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.
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
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
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
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.
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.
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
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).
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.
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
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
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.
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.
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.
Why was lightning redacted? I was curious as to what could be a viable dualspec for that (which is why I'm here).
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.
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.