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    Senior Member LelouchX's Avatar
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    Default Beckoning Guide

    Hi all, I have looks through forums for some info regarding ways to make beckon most effective. I see so many level 50+ scatterbears that I can't believe people haven't learned how to beckon properly after playing so long. While I have had some inklings about some of these, I want to give credit to those who have taken the time to confirm it. This is a small compilation, but anyone should feel free to add to it if they have more tips. If i missed a thread that did address this issue please add a link!

    From WhoIsThis's Team mechanics guide:
    http://www.spacetimestudios.com/show...team-mechanics

    - Beckon: The most important spell in crowd control and possible the most important function of bears. Beckon brings the enemy target(s) towards you. Beckon "stuns" the targets affected. Beckon can miss (which is why its important to have a high hit %) and enemies can dodge it. It's a good idea to maximize beckon as soon as you get this skill. Beckon has a huge difference in its pulling ability between 4 and 5, and then 5 and 6. It's very important you learn how to beckon. An improper beckon can easily pull enemies away from mages (whose spells have a fixed radius around them). Another important thing is to work with other bears. You've got to time your beckons together or there could be total chaos. When in doubt, allow the other bear to lead and switch from tanking to DPS gear.

    - Pure Strength (100% str): Pure strength bears are still fairly common. They are the "tankiest" off all the bears (highest dodge, health regen, hp, and armor). However, they suffer from very low hit % and absent of equipment that boosts hit %, beckon often misses. They do very little damage from their weaponry.

    - Hybrid strength (70% str, 30% dex): Hybrid strength bears are arguably the best bears for pure tanking. Their hit % is high enough that beckon shouldn't miss and they are only slightly less survivable than their pure strength counterparts. They can also wear strength gear without the need to dual spec.

    4. Go against the wall and beckon. Remember, the objective is to drive the targets against the wall and keep them there. I know that this sounds bizarre, but when you beckon - don't select a target to auto. Beckon (strangely) works better when you do not auto a target.

    5. Move away from the wall and opposite to the direction that you beckoned. In a hallway, stand in the middle of the hallway. In a room, stand about 3m away from the wall. If you didn't cast Hell Scream earlier, do it now. The stun effect of the beckon has probably worn off and if your team hasn't debuffed, they won't. (Chances are, you're in a PUG that has players who do not understand the concept of debuffing.) Ask them politely to debuff next time. If they don't, next time, cast Hell Scream as directed in step 3.

    From my thread, Note for Tanks

    Originally Posted by xBearSpiritx
    I don't think it would affect your pulling ability using beckon with 88% hit, but I believe swords are greater than any 1H Weapon at par.

    It seems that the 1H Sword always gives more skill damage, as opposed to using axes.

    Originally Posted by LelouchX
    Thanks! I did notice that my axe is where I have the problem with beckon.
    Last edited by LelouchX; 08-01-2011 at 02:23 PM.
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