Post by wascalwywabbit on Jul 31, 2016 4:47:07 GMT -5
Ferocity is definitely a sp pig. Immolation 10 is quite strong now, but probably hurting your efficiency a bit if you're using it instead of ash and you're missing at all.
Ash and then ToS are a good way to make things easier to hit, in that order cause ash is guaranteed, and to hit for mas dmg too with their -armor and res. After all the nearby things are hit with those then immolation will make things easier to hurt giving notable increase of crits over time and nerfing armor further.
ToS also taking ap away really helps reduce damage. Is that, gear and SoC your primary defenses? If so you'll be better off when you can add reckoning for some -ap -parry and good group melee hurt, particularly if you're ever missing with ferocity.
Kj usually does alright with acc if you're using ash and raise sorcery, then you can raise con for extra D if you're going offensive with him - even though he doesn't get much from each point it can make the difference between surviving the round or not. Don't forget his defensive party talents pfs and ms when you're happy with his offensive abilities though, pfs is passive and allows him to focus on ashing and immolating everything in sight, MS does pair well with SoC though imo - you're build I'd go for pfs after maxing ash and maybe a point in FS for surviving more along with boosting con. You could always go BB for extra offensive power too/instead, but then you may want to raise strickening and maybe ToS further.
Once you've made everything easier to hit and less likely to do damage with Kj and Tam (and later Fy), and position you're heavies Vraes and Fy for taking the first beatdown keeping the squishier Kj and Tam a bit more rear. then you can really start to bring the hurt after everything is debuffed and you're in good position. That's when ferocity, and RO and other expensive talents really start to be worth their increased sp costs, because critting with them after everything is debuffed melts things.
Ash and then ToS are a good way to make things easier to hit, in that order cause ash is guaranteed, and to hit for mas dmg too with their -armor and res. After all the nearby things are hit with those then immolation will make things easier to hurt giving notable increase of crits over time and nerfing armor further.
ToS also taking ap away really helps reduce damage. Is that, gear and SoC your primary defenses? If so you'll be better off when you can add reckoning for some -ap -parry and good group melee hurt, particularly if you're ever missing with ferocity.
Kj usually does alright with acc if you're using ash and raise sorcery, then you can raise con for extra D if you're going offensive with him - even though he doesn't get much from each point it can make the difference between surviving the round or not. Don't forget his defensive party talents pfs and ms when you're happy with his offensive abilities though, pfs is passive and allows him to focus on ashing and immolating everything in sight, MS does pair well with SoC though imo - you're build I'd go for pfs after maxing ash and maybe a point in FS for surviving more along with boosting con. You could always go BB for extra offensive power too/instead, but then you may want to raise strickening and maybe ToS further.
Once you've made everything easier to hit and less likely to do damage with Kj and Tam (and later Fy), and position you're heavies Vraes and Fy for taking the first beatdown keeping the squishier Kj and Tam a bit more rear. then you can really start to bring the hurt after everything is debuffed and you're in good position. That's when ferocity, and RO and other expensive talents really start to be worth their increased sp costs, because critting with them after everything is debuffed melts things.