fire on Klein to drive him off.

The fight vacillates between Colossus and Klein stages for a few exchanges.  About the time the Colossus is near death, Klein teleports down to join the fight directly.  Klein initially lands at the right, bottom edge of the L.  On his teleports during this phase, he goes to the top left side of the L and swaps between these two spots.

Klein uses everything he threw at the players earlier in the dungeon.  Waves of motes and blasting waves travel the length of the L.  Players can avoid these effects using the bend in the L. However, some damage must be done to Klein or he persists his attacks.  Klein gives up and flees back to the top after taking moderate damage.

The Final Klein-Down

Once the Colossus is defeated and after driving Klein up to the top again, the players must head up the cat walk and finish off Klein. He travels to the very top and the ground will be shaking during this ascent, as Klein powers up a filth machine.

At the top, Klein becomes a strait up DPS race.  His machine stacks a buff on him, allowing him to churn of more and more damage.  While a good tank and healer can take this well over 1500 stacks (in normal mode), it is advisable to defeat Klein well before this happens.

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