The system means, however, that without use of the skill Steady Hands which has a 40s cooldown, one cannot easily and quickly go from a DPS RK to a healing RK. If you are at 7 and you use writ of lightning you’ll go down to 4, however if you are at 7 and you use Shocking Touch or Armor of the Elements you will go back to 10).Īs confusing as I’m making it sound, it is pretty simple. Skills which benefit neither, for instance Shocking Touch which is a daze skill or Armor of the Elements which bubbles the RK (but isn’t a heal or trait line skill) give you attunement towards the neutral state (So if you have 13 attunement, that is +3 healing, and you use either of the neutral skills, you will go back to 10 as you started, or if you have 13 and you use a DPS skill like Writ of Lightning which gives 3 DPS attunement you will also go down to 10. When your attunement goes lower than 10, that benefits your battle attunement or DPS attunement, when it is positive to 10, up to 20, that is healing attunement. The way the game works it is to give the RK a base of 10/20 attunement, this is a neutral state and your standard out-of-combat state. The difficulty comes in that DPS counters against healing, and healing against DPS. Put basically, individual skills give you attunement towards new skills and also upgrading current skills, so a DPS skill may give you 3 attunement, which then unlocks a more powerful DPS skill which may consume that 3 attunement, or existing skills may gain more damage the higher your current attunement. The Attumenet system is similar to the Champion’s fervour or the Hunter’s focus. Although the RK is light armour, and therefore doesn’t have so much mit building to do as other classes, it is still important to make sure they’re capping or above (above if running T2 instances at lvl cap).īasically with virtues, I try to break required mits down as much as possible to save on essence slots which can then greater increase mastery/morale/crit. In Mordor your mits must be pretty high and my RK really struggled through it, especially in Talath Urui. Virtue traits on my RK go as such: Compassion, Innocence, Honour, Zeal, Tolerance. Despite it being weaker than the fire tree, it is also my favourite DPS line. It is also good for crowd control with stuns and has a couple of nice debuffs. This is your second DPS tree, dealing instant damage which largely relies on crits. The Yellow traits, called Solitary Thunder, are your lightning traits. The red tree also gives some nice buffs and plenty of debuffs. The Fire RK is, at the moment, the strongest of the RKs DPS lines. These traits benefit and give the RK fire skills, which are DoTs. The Red traits, called the Cleansing Flame, are, as can be guessed, your fire traits. Unlike the minstrel, almost all of the RK’s heals are HoTs (That’s Heal over Time, like bleeds only heals). While other classes can perform decent heals, (Captain, LM, and Beorning), the RK was made to be the second ‘main’ healer. The RK is one of the two main game healing classes, second only to the minstrel. The Blue trait line, called Benediction of Peace, is your healing trait line. Broken the breaking down even more, they have 1 instant damage DPS line, 1 DoT trait line, and 1 HoT trait line. However, unlike most other classes which usually mix and match default skills with trait skills to achieve two roles at once, the RK is even more limited by attunement, as explained below.īroken down, the RK has 2 DPS trait lines and 1 healing. ![]() ![]() They can choose DoT damage through fire, instant damage through lightning, or HoTs in their trait lines. Their support is limited while they can bubble allies and can give an auto rez skill, they don’t have many actual debuffing/buffing skills beyond their class, apart from a few which may aid classes like the LM or a oiled warden/hunter. The RK has pretty well only 2 roles DPS or healing. Like my warden build I will break everything down real quick for newbies to the RK, but I will assume you know most in-game terms now (DOTs, RK, mits, masteries, etc.) Make no mistake that they are squishy, but traited right and played right it can be really powerful. I’ve always liked Magic classes, even though they’re hard and usually quite poor. The rune-keeper is possibly (I haven’t decided yet, torn between it, warden, and LM) my favourite class. So I’ll edit this when my RK reaches full lvl, but thought I’d add my Rune-Keeper build next, seeing as the warden build actually raised site ratings quite a bit.
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