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View Full Version : [Guide] Havoc Leveling Guide (Spec Breakdown Included)


constantius
08-25-2008, 12:42
Hi, this is a guide I just wrote to instruct new Demonologists on which Feats I think are useful, and the order I think they should be invested. It starts off with a general Playstyle discussion, Feats allocation is covered in the second post linked here.. This build is for leveling purposes on a PVP server, with some PVP abilities thrown in as they become available. The main focus is AOE grinding and mana efficiency. There is some wiggle room, there are some points that you can get in different orders (at this time).

First off, I hate leveling with single target damage. We are an AOE class, we should use AOE. When I level, I spam health pots a *LOT.* They only cost about as much as you get from a single mob, and as every time you're using them you kill at least 3 mobs, why not? I don't AOE grind from level 1, but eventually you will realize when you have the power and spells available to you to start AOEing.

Basically you should size up the area before you run in. Watch out for Archer/Ranger type mobs, they hurt a lot until you close into melee and they stop shooting arrows. The benefit of these mobs is their melee damage sucks, but once they start they don't go back to arrows. Be careful of body pulling more mobs when you run in to do this though!

Sprint through the mobs (don't worry about exhaustion, I'm never seen my spell get pushed back while exhausted) to round them up, pausing next to Archers so they follow you. Casters you unfortunately can't do much about, so generally you will have to stop next to them and AOE down what you've gotten so far. Alternately you can range pull with either Shockstrike or Shockblast. Starting with Shockstrike means 1 mob will die fast, which lessens the damage you take.

Start alternating Shockblast (SB) and Inferno of Amber (IoA) as soon as possible. You will notice that because of a "flash" on the icons after their cooldown is up, you can't cast SB with no downtime if you cast it, then cast IoA, then try to go back to SB. You have several options here.
1) Just wait, it's only half a second.
2) Use Shock. It helps to kill one mob as fast as possible to keep the incoming damage low.
3) Use a CC, like Wicked Bolt (50+), Fiery Torment (45+, or 30+ after they change it), Hands of the Underworld (50+), or even Storm Chains. These accomplish the same effect as Shock spam, reducing your incoming damage. I would especially recommend going into CC mode when you see the "Empty Protection of Set" debuff on your char, because no matter how well you were tanking before, you're about to die when you see that.
4) Use a longer casting spell. Chaos Blast (70+), Thunderclap (60+), Hellfire Stream, or something of that nature. The first 2 augment your AOE well, and it's well worth it to slow down your SB/IoA spam to throw these spells in there. Hellfire Stream is more of a filler if you're trying to kill your main target fast and Shock is down (after every other SB/IoA combo).
5) Remember to get out of melee range if you use a root! They can save your ass, but not if you keep standing next to what you rooted. You can root casters too, instead of getting out of range though you just run behind them, since rooted targets can't turn, they won't be able to keep casting on you. This is very useful pre 45-50, since the only CC you have is Storm Chains, but casters still hurt like crazy!

On potions and food. You shouldn't need mana or stamina pots, but health pots are a must. Stock up on around 40 of these every time you run low, and whenever you pull a good sized pack of mobs, use one. Wait until their hits take off initial HP for the burst of the health pot (a few hundred HP, depending on the pot level). DON'T wait until you are at half HP though. Every second you have that pot running is more HP gained, and more survival time. Especially if you are fighting a tough pull, waiting to lose much more than the initial burst of your pot almost always means death. I usually keep a stock of HP and Mana food (~15 each) and use them when I know I will be grinding or killing mobs for an extended period of time. Focus on food that adds a lot of total HP and mana food that adds a lot of mana regen. I only use stamina food that I find on the ground to save inventory space (it's better than throwing it away, eh? And lets you sprint more).

If you want to pull more mobs after you've gotten situated, take the time to target them while SB or IoA is casting. Since they are ground targeted AOEs, there's no reason you need to target any of the mobs you are killing. I like to pull with Shock or Hellfire Stream, though occasionally I will use Shockstrike for very far mobs, since it has the longest range of our spells.

Before I get into the feats, remember that there's no reason you have to see what you're going to hit with your AOE to cast it. As soon as you click the button, left click on the ground to start casting, you don't have to wait for the green circle at all (it's fine if you deselect your target, of course). Also remember that AOE has no line of sight, you can cast it around walls.

Finally, pay attention to your Protection of Set debuff. You will NOT be able to tank anything without damage absorb in your shield. If you see the empty shield debuff pop up, react immediately. If your HP pot isn't on cooldown yet, use one. This will not be enough to keep you up vs. more than 1-2 mobs (and not long against 2 mobs). Hopefully you will have CC that isn't on cooldown or at least a stamina pot that you picked up. Spam your CC and start running. You won't be able to get more than 1 AoE off vs. a decent group of mobs before dying, if that. Melee mobs do tend to be really bad at hitting you if you just run away from them, so using what stamina you have and kiting them around until your shield refreshes is highly recommended. You will probably HAVE to have an HP pot running to do this without dying though.



by fant0m @ US forum

constantius
08-25-2008, 12:43
Feat Allocation and Breakdown!

Here is our blank feat tree so you have a point of reference. (http://www.conanarmory.com/feat.aspx?id=6)


Level 10-14: Swift Shockstrike 5/5. The only option.

Level 15-19: Natural Conductor 5/5. More damage is never bad.

Level 20-23: Overload 5/5. This is an amazing spell, and if you want to be a true AOE grinder, you need all the regen spells you can get. It's especially useful when using high mana cost spells like SB and IoA. With 5/5 it procs a charge almost every single AoE cast.

Level 24-28: Earth Recharge 5/5. Another amazing AOE grinding regen spell. The mana gained is *very* significant when using our expensive AOE spells.

Level 29-32: Mage Blood 5/5. It's time to start hitting the general tree, getting an awesome mana talent is just bonus.

Level 33-37: Archmage 5/5. This spell doesn't affect you quite so much in the 30's, but very soon you're going to need it a lot more than the other options. This spell is critical for keeping your IoA and Hellfire Stream damage from degrading as you level.

Level 38: Mirrored Iron 1/3. A *very* solid 1 pointer for AOEing. This causes your Protection of Set to occasionally proc ~250 damage on anything that attacks you. Further points only increase the damage dealt by 10% each. (Too bad it's not +chance to proc by 10%.) A no brainer for fighting lots of mobs at once.

Level 39: Quickened Iron 1/3. This is where you really start wishing you had more points. You will start noticing a lot more Empty Shield debuffs in the 40's, which this feat fixes, but because we need to prepare for the best talent in the Havoc tree, filling this feat out is going to have to wait.

Level 40-43: Rapid Recharge 5/5. There's a bit of a grey area concerning the points in the next few levels. Basically you need to have 30 points in the tree by level 50, and you have 2 routes to choose from. Personally I never use Shockstrike for splash damage, so Discharge and Chained Shockstrike are worthless to me. You are perfectly welcome to pick them up if you prefer using Shockstrike in your AOE cycles or on mere 2 pulls though. With our mana talents though, you can use SB and IoA with impunity, there's nothing stopping you from Shockblasting down just 2 mobs. Improving the cooldown on Shock lets you kill your primary target faster in just the same way as Shockstrike though, and is more versitile (instant cast vs. 2.5 seconds).

Level 44-48: Bombardment 5/5. Leaving out the crappy pet and storm chains feats (honestly I think storm chains breaks too easy for any points in improving its damage to be worth it, and you're going to get the rest of your CC in a few levels), as well as the Shockstrike splash talents, this is all that's left. Don't get me wrong, it's a really great talent. Remember when I mentioned pulling more mobs with Shock/Shockstrike? This talent augments that ability perfectly. I'd almost pick it up even earlier if there weren't other feats to get. If you are single pulling you can get far more casts off than before, and it's amazing for PVP.

Level 49: Nothing, save your feat point for 50, we have 30 points in Havoc now.

Level 50: Overload Shockblast 2/3 and Wicked Bolts 1/5. If you don't feel like putting a point in Quickened Iron you can save an extra point and get 3/3 Overload Shockblast this level. I don't recommend not getting Wicked Bolt, it's an entirely new spell, and an instant cast CC at that! It's amazing for stopping casters or throwing in while waiting on SB to reduce damage taken.

Level 51: Overload Shockblast 3/3. The third point doubles the damage increase from this amazing talent, quite possibly the most important feat in an AOE build. While it sucks waiting a level to get it, overall, it's just one level. Shockblast should really be tearing through mobs now, with the AOE root and wicked bolts that you also get at level 50, you'll feel like a new class!

Level 52-53: Quickened Iron 3/3. Put off filling out Wicked Bolts for now, it's imperative to stop getting that pesky empty shield debuff! Wicked Bolts is a great spell, but the extra points increase your PVP viability mostly, and this is an AOE build before it's a PVP build (though I don't think it's a gimp PVP build).

Level 54-57: Wicked Bolts 5/5. You need 5/5 to get our next amazing spell, and lets face it, who doesn't want a huge knockback? It's great in PVP (when it works), and every second counts when you knock back a melee mob.

Level 58-59: Nothing, save your points.

Level 60-61: Thunderclap 5/5. You should have 4 points at 60 and get the 5th at 61. This is a HUGE spell in terms of AOE survivability. Maxing it out is a big priority, you should use this spell very often to keep yourself alive against hard hitting pulls.

(Level 62+ Note: We're going back to the general tree now, as we have everything in Havoc that helps us AOE. There are several ways you can go about maxing this tree, depending on your focus. I will present one order for points, but you can mix and match to get what you feel necessary first. )

Level 62: Mystical Attunment 1/5. More damage, it unlocks the next Tier for us, and the rest of the Shield feats are borderline useless.

Level 63: Purge 1/1. Instant cast, no cooldown, this is a good PVP feat. Many classes can remove your CCs or just simply need to be CCed again to be beaten, and removing the 60 second immunity they gain after your first root lets you throw the other one back on and regain the upper hand. We are very squishy for melee, so CCing them is a high priority. And hey, it's just one point.

Level 64-67: Mystical Attunment 5/5. More damage to all our spells. No brainer.

Level 68-69: Unleashed Power 2/2. Some might argue that this spell isn't needed, but I see it as being useful for those pesky ranged mobs. This will make your "green circle" bigger for SB and IoA, allowing you to more easily include ranged mobs in your AOE while still hitting the melee mobs on you. Getting casters down is a priority after all.

Level 70: Lore of Skelos 1/1. Nice damage increasing spell, you should get the most use out of this spell in PVP (stack it with pacts). For one point, there's no reason not to pick this up, you can even use it to bring down mobs when you over aggro accidently. Remember to always use all the cooldowns you have available to you!

Level 70-74: Specter Chant 5/5. Another mana talent. With the way our spells' mana cost tends to skyrocket, and throwing in Lore of Skelos' increases, you can never have enough mana regen, especially with AOE spells.

Level 75-77: Tome of Erlik 3/3. Another burst damage talent, again mostly a PVP talent. Stacking this and Lore of Skelos can actually bring you up to par with the PVP damage of most other classes. And again, feel free to use them to bring down especially large or difficult pulls in PVE too.

(Level 78-80: These talents are mostly throw away. You already have the non-broken and important spells for our class, these are fluff. If Funcom fixes some of our broken talents, these would be the first to go. Especially something like Crimson Shield. If that feat added to the Damage Absorb per hit properly, it would be a MUST HAVE. )

Level 78-79: Possession 2/2. Basically this spell incapacitates/stuns the enemy for 5 seconds. However, it's a 5 second channel before it goes off, so using it in the middle of a fight to gain the upper hand is practically worthless. you might use it as an opener to keep the enemy from doing anything for 5 seconds while you wind up on them, that way the channeling is pre-combat. This means you're not opening with max range Shockstrike though. :/ Alternately in a group this spell becomes more useful since you have teammates to keep killing while you do the channeling and possession.

Level 80: Agonizing Jolts 1/1. A mostly useless talent because the snare doesn't kick in until the first tick of damage 2 seconds after you start channeling. It *does* not stop channeling in PVP based on range though, as far as I know, so if someone runs at extremely low health and happens to not use a pot, this might kill them. Channeling it then stopping when the first tick happens in PVE doesn't do much, since you could just precast a Shockstrike and achieve the same mob HP when it reaches you. Pick it up earlier instead of 1 point in Bombardment if you want, in which case you'd finish Bombardment here.

Level 80: Mirrored Iron 2/3 and 3/3. There's not much left in the trees, and this *will* increase your AOE damage to some extent. don't forget Protection of Set applies to party member too, so even if you're not tanking mobs will still be reflecting on themselves. It's only +20% damage per proc though, no proc chance increase unfortunately.

constantius
08-25-2008, 12:44
Alternate high level (62+) feat discussion:
Mystical Attunment 5/5: Feel free to max this before Purge, or to not get purge at all if you are on a PVE server. This would put these Feat points at level 62-66.

Tome of Erlik 3/3: If you love using burst damage buffs or PVPing, you probably want to get this feat much earlier. The earliest possible would be level 63-65. I recommend getting it before Specter Chant if you want it early, possibly Unleashed Power as well. This would be at level 68-70 or level 70-72.

Specter Chant 5/5 and Unleashed Power 2/2: If you don't feel these talents are necessary (they may not be depending on your style), you have several options. You can delay them as I outlined above, or you can forgo them for different feats in the General Tree. Specifically:

Spiritual Armament (5/5) and Spiritual Aegis (5/5) are two talents to look into if you feel your AOE PVE survivability is lacking or even PVP survivability. Use your judgment in this situation, the most appealing option is to pick up Spiritual Armament 5/5 instead of Specter Chant 5/5 to survive against melee mobs while AOE grinding better. Also melee classes tend to be more dangerous for us because of our cloth armor in PVP, another reason to favor Spiritual Armament. However, the increased range from Unleashed Power gives you more flexibility and power against those stray ranged casters in AOE pulls than the 1% Invulnerability from 2/5 Spiritual Aegis, but it's up to you.

There are many ways to mix and match these talents based on your preferences. In all, Mystical Attunment 2/5-5/5, Purge 1/1, Unleashed Power 2/2, Specter Chant 5/5, and Tome of Erlik 3/3 can probably be obtained in any order you want from level 62 to 78.






Alternate final points (78-80) distribution:
Level 80: Dark Mediation 1/1. I would not underestimate the value of this spell in a long raid fight, especially one involving AOE. Drop a point in Mirrored Iron if you plan on raiding and pick this up. I don't know exactly how much it returns or how long it stuns, unfortunately. >_<

Level 78-80: Spiritual Armament 5/5. If you find yourself dying to melee damage while AOEing, this would probably be more useful than Possession and such. If you don't like the PVP aspects of Agonizing Jolts and Possession, you could pick this up to help with melee classes too.

Level 78-80: Siritual Aegis 5/5. If casters are tearing you a new one (in PVE or PVP) and you don't think Possession, etc would be as much as a bit of damage reduction, grab this feat for your last 5 points. Pretty straightforward.

Level 78-80: Demonic Wrack 5/5. This is a pet feat ("Ew!" I know). However, if you look at it, it basically improves you through the pet. I'm fairly sure this adds 5% electrical vulnerability with 5 points. Personally I don't like to use my pet in PVP, even to the point of killing it to Hide, so if that's what you plan on doing don't pick this up. If you are going to be raiding though, 5% vulnerability for an entire boss fight (for all electrical casters at once too!) is a lot, and your pet is most likely going to be attacking the entire time. Just think of it as another Cursed by Heavens buff.


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Final Notes:
Finished Build Link.

For the last points, use your own judgment. By this stage in the game, you should know what rotations and spells you like to use in what situation, and what you plan to do with your Demonologist. This is mostly a leveling guide anyway, it's quite likely you will want to respec entirely at 80, meaning there's no point in even discussing where to spend your level 80 feat points.


A word on skill points. Personally I don't consider them that important leveling up, it's not something that I even think about when I ding. Usually I'll run around with a few hundred Skill Points and only spend them when I remember or if I need more points for a certain quest. What people consider "worth it" is mostly subjective, but here are my thoughts on them:
1) Casting Concentration: Max for the first 20-30 levels. After that add only when you see pushback. With proper casting conc you should never get pushed back or interrupted.
2) Mana regeneration: Max all the time. All mana is good mana.
3) Bandaging: Keep high, we can't heal so in between pulls this regen is amazing. Doesn't need to be maxed, and not as important early levels.
4) Hide: Keep high on a PVP server. Very nice for getting away from gankers or even sneaking by mobs. I don't usually keep this maxed.
5) Climbing: Put points in it when you find something you need to climb. There's a 180 climbing requirement for a level 20 quest, and a 320 in the 40's. Other than that, I can't recall more that's needed.
6) Search/Perception: Toss up. I personally don't use it because you have to know there's a stealthed player nearby for it to be useful, and in general I'm *leveling* not PVPing. Much more useful at 80. While leveling I didn't have the skill points to raise this one.
7) Mana attractor, Run speed, others: Don't put points in these unless you're on a PVE server and don't take Hide. Mostly worthless.




Once again, I based this guide around AOE grinding. AOE spells use a lot of mana, so mana regen talents are VERY important. Picking up PVP skills is a bonus of not having a very complete tree, and of course the CC spells can be as useful in AOE leveling as they are in PVP. While not a PVP only build, you should have the tools to survive in world PVP. I love ganking, but as an AOE leveler it can bite you in the ass when you have half the zone mad at you and someone sees you with 4 mobs beating on you. >_<

Thanks for reading!