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Post by monitor on Oct 30, 2013 23:05:26 GMT -5
The ranged combos for the Green Lantern DPS can become quite elaborate and fun to play. However, these become increasingly necessary when traversing new content so it is now that we will discuss ranged combos. During the new content the controller character has a lot on his plate: Shielding, Power-Over-Time, Instant power, Picking people up, even debuffing. Because of this, Green Lantern DPS can become a big help to the team by reducing the amount of power they need by using esmart combinations that still give a punch so the adventure does not have to last longer than it should. So first in our discussion of ranged combos is the one with which every Green Lantern should become accustomed. Ram-Snap Trap-Fan For the sake of simplicity we will be using the load out that was given in Green Lantern DPS - Load Out. You begin this combo by activating your Ram power (which was allocated to the triangle button) then immediately holding the melee button to get the Snap Trap then tap ranged to activate the Fan. Easy enough right. This combo uses only the initial power usage of the Ram ability which is almost negligible. You can become quite proficient with this but becomes better when clipping your powers (This "clipping" will be referenced in this post but will be explained in a more general post for the reason that all power types and role types use this technique to make up for otherwise lost time). There will be a video to show this in action however it is displayed for pc gamers. Some things in-game for them do not apply for us PS3 or PS4 gamers. So the textual nature is here to help you adapt.
Clipping is easy; you just need to know when to do it. Let's start with the combo just learned. Ram-Snap Trap-Fan. After you successfully follow through with the Snap Trap, your characters arm will reel back a little before pushing straight forward to produce the Fan animation. As you see that hand motion preparing JUMP! This will cancel the animation freeing you from any pause of action. As you jump swiftly begin the very same combo again. Ram-Snap Trap-Fan JUMP Ram-Snap Trap-Fan JUMP. Here is a demonstration of what it will look like in game.
www.tubechop.com/watch/1602496
Another combo worth trying out (if the power doesn't seem to be too much of a pressing issue) is as soon as your character jumps for the Snap Trap animation activate your Snap Trap power to cancel the previous Snap Trap's animation out. This will still lead you into a Fan that will need to be clipped. So to be more specific, it looks like this (power)Ram-Snap Trap-(power)Snap Trap-Fan-jump and repeat. This does very good damage and while it does use more power, it will not strain your controller team mates to the point that they complain. Hehe. Get this down and performing all other clipping combinations in the Green Lantern DPS world will become a cinch. Have fun and come back for more advanced ranged techniques soon
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Post by Ace on Nov 1, 2013 7:25:27 GMT -5
Snap trap into Light Blast isn't to bad an idea as long as you are sure the tank has aggro. Personal suggestion for snap trap is to use it as a clip, i.e. hold triangle with dual wield, release, activate snap trap, then tap triangle for fan or hold for light blast, jump cancel, then rinse and repeat.
Clipping for those not aware of the term is cancelling animation in game to get to attack sooner and can be done many ways. The most important thing is to know that even if you clip an extended effect e.g. fan; with a jump cancel, the damage is still ticking. They are different ways with each weapon and power set so youtube fore your poison of choice.
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Post by monitor on Nov 1, 2013 13:58:03 GMT -5
Ace is exactly right. Clipping helps you to string attacks sooner. The devs saw that sometimes things were happening too soon and (no this is not a nerf just an adjustment) made it to where the whip thrash animation does have to atleast carry out one swing before you can clip. otherwise you only get 3 hits instead of 9. Big deal for us precision based guys! One of the best melee combos that you can clip for mad damage is claw-hard claw-(power)ram-whip thrash clipped with claw again to repeat the combo. But after one of the latest updates the timing to achieve this combo at the fastest rate has changed. After activating the Light Claw power, hold the melee down again for a hard AOE claw smash. At the top of your character's jump, when he lifts his hand to bring it smashing back down again, THIS is the time to then activate your Ram power! This animation does not last very long before you tap melee to follow through with Whip Thrash which by this point you obviously know. When your character does his first Saturday Night Fever move, pulling from the hip across to the shoulder or the other way around, THEN activate the Light Claw power to begin the combo anew. Just for review, if you have read this and are a little confused, the text in BLUE is the time period during your attacks that announce your ability to clip and still gain the damage output.
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Post by monitor on Nov 1, 2013 14:51:48 GMT -5
Ready to have your palms sweat!!!
Yes during raids and alerts all of us Green Lanterns know the frantic pace that comes from combining powers so we do not end up getting T-Bagged by the boss and his adds and then kicked from the adventure. That sucks! Because of this we have to be quick, ruthless, yet shrewd. Sometimes it helps to develop a rhythm. Not some crazy muscle memory but a smooth logical rhythm so you can step in and out of a combo when circumstances change. That is why we will talk about an advanced clipping combo that takes a minute to handle comfortably.
When running some of that new content, and you have to stay ranged 95% of the time, try this combo. So you don't have to read so much in this post, the load out we will use for this rhythmic punch is listed as the initial post in Green Lantern DPS - Load Out.
(power)Ram-Snap Trap-(power)Impact-Grasping Hand-Fan
That uses 2 frontal AOE might attacks and 3 precision based DOTs with great initial burst damages. This one will take some time to pull together comfortably but I ASSURE you, if you have your load out set up as it posted in Green Lantern DPS - Load Out, then you WILL see and feel the rhythm that allows you to use the rest of your thoughts for trolling , helping others, or well, keeping the combo going with out any hiccups.
I love this load out and combo. On a scale of 1-10 (1 being the most esmart and 10 being power hungry) this combo is honestly a 7. When you need to use it however, the trolls that are rolling with you will be dumping out ample power so do not be afraid to spam this. Even though I enjoy this combo and had great results, it doesn't mean it is the best or enjoyable for others. Please feel free to share your thoughts. Iron sharpens Iron
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Post by Ace on Nov 12, 2013 21:57:11 GMT -5
Yat your opinion.
POWER Hand clap...x2 clap...grasping hand...fan or light blast.
Not as fast as Omarrs tried and tested R/S/F but I am CONVINCED this has pigeonholed most Light DPS particularly in T5 raids.
The above listed combo hits with 1 might based and 4 precision based with 1 DoT while still being cost effective and easy to roll away if things get to hot.
I'm working on others but this is just an idea I have been thinking about.
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Post by monitor on Nov 12, 2013 22:25:21 GMT -5
I would have to be in game to test it... I can not have too much of an opinion right now.
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Post by Ace on Nov 13, 2013 11:43:02 GMT -5
Its not to bad, slow but you stay in the same place for the duration of the combo.
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