Pilates
07-01-2010, 03:03 PM
*Modified to incorporate Weakness into rotation*
My goal is to greatly improve paladin/enchantress dps & healing by providing an effective strategy. In order to do this, I'll offer a spell rotation that significantly increases spell and melee damage, while freeing up time to heal as well.
The basis for this discussion is the fact that spells do significantly more damage when they crit. By using our Blessing of Might spell, we can cast most of our spells with a 50% crit buff. This gives us a tremendous boost to our dps.
You will need to have 3-4 pieces of lvl 40 or 45 Thoth gear in order to provide maximum mana regen. I recommend 5/5 points in all skills except, Ice Storm (2 points), Resurrect (1 point), Mana Shield (1 point), and Frostbite (0 points). The second point in Ice storm can be flexed to another spell if desired. (Levels 40-44 won't have all the skill points yet, which may affect rotation).
http://i929.photobucket.com/albums/ad135/psubk1/IMG_0087-1.jpg
Starting from the initial pull, the spell rotation goes like this. Once mobs have been aggro'd, activate your auto attack and get close to the cluster of mobs. Cast your two debuffs Weakness and Nightmare (in that order), followed by the buffs Blessing of Vitality and Blessing of Might in that order (due to length of cooldown and crit benefit from Blessing of Might). Immediately follow this with your 4 main damage spells of Lightning, Drain Life, Ice Storm, and Fire Storm, in that order. You now have a couple seconds during which you can heal if needed before recasting Lightning. Be sure to cast Lightning within a second or two once it becomes available so it will be available for your second round of damage spells. Once Weakness comes off cooldown, cast your debuffs Weakness and Nightmare again, followed by the 4 main damage spells again in order (Lightning, Drain Life, Ice Storm, and Fire Storm). If done properly, you will cast 9 damage spells while the crit buff from Blessing of Might is still active, giving your dps a huge boost. Cast Lightning once more as it becomes available within a second or two in order to give it sufficient cooldown before repeating the entire cycle. This rotation can be repeated every 35 seconds.
The advantage of a rotation is it consolidates all the damage spells into an easily repeatable cycle, freeing up time for you to heal (one of the biggest advantages of our class). Out of every 35 second rotation, approximately 7-8 of them will be used casting the rotation, giving you 27-28 seconds to focus on healing as needed, or spamming heal continuously. You have plenty of mana regen, so either method can be utilized as required.
Your melee dps provides a nice supplement to single target damage, especially with the crit buff active. Keep an eye on it to make sure it is active. If you have too much aggro, you can either stop the rotation for awhile, or use your mana shield while running away. Be aware that taking too much damage with mana shield active will impair your ability to effectively continue the rotation for a few seconds. If you are having trouble getting the second set of damage spells cast before the crit buff goes away, you can omit the second weakness from the rotation.
I welcome any comments and hope this helps!
(Many thanks to Relis and Royce for their contributions to this post)
My goal is to greatly improve paladin/enchantress dps & healing by providing an effective strategy. In order to do this, I'll offer a spell rotation that significantly increases spell and melee damage, while freeing up time to heal as well.
The basis for this discussion is the fact that spells do significantly more damage when they crit. By using our Blessing of Might spell, we can cast most of our spells with a 50% crit buff. This gives us a tremendous boost to our dps.
You will need to have 3-4 pieces of lvl 40 or 45 Thoth gear in order to provide maximum mana regen. I recommend 5/5 points in all skills except, Ice Storm (2 points), Resurrect (1 point), Mana Shield (1 point), and Frostbite (0 points). The second point in Ice storm can be flexed to another spell if desired. (Levels 40-44 won't have all the skill points yet, which may affect rotation).
http://i929.photobucket.com/albums/ad135/psubk1/IMG_0087-1.jpg
Starting from the initial pull, the spell rotation goes like this. Once mobs have been aggro'd, activate your auto attack and get close to the cluster of mobs. Cast your two debuffs Weakness and Nightmare (in that order), followed by the buffs Blessing of Vitality and Blessing of Might in that order (due to length of cooldown and crit benefit from Blessing of Might). Immediately follow this with your 4 main damage spells of Lightning, Drain Life, Ice Storm, and Fire Storm, in that order. You now have a couple seconds during which you can heal if needed before recasting Lightning. Be sure to cast Lightning within a second or two once it becomes available so it will be available for your second round of damage spells. Once Weakness comes off cooldown, cast your debuffs Weakness and Nightmare again, followed by the 4 main damage spells again in order (Lightning, Drain Life, Ice Storm, and Fire Storm). If done properly, you will cast 9 damage spells while the crit buff from Blessing of Might is still active, giving your dps a huge boost. Cast Lightning once more as it becomes available within a second or two in order to give it sufficient cooldown before repeating the entire cycle. This rotation can be repeated every 35 seconds.
The advantage of a rotation is it consolidates all the damage spells into an easily repeatable cycle, freeing up time for you to heal (one of the biggest advantages of our class). Out of every 35 second rotation, approximately 7-8 of them will be used casting the rotation, giving you 27-28 seconds to focus on healing as needed, or spamming heal continuously. You have plenty of mana regen, so either method can be utilized as required.
Your melee dps provides a nice supplement to single target damage, especially with the crit buff active. Keep an eye on it to make sure it is active. If you have too much aggro, you can either stop the rotation for awhile, or use your mana shield while running away. Be aware that taking too much damage with mana shield active will impair your ability to effectively continue the rotation for a few seconds. If you are having trouble getting the second set of damage spells cast before the crit buff goes away, you can omit the second weakness from the rotation.
I welcome any comments and hope this helps!
(Many thanks to Relis and Royce for their contributions to this post)