Guide to Dual-Spec'ing

Discussion in 'Oracle’s Database (Guides)' started by Anierna, Feb 26, 2013.

  1. Anierna Well-Known Player

    Why Dual-Spec?

    Players dual-spec because it’s a hassle to reallocate PP and/or SP whenever you want to play your secondary role. Until the Devs introduce savable PP and SP configurations (which we’ve been asking for since launch), some lazy/efficient players (such as myself) will go to great lengths to avoid trips to the respec machine.


    Does Dual-Spec'ing Work?

    Some powersets (such as Gadgets) can dual-spec perfectly, but other powersets sacrifice relevant Iconic Inates in order to dual-spec.


    What Does Dual-Spec'ing Require?

    Dual-spec'ing requires 2 sets of gear - 1 for DPS, and 1 for the support role associated with your powerset. It is almost NEVER advisable to play a role in gear that is intended for a different role (eg. Healing in DPS gear).

    Dual-spec'ing also requires a LOT of SP, since you need to fully spec into both of your roles. The exact amount of SP required to dual-spec depends on your powerset and movement mode. See the next post for specific figures.

    Here are some rules of thumb:

    If you have under 106 SP as a troller powerset, DO NOT dual-spec.
    If you have under 117 SP as a healer powerset, DO NOT dual-spec.
    If you have under 128 SP as a tank powerset, DO NOT dual-spec.

    (or, to be more precise, do not dual-spec and then expect to play both roles to a high standard.)


    UPDATES:

    Under the "Strategies" section of each powerset, I will soon be adding DPS rotations and descriptions of how to use each loadout. I have already typed out all of this information in previous posts on the old PC forum (and some of it in this new forum), but it'll take a while to find it again and copy it over or post links to it. Please be patient.
    • Like x 3
  2. Anierna Well-Known Player

    SP Allocation

    The sums at the end of each subsection account for the 1 free SP you get in your starting wep, which doesn’t appear in your SP count in the “K” menu, but exists nonetheless.

    Trollers and healers can dual-spec without getting the survival inates (Health and Def) if they’re short on SP, and I’ve included alternate sums to reflect this, but tanks can’t because Health and Def directly effect how well the tank performs an important part of his job (staying alive).

    1 SP is included in the sums for troller dual-specs for movement pulls, since these are generally better for pulling adds than pulls in powerset-specific power trees (eg. Gadget’s pull, Taser, is also a PoT, and you don’t want to recast PoT every time you need to pull something). Mesmerizing Lasso in the Iconic tree is better than any of the movement pulls, since it CC’s the target, but you don’t have enough PP when dual-speccing to get that.

    Fire tanks don’t have a single-target pull in either of their powerset-specific power trees, so 1 SP is included in those sums for a movement pull.

    Fire tanks benefit from healing inates, so they need more SP to fully spec into their role. This isn’t to say that some Fire tanks can’t play their role perfectly well with less SP – it just means that they realize a marginal benefit from healing inates that Earth and Ice tanks do not.

    WD is included in every sum for the Speed tree because it is one of the few viable DPS moves in any movement tree. Most importantly, though, is the fact that it costs 1 SP instead of 1 PP.


    Trollers

    Hand Blasters: 10 SP, down to Power Discharge, plus the 3 Mights and 3 Health
    One Handed: 13 SP, down to Flurry, plus the 3 Mights, 3 Vit, and 3 Health
    Bow: 13 SP, down to Bow Slam, plus the 3 Mights, 3 Cunning, and 3 Defense
    Brawling: 10 SP, down to Launching Uppercut, plus the 3 Crit Attack Dams and 3 Health
    Dual Pistol: 13 SP, down to Magnum Round, plus the 3 Crit Attack Dams, 3 Vit, 3 Defense
    Dual Wield: 10 SP, down to Dual Flurry, plus the 3 Crit Attack Dams, and 3 Defense
    Martial Arts: 13 SP, down to Elbow Drop, plus the 3 Crit Attack Dams, 3 Cunning, and 3 Defense
    Rifle: 13 SP, down to Flame Thrower, plus the 3 Crit Attack Chances, 3 Vit, and 3 Health
    Shield: 13 SP, down to Shield Uppercut, plus the 3 Precisions, 3 Cunning, and 3 Health
    Staff: 10 SP, down to Downward Smash Combo, plus the 3 Crit Attack Chances and 3 Defense
    Two Handed: 13 SP, down to Mega Smash, plus the 3 Crit Attack Chances, 3 Vit, and 3 Health

    Movement(Speed): 10 SP, for the 7 Inate abilities, Tornado Pull, Speed Drain, and Whirling Dervish
    Movement (Accro): 9 SP, for the 8 Inate abilities, and Grapple Line
    Movement (Flight): 8 SP, for the 7 Inate abilities, and Low Pressure

    With Health and Def inates:

    Total SP needed as Speed: 140
    Total SP needed as Accro: 139
    Total SP needed as Flight: 138

    Without Health and Def inates:

    Total SP needed as Speed: 107
    Total SP needed as Accro: 106
    Total SP needed as Flight: 105


    Healers

    Hand Blasters: 13 SP, down to Power Discharge, plus the 3 Mights, 3 Crit Heal Mags, and 3 Health
    One Handed: 13 SP, down to Flurry, plus the 3 Mights, 3 Crit Heal Mags, and 3 Health
    Bow: 13 SP, down to Bow Slam, plus the 3 Mights, 3 Crit Heal Mags, and 3 Defense
    Brawling: 13 SP, down to Launching Uppercut, plus the 3 Crit Attack Dams, 3 Crit Heal Chances, and 3 Health
    Dual Pistol: 13 SP, down to Magnum Round, plus the 3 Crit Attack Dams, 3 Restos, and 3 Defense
    Dual Wield: 13 SP, down to Dual Flurry, plus the 3 Crit Attack Dams, 3 Restos, and 3 Defense
    Martial Arts: 13 SP, down to Elbow Drop, plus the 3 Crit Attack Dams, 3 Restos, and 3 Defense
    Rifle: 13 SP, down to Flame Thrower, plus the 3 Crit Attack Chances, 3 Crit Heal Chances, and 3 Health
    Shield: 13 SP, down to Shield Uppercut, plus the 3 Precisions, 3 Restos, and 3 Health
    Staff: 13 SP, down to Downward Smash Combo, plus the 3 Crit Attack Chances, 3 Crit Heal Mags, and 3 Defense
    Two Handed: 13 SP, down to Mega Smash, plus the 3 Crit Attack Chances, 3 Crit Heal Chances, and 3 Health

    Movement(Speed): 8 SP, for the 7 Inate abilities, and Whirling Dervish
    Movement (Accro): 8 SP, for the 8 Inate abilities
    Movement (Flight): 7 SP, for the 7 Inate abilities

    With Health and Def inates:

    Total SP needed as Speed: 150
    Total SP needed as Accro: 150
    Total SP needed as Flight: 149

    Without Health and Def inates:

    Total SP needed as Speed: 117
    Total SP needed as Accro: 117
    Total SP needed as Flight: 116


    Tanks (Ice and Earth)

    Hand Blasters: 13 SP, down to Power Discharge, plus the 3 Mights, 3 Dom, and 3 Health
    One Handed: 10 SP, down to Flurry, plus the 3 Mights and 3 Health
    Bow: 10 SP, down to Bow Slam, plus the 3 Mights and 3 Defense
    Brawling: 13 SP, down to Launching Uppercut, plus the 3 Crit Attack Dams, 3 Dom, and 3 Health
    Dual Pistol: 10 SP, down to Magnum Round, plus the 3 Crit Attack Dams and 3 Defense
    Dual Wield: 13 SP, down to Dual Flurry, plus the 3 Crit Attack Dams, 3 Doms, and 3 Defense
    Martial Arts: 10 SP, down to Elbow Drop, plus the 3 Crit Attack Dams and 3 Defense
    Rifle: 10 SP, down to Flame Thrower, plus the 3 Crit Attack Chances and 3 Health
    Shield: 10 SP, down to Shield Uppercut, plus the 3 Precisions and 3 Health
    Staff: 13 SP, down to Downward Smash Combo, plus the 3 Crit Attack Chances, 3 Dom, and 3 Defense
    Two Handed: 10 SP, down to Mega Smash, plus the 3 Crit Attack Chances and 3 Health

    Movement(Speed): 8 SP, for the 7 Inate abilities, and Whirling Dervish
    Movement (Accro): 8 SP, for the 8 Inate abilities
    Movement (Flight): 7 SP, for the 7 Inate abilities

    Total SP needed as Speed: 129
    Total SP needed as Accro: 129
    Total SP needed as Flight: 128


    Tanks (Fire)

    Hand Blasters: 16 SP, down to Power Discharge, plus the 3 Mights, 3 Dom, and 3 Health, and 3 Crit Heal Mags,
    One Handed: 13 SP, down to Flurry, plus the 3 Mights, 3 Health, and 3 Crit Heal Mags
    Bow: 13 SP, down to Bow Slam, plus the 3 Mights, 3 Defense, and 3 Crit Heal Mags
    Brawling: 16 SP, down to Launching Uppercut, plus the 3 Crit Attack Dams, 3 Dom, 3 Health, and 3 Crit Heal Chances
    Dual Pistol: 13 SP, down to Magnum Round, plus the 3 Crit Attack Dams, 3 Defense, and 3 Restos
    Dual Wield: 16 SP, down to Dual Flurry, plus the 3 Crit Attack Dams, 3 Doms, 3 Defense, and 3 Restos
    Martial Arts: 13 SP, down to Elbow Drop, plus the 3 Crit Attack Dams, 3 Defense, and 3 Restos
    Rifle: 13 SP, down to Flame Thrower, plus the 3 Crit Attack Chances, 3 Health, and 3 Crit Heal Chances
    Shield: 13 SP, down to Shield Uppercut, plus the 3 Precisions, 3 Health, and 3 Restos
    Staff: 16 SP, down to Downward Smash Combo, plus the 3 Crit Attack Chances, 3 Dom, 3 Defense, and 3 Crit Heal Chances
    Two Handed: 13 SP, down to Mega Smash, plus the 3 Crit Attack Chances, 3 Health, and 3 Crit Heal Chances

    Movement(Speed): 9 SP, for the 7 Inate abilities, Tornado Pull and Whirling Dervish
    Movement (Accro): 9 SP, for the 8 Inate abilities, and Grapple Line
    Movement (Flight): 8 SP, for the 7 Inate abilities, and Low Pressure

    Total SP needed as Speed: 163
    Total SP needed as Accro: 163
    Total SP needed as Flight: 162
    • Like x 1
  3. Anierna Well-Known Player

    Gadgets


    Speed Dual-Spec

    PP Allocation

    Traps (7 PP): Taser Pull, Fear Gas, Defibrillator, Bunker Buster, Gauss Grenade, Cryo-Foam, Cryo-Field
    Tricks (5 PP): Sticky Bomb, Intimidation, Distract, Vortex Cannon, Napalm Grenade
    Iconics (3 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon
    Speed Tree: Tornado Pull, Speed Drain, Whirling Dervish

    Loadouts

    DPS: Intimidation, Gauss Grenade, Fear Gas, Cryo-Field, Whirling Dervish, Bunker Buster
    Troller: Sticky Bomb, Defibrillator, Gauss Grenade, [X], Distract, Speed Drain

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Vortex Cannon (attack debuff),
    - Napalm Grenade (health debuff), and
    - Tornado Pull (pull)


    Flight/Accro Dual-Spec

    PP Allocation

    Traps (7 PP): Taser Pull, Fear Gas, Defibrillator, Bunker Buster, Gauss Grenade, Cryo-Foam, Cryo-Field
    Tricks (3 PP): Sticky Bomb, Intimidation, Distract
    Iconics (4 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon, Word of Power
    Movement Tree: Movement Pull (Low Pressure/Grapple Line)

    The last PP can be used for a damage power (either Robot Sidekick or Neo-Venom Boost)

    Loadouts

    DPS: Intimidation, Gauss Grenade, Fear Gas, Cryo-Field, [X], Bunker Buster
    Troller: Sticky Bomb, Defibrillator, Gauss Grenade, [X], Distract, Word of Power

    For that 5th spot on your DPS loadout, use either:
    - A damage power (Robot Sidekick or Neo-Venom Boost), or
    - Defibrillator for increased Might and Precision (and noticeable power-out)

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Cryo-Foam (health debuff), and
    - Movement Pull (pull)


    Strategies

    For information on DPS’ing with this Gadgets loadout, watch this vid. The only change is that you’re using Whirling Dervish (or NVB/Robot Sidekick if you're not Speed) instead of the Turret shown in the vid.



    For information on Gadgets trolling, visit the following link. However, skip over the DPS section in that link – it’s inferior to the method shown in the previous vid.

    Everything Gadgets
    • Like x 1
  4. Anierna Well-Known Player

    Hard Light


    Speed Dual-Spec

    PP Allocation

    Assault (8 PP): Claws, Minigun, Ram, Strafing Run, Chompers, Whip Thrash, Fan, Snap-Trap
    Support (4 PP): Boxing, Hand-Clap, Recharge, Light Barrier
    Iconics (3 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon
    Speed Tree: Speed Drain, Whirling Dervish

    Loadouts

    DPS: Claws, Whirling Dervish, Ram, Snap-Trap, Light Barrier, Strafing Run
    Troller: Claws, Recharge, Whip Thrash, [X], Light Barrier, Speed Drain

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Snap-Trap (health debuff),
    - Chompers (panic), and
    - Fan (pull)


    Flight/Accro Dual-Spec

    PP Allocation

    Assault (8 PP): Claws, Minigun, Ram, Strafing Run, Chompers, Whip Thrash, Fan, Snap-Trap
    Support (2 PP): Boxing, Recharge
    Iconics (5 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon, Hard-Light Shield, Word of Power

    Loadouts

    DPS: Claws, [X], Ram, Snap-Trap, Hard-Light Shield, Strafing Run
    Troller: Claws, Recharge, Whip Thrash, [X], Hard-Light Shield, Word of Power

    For that 2nd spot on your DPS loadout, use whatever you like. Personally, I put Recharge there and clip with it for increased Might and Precision (and in a dual-spec, it does put out a noticeable amount of power).

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Snap-Trap (health debuff),
    - Chompers (panic), and
    - Fan (pull)


    Strategies

    For information on Hard Light DPS, visit the following link:

    OMAAR's HL DPS Guide
    • Like x 1
  5. Anierna Well-Known Player

    Mental


    Speed Dual-Spec

    PP Allocation

    Telekinesis (2 PP): Telekinesis, Psychic Empowerment
    Illusion (9PP): Terror Tendrils, Menace, Invisibility, Grandeur, Horrific Visage, Phantom Flames, Psychic Shock, Terrorize, Mass Terror
    Iconics (3 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon
    Speed Tree: Tornado Pull, Speed Drain, Whirling Dervish

    The last PP can be used for:
    - A damage SC (Mass Hysteria/Bolt Barrage)
    - A damage power (Robot Sidekick, Neo-Venom Boost, or Psychic Resonance [if the Devs ever fix Dazing Devices])

    Loadouts

    DPS: Psychic Shock, Menace, Phantom Flames, Whirling Dervish, Mass Terror, [X]
    Troller: Terror Tendrils, Psychic Empowerment, Phantom Flames, [X], Grandeur, Speed Drain

    For that 6th spot on your DPS loadout, use:
    - Terrorize for single-target, or
    - A damage SC if you chose to get one, or
    - A damage power if you chose to get one, or
    - Psychic Empowerment for increased Might and Precision (and noticeable power-out)

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Terrorize (attack debuff),
    - Horrific Visage (health debuff),
    - Mass Terror, (panic) and
    - Tornado Pull (pull)


    Flight/Accro Dual-Spec

    PP Allocation

    Telekinesis (2 PP): Telekinesis, Psychic Empowerment
    Illusion (9PP): Terror Tendrils, Menace, Invisibility, Grandeur, Horrific Visage, Phantom Flames, Psychic Shock, Terrorize, Mass Terror
    Iconics (4 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon, Word of Power
    Movement Tree: Movement Pull (Low Pressure/Grapple Line)

    Loadouts

    DPS: Psychic Shock, Menace, Phantom Flames, [X], Mass Terror, Terrorize
    Troller: Terror Tendrils, Psychic Empowerment, Phantom Flames, [X], Grandeur, Word of Power

    For that 4th spot on your DPS loadout, you can put whatever you like. Personally, I put Psychic Empowerment there and clip with it for increased Might and Precision (and in a dual-spec, it does put out a noticeable amount of power).

    For that 4th spot on your troller loadout, switch (as the situation demands) between:
    - Terrorize (attack debuff),
    - Horrific Visage (health debuff),
    - Mass Terror, (panic) and
    - Movement Pull (pull)


    Strategies

    DPS

    Apply the Terror PI and a DoT (both as 360-degree AoE) with Mass Terror. This PI will cause Phantom Flames, Psychic Shock, and Menace to do increased damage. Apply a second DoT with Phantom Flames (frontal-cone AoE). Apply a third DoT with Whirling Dervish. While DoTs from Mass Terror and Phantom Flames are still active, clip with Psychic Shock (AoE centered on target). Renew DoTs frequently, clipping wep combos with powers. Keep Whirling Dervish and Menace on cooldown. When possible, clip wep combos with Whirling Dervish, clip that with an offensive power, then clip that with Menace.
    • Like x 1
  6. Anierna Well-Known Player

    Earth


    Shards is currently bugged. You can use it as many times as you like in Tank role, and adds will never get Immunity. Until it is fixed, I suggest taking full advantage of it by using the “Pre-Shards Fix” dual-spec. After it is fixed, use the “Post-Shards Fix” dual-spec.


    Pre-Shards Fix

    Speed Dual-Spec

    PP Allocation

    Geokinesis (6 PP): Earthen Grip, Shards, Striking Stones, Debris Field, Totem, Reinforce
    Seismic (7 PP): Stone, Pebble Blast, Upheaval, Gemstone Shield, Epicenter, Tectonic Break, Jackhammer
    Iconics (2 PP): Weapons Expert, Tactical Genius
    Speed Tree: Whirling Dervish

    Loadouts

    DPS: [X], Whirling Dervish, Reinforce, Tectonic Break, Jackhammer, Debris Field
    Tank: Earthen Grip, Epicenter, Reinforce, Shards, Jackhammer, Gemstone Shield

    For that 1st spot on your DPS loadout, use either:
    - Pebble Blast (for single-target), or
    - Epicenter (for multi-target)


    Post-Shards Fix

    Speed Dual-Spec

    PP Allocation

    Geokinesis (5 PP): Earthen Grip, Summon Crystal Golem, Striking Stones, Totem, Reinforce
    Seismic (8 PP): Stone, Pebble Blast, Upheaval, Localized Tremor, Gemstone Shield, Epicenter, Tectonic Break, Jackhammer
    Iconics (2 PP): Weapons Expert, Tactical Genius
    Speed Tree: Whirling Dervish

    Loadouts

    DPS: Reinforce, Whirling Dervish, Localized Tremor, Tectonic Break, Jackhammer, Crystal Golem
    Tank: Earthen Grip, Epicenter, Localized Tremor, [X], Jackhammer, Gemstone Shield

    For that 4th spot in your tank loadout, use either:
    - Tectonic Break (for PI damage from Localized Tremor and Jackhammer), or
    - Reinforce


    Flight/Accro Dual-Spec

    PP Allocation

    Geokinesis (5 PP): Earthen Grip, Summon Crystal Golem, Striking Stones, Totem, Reinforce
    Seismic (8 PP): Stone, Pebble Blast, Upheaval, Localized Tremor, Gemstone Shield, Epicenter, Tectonic Break, Jackhammer
    Iconics (2 PP): Weapons Expert, Tactical Genius

    Loadouts

    DPS: Totem, Reinforce, Localized Tremor, Tectonic Break, Jackhammer, Crystal Golem
    Tank: Earthen Grip, Epicenter, Localized Tremor, [X], Jackhammer, Gemstone Shield

    For that 4th spot in your tank loadout, use either:
    - Tectonic Break (for PI damage from Localized Tremor and Jackhammer), or
    - Reinforce


    Strategies

    DPS-Pre-Shards Fix

    Apply the Dazed PI (as 360-degree AoE) with Tectonic Break. This PI will cause Debris Field and Jackhammer to do additional ticks of damage. Apply a DoT with Debris Field (AoE centered on location). Apply a second DoT with Whirling Dervish. Buff with Reinforce and ensure enemies are Dazed before spamming Aftershocks with Jackhammer (360-degree AoE). Keep Debris Field, Whirling Dervish, and Reinforce on cooldown. Ensure enemies are still Dazed before using Debris Field. When possible, clip wep combos with Whirling Dervish, clip that with an offensive power, then clip that with Reinforce.

    DPS-Post-Shards Fix

    Apply the Dazed PI (as 360-degree AoE) with Tectonic Break. This PI will cause Localized Tremor and Jackhammer to do additional ticks of damage. Keep Crystal Golem active. Apply a DoT with Whirling Dervish (or Totem if you’re not Speed). Buff with Reinforce and ensure enemies are Dazed before spamming Aftershocks with Jackhammer (360-degree AoE). Keep Reinforce and Whirling Dervish (or Totem) on cooldown. While the buff from Reinforce is not active (since it only lasts for half its cooldown), ensure enemies are Dazed, then clip wep combos with Localized Tremor (360-degree AoE). When possible, clip wep combos with Whirling Dervish, clip that with an offensive power, then clip that with Reinforce.

    Tanking

    Maintain a constant 50% damage absorption by using Jackhammer with 3 Aftershocks every 12 secs. Pull adds with Epicenter, then knock them all down with Shards/Localized Tremor. Pull any single adds that may appear with Earthen Grip. Use Gemstone Shield with 3 Aftershocks when you anticipate an imminent powerful attack. If you chose to use Tectonic Break, ensure enemies are Dazed before renewing your damage absorption with Jackhammer or using Localized Tremor.
    • Like x 1
  7. Anierna Well-Known Player

    Fire


    Speed Dual-Spec

    PP Allocation

    Immolation (8 PP): Immolation, Enflame, Flashpoint, Meteor, Fiery Weapon, Overheat, Inferno, Stoke Flames
    Ignition (5 PP): Fireball, Absorb Heat, [X], Backdraft, Burning Determination
    Iconics (2 PP): Weapons Expert, Tactical Genius
    Speed Tree: Tornado Pull, Whirling Dervish

    For that 3rd spot in the Ignition tree, you can get Detonate, Fireball Barrage, or Eternal Flame. It doesn’t matter which – it’s just a filler necessary to progress down the tree.

    Loadouts

    DPS: Flashpoint, Fiery Wep, Enflame, Whirling Dervish, Inferno, Overheat
    Tank: Tornado Pull, Backdraft, Flashpoint, Enflame, Burning Determination, Stoke Flames


    Flight/Accro Dual-Spec

    PP Allocation

    Immolation (8 PP): Immolation, Enflame, Flashpoint, Meteor, Fiery Weapon, Overheat, Inferno, Stoke Flames
    Ignition (5 PP): Fireball, Absorb Heat, [X], Backdraft, Burning Determination
    Iconics (2 PP): Weapons Expert, Tactical Genius
    Movement Tree: Movement Pull (Low Pressure/Grapple Line)

    For that 3rd spot in the Ignition tree, you can get Detonate, Fireball Barrage, or Eternal Flame. It doesn’t matter which – it’s just a filler necessary to progress down the tree.

    Loadouts

    DPS: Flashpoint, Fiery Wep, Enflame, [X], Inferno, Overheat
    Tank: Movement Pull, Backdraft, Flashpoint, Enflame, Burning Determination, Stoke Flames

    For that 4th spot in your DPS loadout, use either:
    - Backdraft (for large numbers of adds),or
    - Burning Determination.


    Strategies

    DPS

    Keep Enflame on cooldown (AoE DoT centered on yourself). Keep Inferno on cooldown (AoE DoT centered on location), but try to use it on large groups of adds to take full advantage of the initial tick. Enflame and Inferno both inflict the Burning and Immolation PIs. Immolation will cause Overheat to do increased damage, and cause Flashpoint to double-tick upon cast and inflict an AoE DoT. Keep Overheat on cooldown, but ensure enemies are already affected by either Enflame or Inferno before using it. When not renewing DoTs from Enflame, Inferno, and Overheat, clip with Flashpoint. Keep Whirling Dervish and Fiery Wep on cooldown. When possible, clip wep combos with Whirling Dervish, clip that with an offensive power, then clip that with Fiery Wep. Try to time your rotation so Fiery Wep always clips either Enflame or Flashpoint (since it has a higher modifier).

    Tanking

    For information on Fire Tanking, visit the following link:

    Kristyana's Incredibly Detailed Fire Tank Guide
    • Like x 1
  8. Anierna Well-Known Player

    Ice


    Speed Dual-Spec

    PP Allocation

    Storms (6 PP): Inescapable Storm, Arctic Gust, Freeze Wave, Bitter Winds, Shatter Restraints, Wintry Tempest
    Cryogenics (4 PP): Cold Snap, Ice Bash, Hibernation, Reflection
    Iconics (5 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon, Powerful Resistance, Intimidating Gaze *
    Speed Tree: Whirling Dervish

    * Do not get Nanoweave Armor because, if you’re in fully modded t4 tank gear, you will already get past 100% damage mitigation (7100 Defence) with the buff via using any power. Ergo, extra Defence will be useless.

    Loadouts

    DPS: Freeze Wave, Ice Bash, Bitter Winds, Whirling Dervish, Wintry Tempest, Reflection
    Tank: Inescapable Storm, Freeze Wave, Bitter Winds, Reflection, Shatter Restraints, Hibernation


    Flight/Accro Dual-Spec

    PP Allocation

    Storms (6 PP): Inescapable Storm, Arctic Gust, Freeze Wave, Bitter Winds, Shatter Restraints, Wintry Tempest
    Cryogenics (4 PP): Cold Snap, Ice Bash, Hibernation, Reflection
    Iconics (4 PP): Weapons Expert, Tactical Genius, Wisdom of Solomon, Powerful Resistance *

    The last PP can be used for a damage power (either Robot Sidekick or Neo-Venom Boost)

    * Do not get Nanoweave Armor because, if you’re in fully modded t4 tank gear, you will already get past 100% damage mitigation (7100 Defence) with the buff via using any power. Ergo, extra Defence will be useless.

    Loadouts

    DPS: Freeze Wave, Ice Bash, Bitter Winds, Reflection, Wintry Tempest, [X]
    Tank: Inescapable Storm, Freeze Wave, Bitter Winds, Reflection, Shatter Restraints, Hibernation

    For that 6th spot on your DPS loadout, use a damage power (either Robot Sidekick or Neo-Venom Boost).


    Strategies

    DPS

    Keep Bitter Winds on cooldown (AoE DoT centered on yourself). Keep Wintry Tempest on cooldown (AoE DoT centered on location), but try to use it on large groups of adds to take full advantage of the initial tick. Bitter Winds and Wintry Tempest both inflict the Frostbite PI. Frostbite will cause Freeze Wave to inflict an AoE DoT. When not renewing DoTs from Bitter Winds and Wintry Tempest, clip with Freeze Wave. Keep Whirling Dervish, Ice Bash, and Reflection on cooldown. When possible, clip wep combos with Whirling Dervish, clip that with an offensive power, then clip that with either Ice Bash or Reflection. Try to time your rotation so Ice Bash or Reflection always clips either Bitter Winds or Freeze Wave (since they have a higher modifier).
    • Like x 1
  9. Anierna Well-Known Player

    Nature


    Speed Dual-Spec

    PP Allocation

    Plants (8 PP): Vine Lash, Thorn Shield, Savage Growth, Blossom, Briar, Bloom, Harvest, Cross Pollination
    Shape-Shifting (3 PP): Roar, Metabolism, Regeneration
    Iconics (4 PP): Weapons Expert, Tactical Genius, Miracle Worker, Empathic Healing
    Speed Tree: Whirling Dervish

    Loadouts

    DPS: Vine Lash, Whirling Dervish, Briar, Savage Growth, Thorn Shield, Harvest
    Healer: Cross Pollination, Savage Growth, Metabolism, Harvest, Blossom, Regeneration


    Flight/Accro Dual-Spec

    PP Allocation

    Plants (8 PP): Vine Lash, Thorn Shield, Savage Growth, Blossom, Briar, Bloom, Harvest, Cross Pollination
    Shape-Shifting (3 PP): Roar, Metabolism, Regeneration
    Iconics (4 PP): Weapons Expert, Tactical Genius, Miracle Worker, Empathic Healing

    Loadouts

    DPS: Vine Lash, Bloom, Briar, Savage Growth, Thorn Shield, Harvest
    Healer: Cross Pollination, Savage Growth, Metabolism, Harvest, Blossom, Regeneration


    Strategies

    DPS

    For information on Nature DPS, visit the following link. However, skip Sore's section on Healing. The methods he describes are inferior to those in the healing section of my guide. Specifically, none of his healing loadouts use Harvest, which is a big problem.

    Sore's Nature Guide

    The loadout to use in Sore's guide is called "Speed Demon."

    Healing

    Apply/reapply 2 stacks of pheromones with Savage > clip Cross every 40 secs to keep those 2 HoTs constantly up. With those HoTs stacked, you have a plethora of options for group burst healing. The following tables describe the different ways to do group burst. The first ones do the least healing, and generally use the least power, while the last ones do the most healing and use the most power. The majority of the time, you should use Harvest for burst, since it does the same instant healing as Blossom without eliminating your HoTs, and it also applies a 3rd HoT.


    Range-Neutral Levels of Group Burst Healing in a Single Clip (with Savage > Cross HoTs stacked)

    Meta
    Blossom
    Harvest
    Blossom > Meta
    Meta > Blossom
    Harvest > Meta
    Harvest > Blossom
    Harvest > Blossom > Meta


    Close-Range Levels of Group Burst Healing in a Single Clip (with Savage > Cross HoTs stacked)

    Meta
    Blossom
    Cross
    Harvest
    Blossom > Meta
    Blossom > Cross
    Meta > Blossom
    Harvest > Meta
    Harvest > Cross
    Harvest > Blossom
    Harvest > Blossom > Meta
    Harvest > Blossom > Cross
    Harvest > Blossom > Meta > Cross

    Refrain from using Blossom unless you absolutely need to, since you'll have to reapply HoTs via Savage > Cross immediately. Although it's not strictly necessary to be within melee range when you're Nature (since Savage, Meta, Harvest, and Blossom have such enormous ranges), it's best to stay up front nearest the maximum number of people so you can get the most out of Cross, and use it as you would Galvanize.
    • Like x 1
  10. Anierna Well-Known Player

    Electricity


    Speed Dual-Spec

    PP Allocation

    Voltage (4 PP): Tesla Blast, Bio-Electric Surge, Wired, Electrogenesis
    Amperage (9 PP): Repulse, Spark Barrage, Attract, Overcharge, Invigorate, Bio-Capacitor, Electrostatic Bomb, Electrocute, Galvanize
    Iconics (2 PP): [X]
    Speed Tree: Whirling Dervish

    For a DPS-oriented dual-spec, get the 2 DPS Iconic inates (Weapons Expert and Tactical Genius). For a Healer-oriented dual-spec, get the 2 Healer Iconic Inates (Miracle Worker and Empathic Healing).

    Loadouts

    DPS: Wired, Attract, Spark Barrage, Whirling Dervish, Electrocute, Electrogenesis
    Healer: Bio-Electric Surge, Bio-Capacitor, Galvanize, Electrogenesis, Wired, Invigorate

    Flight/Accro Dual-Spec

    PP Allocation

    Voltage (4 PP): Tesla Blast, Bio-Electric Surge, Wired, Electrogenesis
    Amperage (9 PP): Repulse, Spark Barrage, Attract, Overcharge, Invigorate, Bio-Capacitor, Electrostatic Bomb, Electrocute, Galvanize
    Iconics (2 PP): [X]

    For a DPS-oriented dual-spec, get the 2 DPS Iconic inates (Weapons Expert and Tactical Genius). For a Healer-oriented dual-spec, get the 2 Healer Iconic Inates (Miracle Worker and Empathic Healing).

    Loadouts

    DPS: Wired, Attract, Spark Barrage, Electrostatic Bomb, Electrocute, Electrogenesis
    Healer: Bio-Electric Surge, Bio-Capacitor, Galvanize, Electrogenesis, Wired, Invigorate
    • Like x 1
  11. Anierna Well-Known Player

    Sorcery


    Speed Dual-Spec

    PP Allocation

    Destiny (9 PP): Condemn, Rejuvenate, Shared Fate, Vengeance, Karmic Backlash, Invocation of Renewal, Weapon of Destiny, Circle of Destiny, Arbiter of Destiny
    Summoning (5 PP): Summon Guardian, Boon of Souls, Soul Well, Summon Watcher, Sacrificial Offering
    Iconics (1 PP): [X]
    Speed Tree: Whirling Dervish, Phase Dodge

    For a DPS-oriented dual-spec, get 1 of the DPS Iconic inates (either Weapons Expert or Tactical Genius). For a Healer-oriented dual-spec, get 1 of the Healer Iconic Inates (either Miracle Worker or Empathic Healing).

    Loadouts

    DPS: Weapon of Destiny, Whirling Dervish, Karmic Backlash, Circle of Destruction, Invocation of Renewal, Soul Well
    Healer: Rejuvenate, Sacrificial Offering, Circle of Protection, Soul Well, Arbiter of Destiny, Watcher
    Arbiter [Healer]: Rejuvenate, Shared Fate, Sacrificial Offering, Circle of Protection, Soul Well, Watcher

    If you have the power, use Phase Dodge in place on Invocation of Renewal. This is a superior method of clipping, but is incredibly inefficient. For maximum DPS, it is necessary to have both of these clipping abilities on your DPS loadout - but will necessitate more power than you are likely to have available or the trollers are able to provide (at least for a sustained period of time).


    Flight/Accro Dual-Spec

    PP Allocation

    Destiny (9 PP): Condemn, Rejuvenate, Shared Fate, Vengeance, Karmic Backlash, Invocation of Renewal, Weapon of Destiny, Circle of Destiny, Arbiter of Destiny
    Summoning (5 PP): Summon Guardian, Boon of Souls, Soul Well, Summon Watcher, Sacrificial Offering
    Iconics (1 PP): [X]

    For a DPS-oriented dual-spec, get 1 of the DPS Iconic inates (either Weapons Expert or Tactical Genius). For a Healer-oriented dual-spec, get 1 of the Healer Iconic Inates (either Miracle Worker or Empathic Healing).

    Loadouts

    DPS: Weapon of Destiny, Soul Well, Invocation of Renewal, Circle of Destruction, Karmic Backlash, Vengeance
    Healer: Rejuvenate, Sacrificial Offering, Circle of Protection, Soul Well, Arbiter of Destiny, Watcher
    Arbiter [Healer]: Rejuvenate, Shared Fate, Sacrificial Offering, Circle of Protection, Soul Well, Watcher


    Strategies
    • Like x 1
  12. Anierna Well-Known Player

  13. Anierna Well-Known Player

    RESERVED

    My guide has now been copied over. However, I still need to include descriptions of how to use some of the loadouts given in the "Strategies" section of each powerset.

    The Elec section was complete, and is an excellent way to dual-spec, but I had to take it down for personal reasons.
  14. Drift Hazard Dedicated Player

    Except not. Not all powers cause immunity (not counting breakouts). Look at Flashpoint, for example. You can spam it endless of times on a Sparring Target and they'll never get immunity from it.

    Actually, those powers which causes immunity (like Totem) are special exceptions to the rule and usually for a good reason. Totem, for example, lasts very long which means if enemies were incapable of breaking out, they will get juggled endlessly without the toon needing to use additional power. It's too good.
  15. Nymphaea New Player

    i see the crappy poster has returned
  16. Radium Devoted Player

    Ice has changed a bit now with specing, and especially duel-specing.

    Resto is equal to Dom now with shields but still maintains the high level in DPS role. Resto is the prefered trait to have now for Tanks and Trolls that utilize shields.
  17. Coconuts Well-Known Player

    Why was lightning redacted? I was curious as to what could be a viable dualspec for that (which is why I'm here).
    • Like x 1
  18. Anierna Well-Known Player

    Well, I put it up there, then immediately took it down since Impact didn't want anyone to know about a certain power.

    Although, Raiz0 has already published that trick on another thread, I think, so I suppose I could put my Elec dual-spec back up now.
  19. Coconuts Well-Known Player

    That would be greatly appreciated Anierna. I'm thinking about going to electricity because I'm not crazy about the other two healing powers and electricity is the only power (aside from Ice) that I've never used.

    I'm gonna assume that the power had some sort of impact on PvP, which is why people didn't want it to be revealed. But like you said, since someone else spilled the beans, it seems it would be okay to post it now. You know, since you're not the person who revealed it lol.
  20. Anierna Well-Known Player

    ok. Reinstated the Elec section.