Post by Mackenzie on Nov 27, 2004 12:43:42 GMT -5
Mack & Oyea's Buffing Tips
===================
Basically there are two objectives with buffing - increase killing power and decrease chance of being killed. The better your group kills the faster your XP or better your chances in RvR. The longer your group survives the less deaths and paniced usage of instant heals are needed. I'm going to approach this from a Friar perspective first (base buffs), then a Cleric perspective (Specs) then round out with some of the other benefits the other classes can contribute to a group. Without further ado:
Increasing killing power
===============
Main thing you try to do here is maximize each character's weaponskill, or decrease casting time. Fairly straghtforward, below is the main attribute of each weapon type as well as the buffs that will help increase it.
Slash - STR buffs (Base STR & Spec STR/CON)
Crush - STR buffs (Base STR & Spec STR/CON)
Thrust - Dex/STR buffs (Base STR & DEX, Spec STR/CON & Spec Dex/Qui)
Flexible - Dex/STR buffs (Base STR & DEX, Spec STR/CON & Spec Dex/Qui)
Sheild - Dex Buffs (Base Dex, Spec Dex/Qui) <-- and yes, sheild is a weapon!!!!)
Staff - Dex Buffs (Base Dex, Spec Dex/Qui) <- Friar self Dex/Qui buff primarily
Casting - Dex/Int (Base Dex, Spec Dex/Qui & Acuity)
Decrease Death
===============
Main thing you try to do here is maximize each character's Hit Points, Blocking/Evading, and Armour Factor (AF)
Generally that will consist of Base Con and Spec Con/STR buffs, Base AF and Spec AF, then Base Dex & Spec Dex/Qui for your sheild users. The group's main tank you will want to buff to the gills, use your judgement and if other characters in the group are not likely to be taking a lot of hits then concentrate on increasing their killing ability first before increasing their defenses.
Friar Buffing:
=========
1. As a friar you should have Base Con, Dex and AF up on yourself. Base STR only needed if you're carrying something, otherwise you are wasting Conc.
2. Buff casters (and Archers) with Base Dex and Base Con
3. Buff fighters with Str, then Dex if they are a Thrust or Flex user.
4. If you are RvRing or expect to be encountering magic using monsters then hit your resist buffs. In RvR you should always have resist buffs up.
5. HIt your self buffs last thing before you move out as it will make that 20 minute window from your Friar's curse a bit longer.
Cleric Buffing:
==========
1. Buff yourself first - a group that asks you to drop your own buffs is not a group worth being in. You should have at least 5 buffs on yourself. Base Dex, Spec Dex/qui (Will increase your casting speed), Base Con, Spec Con/Str (Will increase your survivability), then Spec AF. Possibly you may want base AF as well, but I've noticed it only increases Oyea's AF by about 7 points so generally don't cast it. If you're duoing or something hit yourself with Base Str as well to increase your weaponskill. Hit your self damage buff (if you have high enough enhance) and your self damage add buff too if you suspect you will be swinging your hammer a lot.
2. If you have a friar in your group let them handle the base buffs so you can handle the spec buffs.
3. If you don't have a friar and you have higher enhance (40+ish) I would recommend hitting your main tanks and damage dealers with the appropriate base buffs, then let the timered AE buffs do the rest of the work. I'd probaly sneak a true Spec Con/Str on the main tank and maybe throw some Spec AF around too.
4. Main thing you want to do is make sure your Main damage taker is well equipped to handle what he's getting hit with. So give him the full defensive buffs if you can. You'll also want him hitting as well to ensure he can maintain aggro so buff up their weaponskill as well.
5. Give casters Acuity (to reduce resists, possibly increase damage, not sure on that one) and dex buffs to speed up their casting. Generally you won't have enough conc to give them HP increasing buffs, but casters have a zen approach to dying, and realistically the HP increasing buffs are going to be better on your damage takers.
6. If you have the Heal proc buff (Strength against Adversity or whatever) keep it up. It's 10 minute timered, but it can very much come in handy.
7. If you are RvRing or expect to be encountering magic using monsters then hit your resist buffs. In RvR you should always have resist buffs up. Not really a big need for it in PvE.
8. Regeneration buff - is nice if you have conc to go around, but generally that should be the last buff you put on anyone. It really isn't that noticeable and it doesn't stack with Minstrel song of rejuvenation either.
9. Use the BENEFIT window at the bottom of your group window to see the entire showing of your groupmates buffing. Helps immensely when you are grouped with another buffing class.
All I can think of for now, if I come up with more I'll edit this message around.
Other Buffing:
==========
All the other classes buffs take the form of chants, or 10 minute timered ones. Chants are pretty straightforward so I won't touch on them here, below are what I see as the other classes roles. Generally the best way to ensure you keep timers up is to cast the same timer spell on yourself (first) and when it drops off you refresh everyone's buffs.
Sorc: Mana regen - all mana using folks, although some of the hybird tanks (Reavers / Paladins) it isn't as crucial.
Wizard: Damage add & Damage Sheild (Earth wizzie only?)- for your melee folks.
Theurg: Damage add & Haste - for your melee folks.
Necro: Damage Abs (For Deathsight) - for your damage takers, don't cast on friars or any casters as they have their own self abs buffs that will not stack together.
===================
Basically there are two objectives with buffing - increase killing power and decrease chance of being killed. The better your group kills the faster your XP or better your chances in RvR. The longer your group survives the less deaths and paniced usage of instant heals are needed. I'm going to approach this from a Friar perspective first (base buffs), then a Cleric perspective (Specs) then round out with some of the other benefits the other classes can contribute to a group. Without further ado:
Increasing killing power
===============
Main thing you try to do here is maximize each character's weaponskill, or decrease casting time. Fairly straghtforward, below is the main attribute of each weapon type as well as the buffs that will help increase it.
Slash - STR buffs (Base STR & Spec STR/CON)
Crush - STR buffs (Base STR & Spec STR/CON)
Thrust - Dex/STR buffs (Base STR & DEX, Spec STR/CON & Spec Dex/Qui)
Flexible - Dex/STR buffs (Base STR & DEX, Spec STR/CON & Spec Dex/Qui)
Sheild - Dex Buffs (Base Dex, Spec Dex/Qui) <-- and yes, sheild is a weapon!!!!)
Staff - Dex Buffs (Base Dex, Spec Dex/Qui) <- Friar self Dex/Qui buff primarily
Casting - Dex/Int (Base Dex, Spec Dex/Qui & Acuity)
Decrease Death
===============
Main thing you try to do here is maximize each character's Hit Points, Blocking/Evading, and Armour Factor (AF)
Generally that will consist of Base Con and Spec Con/STR buffs, Base AF and Spec AF, then Base Dex & Spec Dex/Qui for your sheild users. The group's main tank you will want to buff to the gills, use your judgement and if other characters in the group are not likely to be taking a lot of hits then concentrate on increasing their killing ability first before increasing their defenses.
Friar Buffing:
=========
1. As a friar you should have Base Con, Dex and AF up on yourself. Base STR only needed if you're carrying something, otherwise you are wasting Conc.
2. Buff casters (and Archers) with Base Dex and Base Con
3. Buff fighters with Str, then Dex if they are a Thrust or Flex user.
4. If you are RvRing or expect to be encountering magic using monsters then hit your resist buffs. In RvR you should always have resist buffs up.
5. HIt your self buffs last thing before you move out as it will make that 20 minute window from your Friar's curse a bit longer.
Cleric Buffing:
==========
1. Buff yourself first - a group that asks you to drop your own buffs is not a group worth being in. You should have at least 5 buffs on yourself. Base Dex, Spec Dex/qui (Will increase your casting speed), Base Con, Spec Con/Str (Will increase your survivability), then Spec AF. Possibly you may want base AF as well, but I've noticed it only increases Oyea's AF by about 7 points so generally don't cast it. If you're duoing or something hit yourself with Base Str as well to increase your weaponskill. Hit your self damage buff (if you have high enough enhance) and your self damage add buff too if you suspect you will be swinging your hammer a lot.
2. If you have a friar in your group let them handle the base buffs so you can handle the spec buffs.
3. If you don't have a friar and you have higher enhance (40+ish) I would recommend hitting your main tanks and damage dealers with the appropriate base buffs, then let the timered AE buffs do the rest of the work. I'd probaly sneak a true Spec Con/Str on the main tank and maybe throw some Spec AF around too.
4. Main thing you want to do is make sure your Main damage taker is well equipped to handle what he's getting hit with. So give him the full defensive buffs if you can. You'll also want him hitting as well to ensure he can maintain aggro so buff up their weaponskill as well.
5. Give casters Acuity (to reduce resists, possibly increase damage, not sure on that one) and dex buffs to speed up their casting. Generally you won't have enough conc to give them HP increasing buffs, but casters have a zen approach to dying, and realistically the HP increasing buffs are going to be better on your damage takers.
6. If you have the Heal proc buff (Strength against Adversity or whatever) keep it up. It's 10 minute timered, but it can very much come in handy.
7. If you are RvRing or expect to be encountering magic using monsters then hit your resist buffs. In RvR you should always have resist buffs up. Not really a big need for it in PvE.
8. Regeneration buff - is nice if you have conc to go around, but generally that should be the last buff you put on anyone. It really isn't that noticeable and it doesn't stack with Minstrel song of rejuvenation either.
9. Use the BENEFIT window at the bottom of your group window to see the entire showing of your groupmates buffing. Helps immensely when you are grouped with another buffing class.
All I can think of for now, if I come up with more I'll edit this message around.
Other Buffing:
==========
All the other classes buffs take the form of chants, or 10 minute timered ones. Chants are pretty straightforward so I won't touch on them here, below are what I see as the other classes roles. Generally the best way to ensure you keep timers up is to cast the same timer spell on yourself (first) and when it drops off you refresh everyone's buffs.
Sorc: Mana regen - all mana using folks, although some of the hybird tanks (Reavers / Paladins) it isn't as crucial.
Wizard: Damage add & Damage Sheild (Earth wizzie only?)- for your melee folks.
Theurg: Damage add & Haste - for your melee folks.
Necro: Damage Abs (For Deathsight) - for your damage takers, don't cast on friars or any casters as they have their own self abs buffs that will not stack together.