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Welcome To

A Guide to the Dirge

A Perspective.


Checkout EQ2i Dirge for more info on particular intricacies such as epic weapon requirements, examine descriptions (for AAs, spells, combat arts), grandmaster choices, and specialized Dirge item sets.

The website will become temporarily out of service due to the web host provider doing maintentance on occasion.

Updated as of 8-Feb-2010; view document.



Dirge In-Combat


A melee autoattack occurs when the primary or secondary weapon is swung. Dirge's melee autoattack becomes the biggest percent of overall damage because primary and secondary weapon damage grows at a much higher rate than the Dirge's combat art and spell damage. Due to this fact, detrimental control effects and in-combat player resurrections delay autoattack chances that will substantially decrease damage output. Delaying an autoattack even by .2s or .3s equates to a missed autoattack opportunity, please read the the eq2flames thread, help with dps please??. Recuperate to maintain the proper target quick so to resume autoattacking. An autoattack only delays, or pauses, until the melee autoattack has its chance to activate, or swing. Coordinate the Dirge's combat arts and spells with the autoattacks to inflict maximum damage.

  Beginner's Cast Order

Start casting from the top of the list. Do not delay autoattack.

Just keep it very simple in the beginning so you can get into the groove of fighting within autoattack swings such as only casting one spell or combat art between autoattacks. Playing a Dirge well is about conforming to the rhythm and the changes to the haste modifier can make the rhythm quite volatile.

Cacophony of Blades
Rhythm Blade
Clara's Chaotic Cacophony
Zander's Choral Rebuff
Disheartening Descant (if difficult mob or nothing else appropiate to cast)
Daro's Sorrowful Dirge (if difficult mob or nothing else appropiate to cast)
Lucky Break
Verlien's Keen of Despair
Scream of Death (shroud enables "sneaking", end of 30s DoT)
Sinister Strike
Wail of the Banshee (1 target, end of 16s DoT)
Misfortune's Kiss (bump enables "sneaking")
Ludas Nefarious Wail
Darksong Blade (end of 14s DoT)
Evasive Maneuvers
Daro's Dull Blade
Darksong Blade (front-end damage upon cast)
Howl of Death
Lucky Break
Tarven's Crippling Crescendo
Thuri's Doleful Thrust
Turnstrike
Jarol's Sorrowful Requiem (1 target)
Lanet's Excruciating Scream (if difficult mob or nothing else to cast)

This casting routine will not maximize damage output for every combat scenario nor for every character build. Read the Casting Routine section to learn more.

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Autoattack Coordination


This is an example of bad casting and portrays how the act of casting hurts damage output by delaying an autoattack. It is an example of exactly what not to allow in a good casting routine.

Try NOT to delay autoattack at all not even by .2s or .3s that is shown below. Numbers in parenthesis display casting time plus .5s default Recovery Speed and an assumption of .2s lag.

==3.5s autoattack==
Misfortune's Kiss macro (1.9s)
Clara's Chaotic Cacophony (1s)

==3.5s autoattack==
Tarven's Crippling Crescendo HO macro (.8s)
Rhythm Blade (.9s)
Chimes (2s)
(autoattack delayed .4s) Do not cast anything that allows this
(weapon delay is now 2.7s)

== 2.7s autoattack==
Zander's Choral Rebuff (1s)
Scream of Death macro (1.8s)
(autoattack delayed .3s) Do not cast anything that allows this

==2.7s autoattack==
Verlien's Keen of Despair HO macro (.8s)
Wail of the Banshee (1.8s)
(autoattack delayed .1s) Do not cast anything that allows this

==2.7s autoattack==
Daro's Dull Blade (.9s)
Luda's Nefarious Wail (1.1s)

==2.7s autoattack==
Tarven's Crippling Crescendo HO macro (.8s)
Darksong Blade (.9s)
Evasive Maneuvers (.9s)
(autoattack delayed .1s) Do not cast anything that allows this

==2.7s autoattack==
Misfortune's Kiss macro (1.9s)

==2.7s autoattack==
Howl of Death (1.1s)
Disheartening Discante (1s)
(Chimes effect off, weapon delays is now 3.5s)

==3.5s autoattack==
Daro's Dull Blade (.9s)
Thuri's Doleful Thrust (.9s)
Turnstike (.9s)

==3.5s autoattack==
Verlien's Keen of Despair HO macro (.8s)
Daro's Sorrowful Dirge (1s)
Wail of the Banshee (1.8s)
(autoattack delayed .3s) Do not cast anything that allows this

This casting routine is assuming :
+14% Casting speed
+11% Beneficial Cast Reuse speed
+13% Hostile Cast Reuse speed
equipped : 12Tone Earstone (+25% casting speed added when Misfortune Kiss is cast)

Auto-attacks can seem to activate during the recovery of some casts except this is not what is occuring. I am told this is more likely due to network latency between the client application and the server. However, I think it is interesting that this lag should be used as a benefit. Scenario to better explain. On a training dummy, I cast Banshee causing my autoattack to delay, only for this example, and queue Ludas Nef.Wail. Autoattack activates each and every single time the instant Banshee is finished and before Ludas Nef.Wail casts. It still executes like this when in-combat in an actual dungeon with players populated in the zone, weapon delay 3.3s, i cast 3 of my 1.1s casts then queue a following cast; after the 3rd 1.1s cast, my autoattack bar indicates swing and ACT supports it by a beep, and then my queued cast instantly begins progressing and all done without the slightest hint of autoattack delay. However, I would be cautious in implementing this.

Do not queue casts when an autoattack is not going to activate the exact moment before the queued cast begins casting such as when, weapon delay is 2.4s, Banshee (for me 1.7s cast) is cast with Luda's Nef Wail (for me 1.1s) in the queue; this particular queueing of casts will delay autoattack .6s (assuming .2s lag) which is too much. Helpful to know when choosing cast pairings to coordinate with autoattacks and the amount of network lag present.

autoattack

Unfortunately, the ACT beep always seems to lag behind by ~.1s so use this to an advantage by being more preemptive with the cast pairings between autoattacks. The above picture indicates when I would start casting if there is a very small amount of lag; however, be cautious when implementing this since it can backfire by starting the cast before the autoattack swings. I use the ACT beeps like a musical metronome for autoattacks. On the other hand, if this is successful, then it might mean an extra .85s~.93s extra cast between autoattack. Profit's autoattack progress bar gives a good indication of the amount of server/connection lag present between autoattacks.

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Casting Routine


Do the best to remain astute to create proper cast pairings between autoattacks; maintain that focus or as I call it, human focus/response lag. Cast the spells or combat arts that best fill the window of time between an autoattack. The weapon delay creates this window and casting speed determines how it can be filled.

  Beginner's Cast Order

Start casting from the top of the list. The point where a melee autoattack swings is dependent on the character's in-combat haste modifier and the modifier does not always remain static. Keep in mind, in order to not delay melee autoattack, you might cast Lucky Break+Verlien+Ludas and then Shroud+Scream of Death.

Just keep it very simple in the beginning so you can get into the groove of fighting within autoattack swings such as only casting one spell or combat art between autoattacks. Playing a Dirge well is about conforming to the rhythm and the changes to the haste modifier can make the rhythm quite volatile.

Cacophony of Blades
Rhythm Blade
Clara's Chaotic Cacophony
Zander's Choral Rebuff
Disheartening Descant (if difficult mob or nothing else appropiate to cast)
Daro's Sorrowful Dirge (if difficult mob or nothing else appropiate to cast)
Lucky Break
Verlien's Keen of Despair
Scream of Death (shroud enables "sneaking", end of 30s DoT)
Sinister Strike
Wail of the Banshee (1 target, end of 16s DoT)
Misfortune's Kiss (bump enables "sneaking")
Ludas Nefarious Wail
Darksong Blade (end of 14s DoT)
Evasive Maneuvers
Daro's Dull Blade
Darksong Blade (front-end damage upon cast)
Howl of Death
Lucky Break
Tarven's Crippling Crescendo
Thuri's Doleful Thrust
Turnstrike
Jarol's Sorrowful Requiem (1 target)
Lanet's Excruciating Scream (if difficult mob or nothing else to cast)

Combat Scenario. Combat involves one linked target, target is initially at melee autoattack range, and encounter duration is approximately 32s (+/-5s). Also, this routine is assuming character modifiers that possibly will not be the same as your character so there is the possibility this casting routine will not maximize damage output.

Since Dirge's casting routine is confined to the autoattack window, the approach to a casting routine is tremendously different than other character classes and routines are only applicable for particular combat scenarios, character modifiers, and in-combat support from group/raid setups. For advanced players, read the Damage Priorities section to learn how to maximize damage output for every combat scenario.

With unaffected movement speed of mobs, a mob takes about ~3.5s to travel 35 meters. The distance from which a bow attack can be activated depends on your haste modifier and bow's base delay. Use the /weaponstat command to know your bow's weapon delay. Ultimately, the best approach is to test this out your self on trash mobs so you know exactly when it is ok to use a ranged autoattack that will not delay the intial melee autoattack upon combat pull. Since Dirges lack the ranged autoattack damage buffing attributes, a melee autoattack will inflict much more damage than a bow attack.

If mob is at 10 meters and the 12Tone earing buff is active, then cast Shroud+M.Kiss macro while rushing the mob instantly followed by an autoattack, if it is safe; tanks love or hate this. If you do not have the 12Tone earing and mob is at 5~10 meters, then rush the mob to instantly land an autoattack, if it is safe to do so. M.Kiss has a 5 meter range, or higher depending on 12Tone earring buff. From this rush, you will sometime steal mob aggro so have your dehates, Evasive Maneuvers or Evade, ready to toss out. Sooner you can run into the fight tossing out damage the better.

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Area Effect (AE) Debuffs


AE debuffs are the debuffs that have an area effect radius from the target enemy and affects only the targets linked to the targeted enemy.

Unfortunately, these debuffs can resist quite a bit. Rhythm Blade buffs Ordination skill ensuring the debuffs land more reliably; so, cast Rhythm Blade early in the routine to ensure the debuffs land more reliably. Otherwise, precious cast time is lost due to the recast.

Zander's Choral Rebuff and Clara's Chaotic Cacophony. I try to incorporate these two debuffs near the begining of my casting routine to ensure that autoattacks and hostile spells output more damage. Troubador has an AA buff to the Zander's debuff.

Disheartening Descant and Daro's Sorrowful Dirge. I only make these debuffs a priority when the tank is suffering or help preists do more damage without sacrificing healing; otherwise, I cast these debuffs at the very end of my routine.

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Combat Arts and Hostile Spells


Remember, Dirge's mythical epic weapon, Lamentation of the Intrepid, has a special item trigger that "allows caster to hit all melee based attacks for maximum damage". Attacks that inflict melee based damage is considered a melee based attack. Most of the Dirge's combat arts inflict melee based damage. Also, since the item trigger buff is based upon a "successful melee attack", this includes most of the Dirge's combat arts since they inflict melee based damage. The Dirge's combat arts that do not take advantage of this item trigger buff, or does not help much, are Scream of Death, Darksong Blade, Jael's Dreaful Deprivation, and Messenger's Letter.

Wail of the Banshee. Half of this spells damage is applied upon DoT termination, which is the end of 16 seconds.

Lanet's Excruciating Scream. I only cast this spell if I have absolutely nothing else to cast. However, I try to cast this asap when soloing or if the tank is getting owned. Daze disables the mob from autoattacking their target.

Misfortunes Kiss. Once you obtain the 12Tone Earstone, Misfortunes Kiss is moved to number one in the priority list once the mob gets within range. The 12Tone Earstone buffs casting speed by 25%, increases melee range by 100%, and increases range of all combat arts up to 15meters. Without the earing, I am guessing the Dirges default autoattack range is roughly ~3 meters. If the target enemy is quite near to death, then I would cast Bump followed by Misfortunes Kiss.

Scream of Death. Only cast this if you can quickly get into position. This cast is a "back only attack" meaning you must find the mob's back; this is tough since, for example, the back of some mobs like Goblins will be a little to the left or to the right. Positioning can be a problem so be prepared to cast some other pair of CAs/spells when positioning is not quickly obtained. If sneak plus Scream of Death is the only possible casts between an autoattack, then I would cast Shroud followed by Scream of Death.

Darksong Blade. This DoT inflicts most of its damage on the front end of the DoT so it is ok if the DoT is terminated early by mob death.

Turnstrike. Turnstrike duration 10s, recast 60s. It is recastable every, or every other, AoE incoming depending on recast speed and if the AoE is Traumtic Swiped by a Rogue character.

Downside is that you are relying on the accuracy of players calling out AoE incoming so also best to have your own AoE ACT timers setup to monitor. Turnstrike is very nice for allowing ya to stay in to DPS instead of jousting. Pay attention to the Turnstrike countdown timer in the Maintained Window; once the timer gets to 2s and the AoE is late, then retreat toward joust location. I would strongly recommend [Dragowulf] Spell Timer mod to make Turnstrike's timer is very noticeable when it terminates.

You will also have to be careful with debuffs the mob has cast upon you. With Kultak in Ykesha's Inner Stronghold, his elemental debuff prevents all beneficial buffs on your self such as Turnstrike. So, in the Kultak fight or any fight that disables beneficial casts, make sure you have enough time to cure this detriment prior to casting Turnstrike before the AoE is landed. Also, Turnstrike can be avoided by mobs.

Turnstrike able to block which AoEs? is a eq2flames Dirge thread that mentions the AoEs that Turnstrike CAN NOT block. I am also told that a melee damage shield can cause Turnstrike to absorb this damage instead of the AoE so pay attention to the Turnstrike's icon in the Maintained Window or the mod window!!
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Jarol's Sorrowful Requiem. The high casting time (~2.3s) makes this hostile spell into a very sad story. Rhythm Blade plus Turnstrike does more damage within the casting time of Jarol's against an encounter consisting of 2 targets. Rhythm Blade plus Thuri's Doleful Thrust does more damage within the casting time of Jarol's against an encounter consisting of 3 targets. Darksong Blade (with only its front end damage) plus Rhythm Blade does more damage within the casting time of Jarol's against an encounter consisting of 4 targets. Even with an encounter consisting of 5 targets, Jarol's Sorroful Requiem struggles with proper damage output. In other words, only cast Jarol's Sorrowful Requiem prior to Lanet's Excruciating Scream (if there is nothing else to cast) or if the appropriate in-combat temporary damage reactives are active when Jarol's land. The long casting time is what causes Jarol's quite low damage outputs even against multiple targets.

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Combat Macro Problems

Information to know about how particular macros will perform.

Macro : Shroud + Misfortune Kiss


Issue : "What do you do if you suddenly get kicked out of range just as you hit your Misfortune's Kiss macro? It stealths you and then by the time it hits the CA you're out of range, but if you try to hit it again it cancels stealth."

Solution: Tap a direct cast of Misfrotune's Kiss, not the macro, when this occurs.

Failed Solution: Added another M.Kiss to the front of the macro so the macro reads M.Kiss>Shroud>M.Kiss. Activated a training dummy. Then, I imitated as if I was out of range, essentially cast the macro where M.Kiss would not land. I approach the dummy, single tapped the macro and then wierdness occurs. The cast progress bar indicates M.Kiss is casting, but, at the end of the cast, none of the M.Kiss affects are applied, not shown in Maintained Window, and the M.Kiss cast does not start to recast. This weird since the cast progress bar indicated M.Kiss was casting.

Macro : Bump + Scream of Death


Issue : I bet what happened is whatever lag I had was just enough for me to get damaged, taking me out of stealth, to then autoattack and pissing me off since I couldn't cast SoD since I was not stealth. Heh, does seem to happen. grr. Or you are getting hit by a reactive proc. Also, some mobs can cast a detriment, like Kultak's elemental, disabling the player from casting benefical effects on them self such as the shroud that Bump activates.

Solution: Any mob with lots of reactive procs or detriments that disable benefical casts on self diminishes bump's effectiveness. Use the spell Shroud to go stealth.

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Casting Speeds


I created this to help myself remember cast speeds.
.5 seconds is the default Recovery Speed.
Casting speeds below include the default Recovery Speed.
17% self buffed casting speed.

Item Casting
(seconds)
12Tone Earstone
(+25% cast speed)
Shroud + Scream of Death 1.93 1.85
Shroud + Misfortune's Kiss 1.93 1.85
Bump + Scream of Death 1.86 1.70
Bump + Misfortune's Kiss 1.86 1.70
Hotbar 1
(# hotkeys)
Sinister Strike 0.93 0.85
Scream of Death 0.93 0.85
Darksong Blade 0.93 0.85
Ludas Nefarious Wail 1.20 1.10
Wail of the Banshee 1.91 1.70
Daro's Dull Blade 0.93 0.85
Shroud 1.00 1.00
Evade 0.71 0.68
Hotbar 2
(alt+# hotkeys)
Gravitas 1.35 1.20
Cacophony of Blades 2.21 1.91
Evasive Maneuvers 0.93 0.85
Thuri's Doleful Thrust 0.93 0.85
Howl of Death 1.20 1.10
Oration of Sacrifice 0.93 0.85
Cure Pots 1.35 1.20
Hotbar 3
(ctrl+# hotkeys)
Rhythm Blade 0.93 0.85
Turnstrike 0.93 0.85
Clara's Chaotic Cacophony 1.10 1.02
Zander's Choral Rebuff 1.10 1.02
Disheartening Descant 1.10 1.02
Daro's Sorrowful Dirge 1.10 1.02
Expert's Essence of Clarity 1.35 1.20
Deark Heart 1.91 1.70
Power Root 3.92 2.32
Hotbar 7
(ctrl+alt+# hotkeys)
Verlien's Keen of Despair 0.85 0.80
Tarven's Crippling Crescendo 0.85 0.80
Bump 0.93 0.85
Misfortune's Kiss 0.93 0.85
Jarol's Sorrowful Requiem 2.26 2.00
Jael's Dreadful Deprivation 1.35 1.20
Confront Fear 0.93 0.85
Elegy at Death's Door 3.92 3.30
Elegy of Awakening 4.77 4.50
Lanet's Excruciating Scream 1.35 1.20
Hymn of Horror 0.50 0.50
Garsin's Funeral March 2.21 1.91
Expert's Essence of Regeneration 1.35 1.20

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Damage Priorities


Damage priorities are dependent upon character data. Discripencies will appear amongst character builds.

Below itemizations are assuming
Intelligence - 875
Strength - 886
Spell Mod - 240
Melee Mod - 370
Melee Crit - 63%
Spell Crit - 44%
Melee Crit Bonus - 15%
Spell Crit Bonus - 0%
Casting Speed lowered by 17%
Additional Hostile Casting speed lowered by 0%

Don't Kill the Messenger included above.
Dexterous Sonata included above.
Lyricist's Greater Harmony (Volcanic Symphony 3 piece bonus) included above.
No other items currently equipped able to buff the above.
All Spells and Combat Arts of Master quality.
Tarven's Crippling Crescendo VI of Grandmaster quality.

AA Dirge tab, Luck tree (Enhance: Shroud) Rank 5.
AA Shadows tab, Scout line (Enhance: Quick Strike) Rank 5.
AA Shadows tab, Bard line (Flanking Chorus) Rank 5.
AA Shadows tab, Bard line (Shrieking Cry) Rank 5.
AA Shadows tab, Dirge line (Viral Infection) Rank 5.
AA Shadows tab, Dirge line (Defensive Curse) Rank 4.
AA Shadows tab, Dirge line (Disease Mastery) Rank 1.

Calculate and itemize the in-game examine description damage. Then, update the list after a period of time with item acquisitions. To become even more fine tuned, create multiple case scenarios that include various temporary in-combat damage reactives from other character classes in your decision making.

One Example to know when to utilize a
Damage Ratio (DR) itemized casting routine
Weapon Delay is 2.8 seconds and zero lag.
==2.8s autoattack==
Lucky Break + Tarven's Crippling Crescendo (.9s) 486~810
Sinister Strike (.9s) 2949~4635
Evasive Maneuvers (.9s) 2021~2822
5456~8267
Compared to the EDD itemized routine :
==2.8s autoattack==
Sinister Strike (.9s) 2949~4635
Wail of the Banshee (end of 16s DoT, 1 target) (1.9s) 3407~4234
6356~8869

Even though the above EDD itemized routine was higher damage due to Sinister Strike, Sinister Strike has a long recast duration and other .9s casts refresh much sooner. So, if this example was repeated after Sinister cast was tossed out, then Darksong Blade, Evasive Maneuvers, and Daro's Dull Blade would be the DR itemized cast combo that would be highest possible damage assuming 1 target and target will die in no less than 14 seconds. Also, the DR itemized casting routine will definitely output maximum damage since each cast would trigger more damage when the appropriate temporary in-combat damage reactives are active.

One example to know when to utilize a
Examine Description Damage (EDD) casting routine
Weapon Delay is 2.8 seconds with .5s lag.
==2.8s autoattack==
Sinister Strike (.9s) 2949~4635
Ludas Nefarious Wail (1.2s) 2280~3607
5229~8242
Compared to the DR itemized routine :
==2.8s autoattack==
Wail of the Banshee (end of 16s DoT, 1 target) (1.9s) 3407~4234

As indicated in the EDD casting routine example above, if significant lag is present or autoattack is too short, then an EDD itemized casting routine will give more damage output than a DR itemized casting routine.

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Damage Ratio (DR) Itemization


Damage Ratio (damage per .01 second of cast time)
Damage ÷ (Cast Speed + .5 seconds Recovery Speed) = Damage ÷ .01 seconds of Cast Time

.5 seconds Recovery Speed is the game default value.
Casting seconds below include the default recovery speed.
C - Combat Art.
S - Spell.

Type Item Damage Ratio Casting
(seconds)
S Wail of the Banshee (end of 16s DoT, 3 targets) 53.51~66.50 1.91
C Sinister Strike 31.71~49.84 0.93
S Wail of the Banshee (end of 16s DoT, 2 targets) 35.68~44.33 1.91
C Darksong Blade (end of 14s DoT) 24.60~31.66 0.93
C Evasive Maneuvers 21.73~30.34 0.93
S Jarols Sorrowful Requiem (4 targets) 18.99~30.51 2.26
S Ludas Nefarious Wail 19.00~30.06 1.20
S Wail of the Banshee (end of 16s DoT, 1 target) 17.84~22.17 1.91
C Daro's Dull Blade 15.57~22.95 0.93
C Darksong Blade (front-end damage upon cast) 15.10~22.15 0.93
S Jarols Sorrowful Requiem (3 targets) 14.24~22.88 2.26
S Jarols Sorrowful Requiem (2 targets) 09.50~15.26 2.26
C Jael's Dreadful Deprivation 10.34~15.16 1.35
C Bump (rank 4) 8.41~13.86 0.93
C Thuri's Doleful Thrust 8.26~13.27 0.93
S Howl of Death 7.67~11.97 1.20
C Turnstrike (rank 1) 6.88~11.46 0.93
S Lanet's Excruciating Scream (end of 7s) 6.07~10.13 1.35
C Rhythm Blade (rank 1) 5.73~9.56 0.93
S Tarven's Crippling Crescendo 5.72~9.53 0.85
S Jarols Sor. Req. (1 target) 4.75~7.63 2.26
C Messenger's Letter (rank 4) 3.86~6.44 1.35
Item with Shroud enabling "sneaking"
C Shroud (instant recovery speed) 0 1.0
C Scream of Death (end of 45s DoT) 44.71~48.67 0.93
C Scream of Death (end of 30s DoT) 26.48~30.43 0.93
C Scream of Death (end of 15s DoT) 14.30~18.26 0.93
C Misfortune's Kiss 11.03~16.93 0.93
Item with Bump enabling "sneaking"
C Bump (rank 4) 8.41~13.86 0.93
C Scream of Death (end of 45s DoT) 53.12~62.53 0.93
C Scream of Death (end of 30s DoT) 34.89~44.29 0.93
C Scream of Death (end of 15s DoT) 22.71~32.12 0.93
C Misfortune's Kiss 19.44~30.79 0.93

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Examine Description Damage (EDD) Itemization


1.3 critical multiplier is the game default value.
Critical multiplier determines the damage of a critical hit.
Damage shown in examine description.
Spells utilize the resistability %.
Combat Arts utilize the hit bonus %.

Range
(meters)
Critical
Multiplier
Item Damage Resistability % (r)
Hit Bonus % (hb)
25 1.45 Wail of the Banshee (end of 16s DoT, 3 targets) 10,221~12,702 33% harder (r)
25 1.45 Wail of the Banshee (end of 16s DoT, 2 targets) 6814~8468 33% harder (r)
35 1.45 Jarols Sorrowful Requiem (4 targets) 4292~6896 21% harder (r)
35 1.45 Jarols Sorrowful Requiem (3 targets) 3219~5172 21% harder (r)
5 1.42 Sinister Strike 2949~4635 50% easier (hb)
25 1.45 Wail of the Banshee (end of 16s DoT, 1 target) 3407~4234 33% harder (r)
35 1.45 Ludas Nefarious Wail 2280~3607 33% harder (r)
35 1.45 Jarols Sorrowful Requiem (2 targets) 2146~3448 21% harder (r)
5 1.47 Darksong Blade (end of 14s DoT) 2288~2944 25% easier (hb)
25 1.42 Evasive Maneuvers 2021~2822 100% easier (hb)
5 1.42 Daro's Dull Blade 1448~2134 50% easier (hb)
5 1.47 Darksong Blade (front-end damage upon cast) 1404~2060 25% easier (hb)
30 1.40 Jael's Dreadful Deprivation 1396~2046 40% easier (hb)
35 1.45 Jarols Sorrowful Requiem (1 target) 1073~1724 21% harder (r)
10 1.45 Howl of Death 920~1437 33% harder (r)
30 0 Lanet's Excruciating Scream (end of 7s) 820~1367 21% harder (r)
5 1.42 Bump (rank 4) 782~1289 50% easier (hb)
5 1.5 Thuri's Doleful Thrust 768~1234 25% easier (hb)
5 1.42 Turnstrike (rank 1) 640~1066 40% easier (hb)
5 1.42 Rhythm Blade (rank 1) 533~889 40% easier (hb)
5 1.42 Messenger's Letter (rank 4) 521~869 25% easier (hb)
5 1.45 Tarvens Crippling Crescendo 486~810 100% harder (r)
Item with Shroud enabling "sneaking"
Shroud 0
5 1.42 Scream of Death (end of 45s DoT) 8630~9394 100% easier (hb)
5 1.42 Scream of Death (end of 30s DoT) 5110~5874 100% easier (hb)
5 1.42 Scream of Death (end of 15s DoT) 2760~3524 100% easier (hb)
5 1.42 Misfortunes Kiss 2129~3268 100% easier (hb)
Item with Bump enabling "sneaking"
5 1.42 Bump (rank 4) 782~1289 50% easier (hb)
5 1.42 Scream of Death (end of 45s DoT) 9412~10,683 100% easier (hb)
5 1.42 Scream of Death (end of 30s DoT) 5892~7163 100% easier (hb)
5 1.42 Scream of Death (end of 15s DoT) 3542~4813 100% easier (hb)
5 1.42 Misfortunes Kiss 2911~4557 100% easier (hb)

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Scout Heroic Opportunity Buffs


Heroic Opportunities (HO) is a big deal for a Dirge when not equipped idealy or not in the ideal group to buff particular character modifiers.

Swindler's Luck
uncommon solo scout HO reward
+28 to each p/s/c skill for ~8 minutes

Bravo's Dance
rare solo scout HO reward
+49 attack speed and +57 DPS mod for ~8 minutes.

Depending on the group build or lower quality items equipped, Bravo's Dance can add a solid amount of noticeable DPS gain.

Tarven's and Verlien's are each a macro with Lucky Break. Lucky Break is a 10 second recast so you only need two macros at most to start the Heroic Opportunity (HO) wheel. Lucky Break has zero casting time and zero recovery time; therefore, the cast of Lucky Break has zero affect on DPS. Even though Lucky Break is the first to be cast in the macro, do not flag it as the primary command in the macro because more important to notice the recast time of Tarven's and Verlien's. Tarven's macro is good filler when there a ~.8s window till autoattack since it inflicts damage. Verlien's spell is a 18s recast and a 26s duration so this spell does not need to cast exactly when it is available unless trigging a HO wheel.

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About Gravitas


Gravitas not buffed
.99s Casting
30s Recast
30s Duration
2:00 minute Immunity
 
Gravitas buffed (for example)
.88s Casting
27s Recast
33s Duration
2:12 minute Immunity
table 1 table 2

The Gravitas Immunity instantly begins counting down upon the cast of Gravitas for the targeted player. A player can not be buffed with Gravitas again until this immunity has dissipated. So, a Dirge should maintain a Gravitas spell rotation amongst players to best utilize the Gravitas spell. If Gravitas is not modified like that in table 1, then a Dirge can maintain a 4 player Gravitas rotation. When using table 1 data and Gravitas is recastable after player four, then the Gravitas Immunity has dissipated on player one allowing player one to receive the Gravitas. If Gravitas is modified like that in table 2, then a Dirge can maintain a 5 player Gravitas rotation. When using table 2 data and Gravitas is recastable after player four, then the Gravitas Immunity still remains for 18.5 seconds on player one; so either wait to cast Gravitas on player one or cast Gravitas on a fifth player. Drum of the Ethernaut Chronicler symbol increases the duration of beneficial songs by 10%. In addition to increasing the duration of Gravitas by 3s, it also increases the duration of Gravitas Immunity by 12s. This item and buffed recast modifier will determine whether you can use a 4 player Gravitas rotation or a 5 player Gravitas rotation. Hint: Damage is first absorbed by Shaman's wards then Clerics reactive heals then Druids heals over time.

Gravitas buffs most regenerative items and casts including health point and power regenerative processes including Power Roots.

Item or Spell Not Buffed Gravitas Buffed
Regeneration Spells - Defiler
Soul Cannibalize not tested not tested
Power Regeneration Spells - Coecer
Mana Cloak (expert) 477 599
Cannibalize Thoughts (expert) 58 instantly and every 6s 73 instantly and every 6s
Shift Mana (master) 115 instantly and every 4s 142 instantly and every 4s
Regeneration Spells - Illusionist
Manatap not tested not tested
Mana Cloak (expert) 477 599
Extract Mana not tested not tested
Power - Charm (optional) Items
Overclocked Manastone 20% of max pool 26.4% of max pool
Expert's Essence of Clarity 67 every 5.5s for 33s 89 every 5.5s for 33s
Dark Heart (Master) 104 every 4.4s for 22s 137 every 4.4s for 22s
Shard of Essence not tested not tested
Mis-calibrated Manastone 15% of max pool 19.8% of max pool
Signet of Greater Replenishment 598-1111 and
179-333 every 2.1s for 13.2s
789-1466 and
237-440 every 2.1s for 13.2s
Signet of Replenishment 299-555 and
75-139 every 1s for 6.6s
395-733 and
99-183 every 1s for 6.6s
HP - Charm (optional) Items
Signet of Greater Life 897-1096
256-313 every 2.1s for 13.2s
1184-1447
338-414 every 2.1s for 13.2s
Signet of Life 577-705
96-117 every 1s for 6.6s
761-930
127-155 every 1s for 6.6s
Innoruuk's Child 2052 2709
Crystallized Essence (Expert) 573-700 756-924
Expert's Essence of Regeneration 269
134 every 5.5s for 33s
355
177 every 5.5s for 33s
Overclocked Lifestone 20% of max pool 26.4% of max pool

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Gravitas - Macro Method


Gravitas macro method

When the Gravitas "target" text box is blank, the macro will cast it on your current target which could be the tank; so, if this is not the intentional result desired, then make sure to have something in the "target" text box.

The disadvantage to this method is the lack of /tell support. A /tell can be sent to all of the targeted players involved, but a /tell can not be sent invidually to only the player receiving the buff.

The advantage to this method is that the macro will continue on to the next Gravitas entry in the macro until it is able to find a targeted player that can receive the buff. So, if the Gravitas rotation becomes out of whack or you forget which player was buffed previously, then this is resolved with the macro method.

I sometimes add Hymn of Horror to the end of the macro. Hymn of Horror has zero cast time and a .5s recovery time.

Fortunately, Game Update 28-Jan-2010 did not have an affect on this macro from the last time I have test it. Game Update 28-Jan-2010 states, "Ability commands such as “useability” are now being throttled in an effort to cut down on server lag. This means that “mega-macros” that attempt to cast many spells will no longer work as expected."

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ACT Method


This method requires ACT to be intalled.

Gravitas ACT Method instrunction 1

1. After ACT is installed, open the application. Do as the image suggests. Go to the "Trigger/Sounds" then to the "Custom Triggers" tab then to the "Triggers" tab.

2. In the text box to the right of "Regular Expressions", type:
, ?"Attempting Gravitas on ~~ (?[\w\S]+) ~~"

3. You only need this one entry; do not enter more than one of these entries. In the text above, the parenthesis and the text in it is the code for grabbing the targeted player's name and put it into text. The ~ character is only part of the macro text and is not required. In other words, the regular expression code above will read as in-game with Orani the targeted player :
Attempting Gravitas on ~~ Orani ~~"

4. Then, type "Gravitas" in the textbox to the right of "Timer or Tab name".

5. Check the box for "Trigger Timer".

6. Single click the "Add/Edit" button. It will add it as an entry below. To Edit the entry, simple click the entry below in the white space, make the desired changes, then click the "Add/Edit" button.

7. Next, click the "Show Timers" button in the top right corner of the ACT program. A Spell Timers window will open.

8. Right click anywhere inside the "Spell Timers" window. This will open a "Spell Timers (Options)" window that we will fill out next.

Gravitas ACT Method instrunction 2

9. In the text box to the right of "AE/Skill/Custom Trigger Name", type "Gravitas".

10. For "Timer period in seconds", type the Gravitas Immunity duration. If unmodified, it is 120 seconds.

11. "Warning point in seconds" indicates how long before you want to be notified when the timer is about to expire.

12. You are Done!

When this method is implemented, it will look like the following image when you have cast four Gravitas spells with a Gravitas Immunity of 120s, or 2 minutes..

Gravitas ACT Method instrunction 3

The disadvantage of the ACT method is that you must have Everquest 2 in window-mode (alt+enter) and you must have a macro that submits the proper macro text when the spell is cast. Playing in this mode causes extra lag for some players. Refer to the ProfitUI Quick Raid Window Buttons for another approach of a macro submiting text to activate the ACT trigger.

The advantage is that you know exactly which player has Gravitas Immunity.

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Custom UI Mod Method


First, the user interface mod, called Buff Immunity Timers/Notification(JCap/Gravitas), must be installed. The website page provides the installation instructions.

Once installed, the mod does exactly as the author states being, "The UI will display five timers displayed as a character name and a progress bar of the time elapsed. Once the immunity time elapses the progress bar will have reached full where the timer will be reset for future use and an overlay will appear for four seconds saying a specific character has lost their immunity." When a Gravitas spell is cast, the custom mod will detect the cast and create the in-game timer.

Buff Immunity Timers/Notification(JCap/Gravitas)

The disadvantage of the custom UI mod method is that this particular mod currently does not apply appropriate checks. Without the appopriate checks, this mod will not always work as intended when there are 30 or more image icons present in the Maintained Spell window at the time of the Gravitas cast. So, if there are 30 or more image icons in the Maintained Spell window and then Gravitas is cast, then this custom UI mod method will not work, but a text message in the mod window, with appropriate player's name, will still display when an immunity expires. Hopefully, in a future update, the mod author will give an option to apply the appropriate checks so that the 30 image icon limitation does not affect the mod. However, there is a possibility that enabling such a check option may cause FPS to drop, depending on the end user's equipment playing Everquest 2.

The advantage, when the mod functions correctly, is the player is aware of who exactly has the Gravitas Immunity while in full-window game mode and nothing covering part of the game like the ACT method.

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Help With Equipment


Analyze "all outgoing (ref)" ACT chart to understand the damage of your Dirge. In the beginning, with lower quality gear, autoattack (p/s) will hover around 35% to 45%. With better gear, this will improve to around 45% to 60%+. This is why autoattacks are a big deal for Dirges once you start accruing a good amount of blue attirbutes. The percentage of parse being from CA damage and Spell damage will be higher with lower character damage modifiers.

In addition to equipped items, a noticeable part of damage depends on group setup providing extra damage procs and buffs to character modifers. With character classes in a group able to add a good number of damage procs and buff MC, DA, DPS mod, attack speed, then this group setup can passively add damage very noticeable to your parse. This is called character class synergy and it is wicked awesome. Even if some items ya have equipped are average, the class synergy will definitely makeup for it to an extent.

Do your best to equip weapons with matching weapon delay. Dirges epic weapon has a 4s delay; try to get mastercrafted and other weapons to be a 4s delay for practice. The /weaponstats command provides the actual delay or you can use my modified ProfitUI bottom bar to be aware in real-time of the in-combat changes to weapon delay, casting speed, and other character modifiers. Profit's autoattack progress bar works as well except it is dependent on the weapon actually hiting the mob and it is affected by server/connection lag.

For a guideline to help choose blue attributes :

Originally Posted on eq2flames
2% Double Attack > 2% Melee Crit (if mob != orange) > 7 DPS Mod > 7 Attack Speed > 2% Melee Crit (if mob == orange) > 45 CA Damage > 2% Spell Crit > 45 Spell Damage > 2% Ranged Double Attack > 2% Ranged Crit.
This is assuming you're at 0/0 for everything.


Double Attacks (DAs), even on offhand, are able to MC.

DAs are able to land even if the first attack misses.

Flurry is only triggered by the primary weapon.

DAs do not trigger item procs.

Melee Crits (MCs) percent effectiveness is changed slightly according to mob's level. Effectiveness further reduced when fighting higher level mobs, so you need around 112% or more MC to actually MC 100% of the time against a lvl88 orange con mobs, and the effectiveness is increased when fighting lower level mobs. This is why the above attribute guideline has the "if mob != orange" condition for the MC stat. Thus, when fighting orange con mobs, you want dramatically higher DA compared to MC. However, keep in mind of the DA and MC stat ceiling, determined by mob's level, is in place that is further explained in GU29 notes.

Just use your best judgement according to the info above and the amount of your current DA and MC stat. Also, a very good idea to have MC backup gear to replace some surplus DA stats when grouped with a mythical Mystic and/or mythical Illy and/or Troubador and/or you receiving Illusiory Arm from the Illusionist.

Don't worry about STR and INT and AGI stats. You will get a good amount of it from shard armor and decent jewelry and character class buffs.

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Item Guide References


TSO Tier 8 High-End Raiding Item Guide - Guide that prioritizes the high quality, end game, items.

TSO Tier 8 Casual Raiding Item Guide - Guide that is like the TSO Tier 8 High-End Raiding Item guild except avatar and contested loot is removed.

TSO Tier 8 Instance Item Guide - Guide containing the legendary and fabled items from various tier 8 dungeons.

The Dirge's Guide to...Success I suppose - Guide containing a good list of legendary and fabled items that buffs Chimes (CoB) under the Cacophony of Blades II section.

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Adornments


A Player's Dirge Adornment List

The Dirge's Guide to...Success I suppose - A good list under the Adornment section.

Transmuting & Adornment Tables - Britannic Lore - Contains a couple adornments not found in h0b0.net

h0b0.net Adornment Guide - Interface makes finding adornments quicker.

Primary and secondary weapon can be adorned, but the secondary weapon must be unequipped to adorn; the adornment will remain when the secondary weapon is equipped. The weapon enchantments best suited for a Dirge are the Rilissian Rager Slipstone (+3 double attack), Rilissian Rager Whetstone (+3 melee crit), and the Danak Regimental Oilstone (+15 dps mod).

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Rejuvenating Items


Fortunately, since the majority of Dirge damage is from melee autoattack, a Dirge will only lose roughly ~30% damage output from zero power. However, Cacophony of Blades, AE debuffs, Gravitas, and in-combat player resurrections need the power. A smart player would only use these rejuvenating power items on an emergency basis where the power pool is completely depleted. The exceptions to this rule are the Dark Heart, Shard of Essence, Expert's Essence of Clarity, and Expert's Essence of Regeneration.

The "charm (optional)" items can be buffed by the Gravitas spell.

Item Action
Scout Equippable Items
Mark of the Ankexfan (ear,finger)
Collection Reward:
Standards of the Goblin Tribes
on a successful attack,
triggers an average of 2.1 times per minute,
increases power of caster by

135 instantly and every 4 seconds for 16 seconds
Power - Charm (optional) Items
Overclocked Manastone 20% of max pool
Expert's Essence of Clarity 67 every 5.5s for 33s
Dark Heart (Master) 104 every 4.4s for 22s
Shard of Essence not tested
Mis-calibrated Manastone 15% of max pool
Signet of Greater Replenishment 598-1111 and
179-333 every 2.1s for 13.2s
Signet of Replenishment 299-555 and
75-139 every 1s for 6.6s
6 Power Roots Read Power Roots for more information.
HP - Charm (optional) Item
Signet of Greater Life 897-1096
256-313 every 2.1s for 13.2s
Signet of Life 577-705
96-117 every 1s for 6.6s
Innoruuk's Child 2052
Crystallized Essence (Expert) 573-700
Expert's Essence of Regeneration 269
134 every 5.5s for 33s
Overclocked Lifestone 20% of max pool

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Power Roots


Power Root Received by feeding a Carnivorous plant (see below)
Power Root Examine Window

The power root item is often overlooked but very powerful. The key to this is that although a power root is lore, it can be created from 6 different tiers of materials and in turn creates 6 different lore items. However, the Power Roots are on the same recast timer, but the recast timer is only 20 seconds.

Recipe must be done in this exact order. Here is the recipe in generic form :
2 Fertilizers, 1 water, & 3 bones.

To create the root, you need to go to any player's house with a Carnivorous Plant and feed the plant these items by right clicking the plant then clicking the appropriate action (i.e., feritilize, water, feed bones). Each action depletes only one item. After you have correctly treated the Carnivorous Plant, right click the plant then click the "check soil" action. If you did not mess up and did not wait too long between each action, then you will have a Power Root. If you fail, then you receive a consumable Fresh Fruit.

You can use any player's Carnivorous Plant; however, it must be the same type of Carnivorous Plant obtained as a /claim reward with the retail box purchase of the Kingdom of Sky expansion pack. A good indication of knowing it is the correct plant is by the adjectives such as "a red carnivorous plant", "a blue carnivorous plant", "a vibrant carnivorous plant", and "a green carnivorous plant".

So how do you get 6 roots?

When you feed the plant it automatically takes the lowest tier component you have and uses them first. So if you have one tier 1 bone and all the rest are tier 7 then you end up with a tier 1 root (suck!). In addition, the feeding process will even go to your bank, shared bank, and house vault to grab items to be used, not just the items in your bags! However, the feeding process will NOT grab the items out of your broker boxes.

Here are the different versions of the items form each tier :

level 10: pouch of peat, flask of rancid water, small decaying bone
level 20: small bag of ammonium sulphate, flask of stale water, large decaying bone
level 30: small bag of muriate of potash, flask of pond water, small polished bone
level 40: small bag of diatomaceous earth, flask of fresh water, large polished bone
level 50: small bag of ammonium nitrate, flask of pure water, small meaty bone
level 60: ingredients unkown
level 70: small bag of compost, flask of enchanted water, large meaty bone

In order to get 6 power roots you must make sure you have exactly enough from each tier to complete the recipe for that one tier only. The only exception is that it will not matter if you have extra tier 7 ingredients because, when feeding it automatically, the system takes the lowest tier ingredients first, so the extra tier 7 ingredients won't get used. Check your bags/bank/shared_bank/vault, do not try this with extra components from lower tiers present any place!!! However, the feeding process will NOT grab the ingredients out of your broker boxes.

Now you may not have enough of these different tier ingredients to make 6 roots, that is fine. Create whatever ones you can, but be careful not to mix tiers if you want multiple Power Roots.

If you do this correctly you will have 6 total power regenerating roots. Remember, they are on the same recast timer, which is 20seconds.

Charm (optional) Items Not Buffed Gravitas Buffed
level 10 Power Root 10% of max pool 13.2% of max pool
level 20 Power Root 12% of max pool 15.8% of max pool
level 30 Power Root 14% of max pool 18.5% of max pool
level 40 Power Root 16% of max pool 21.1% of max pool
level 50 Power Root 18% of max pool 23.8% of max pool
level 70 Power Root 22% of max pool 29.0% of max pool

I imagine there are some good sweet spots in zones to easily farm these ingredients; please send me a message if you want to share any sweet spots so I can add them here. The purchase price for all the ingredients for one recipe is roughly 20g~50g. The water is most expensive piece.

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Grandmaster Training


Hyran's Seething Sonata III. No upgrade for this in t8.

Daro's Sorrowful Dirge II. This version is a bigger debuff than the Expert grade of Daro's Sorrowful Dirge IV.

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An AA Tree Approach


Description Points Spent
Bard's Luck
Bard tab
1
Rhythm Blade (rank 1)
Bard tab, Intelligence line
5
Fortissimo (rank 8)
Bard tab, Stamina line
20
Don't Kill The Messenger
Bard tab, Wisdom line
24
Luck of the Dirge
Dirge tab, Luck line
21
Degredate
Dirge tab, Degredations line
21
Bountiful Feast
Shadows tab, General line
5
Hearty Constitution
Shadows tab, General line
5
Strengthened Links
Shadows tab, Scout line
5
Quick Strike
Shadows tab, Scout line
5
Evasive Maneuvers
Shadows tab, Scout line
1
Poison Concoction (rank 8)
Bard tab, Agility line
20
Shrieking Cry
Shadows tab, Bard line
5
Flanking Chorus
Shadows tab, Bard line
5
Intoxicating Notes
Shadows tab, Bard line
5
Dexterous Notes
Shadows tab, Bard line
1
Assign 21 points anywhere. 21
Overall Total Points Spent 170
Assign 2 points in Shadows tab, Dirge line. 2
AA Respec 4 times. With each respec, move 2 AA points from the "21 points anywhere point pool" to the Shadows tab, Dirge line (8)
Overall Total Points Spent still remain ... 172
AA Respec again to get Battle Cry. (2)
AA Respec again to get Disease Mastery. (2)

172 overall total spent points requires 5 AA respecs to obtain Battle Cry.
173 overall total spent points requires 3 AA respecs to obtain Battle Cry.
174 overall total spent points requires 2 AA respecs to obtain Battle Cry.
175 overall total spent points requires 2 AA respecs to obtain Battle Cry.
176 overall total spent points requires 1 AA respecs to obtain Battle Cry.

The high value item to obtain is Battle Cry.

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An AA Bard Tree Example


AA Bard Tree Example

STR Tree Line

Turnstrike. For more info, read about Turnstrike in the Combat Art and Hostile Spell Notes.

Ask the tanks you hang out with about their parry stat in-raid and in-group environments before AA buffing the +parry in our Parry song. With the typical MT raid group setup, and depending on a guardian's gear, a raid equipped Gaurdian can easily hit up to 600 parry. With diminishing returns against a lvl88 raid mob, the cap is around 570. When parry skill too much higher than this, then parry starts cutting into the tank's other avoidance that is triggered by item procs, or other abilities, with a successful shield block or incoming attacks. Also, higher level mobs, such as orange con raid mobs, virtually ignore contested avoidance checks, that includes parry checks; thus, with orange con raid content, Dirge's parry song mainly becomes useful when upgraded with Strengthened Links in the TSO Scout AA line. Once characters start getting a few pieces of T4 Shard armor and all the T3 shard armor and some good jewelry, the AA buff to the STR/AGI song becomes less effective due to being at, or nearing to, the Str/Agi stat ceiling. GU29 is the latest change to stats/avoidance/mitigation rules that I have found.

AGI Tree Line

At 8points, Poison Concoction only does 1% of your total parse damage and it does a bit higher in lower DPS parses. Most common approach seems to sacrifice 5 points from Poison Concoction to get one point into Turnstrike or Rhythm Blade. After analyzing the T8 Dirge Parse thread, Poison Concoction becomes under 1% damage in higher damage parses roughly above 8k dps.

STA Tree Line

One of the most important AA lines for ya to complete in tier 8.

For soloing, maxing out this AA line helps out very noticeably with survivability until your character becomes raid equipped. For DPS application, to determine whether to choose Sword+Shield for the +DA bonus from the Skald's Defense AA or to dual-wield, utilize the following double attack DPS equation:

1) DPS for single wielding = DA% * DR;
2) DPS for dual wielding = DA% * [ { DR1 - (.33 * DR1) } + { DR2 - (.33 * DR2) } ] .

DR is damage rating, DR1 is weapon 1 damage rating, DR2 is weapon 2 damage rating, .33 is incurred from dual wielding

WIS Tree Line

One of the most important AA lines for ya to complete in tier 8.

INT Tree Line

In the beginning, put one point into Rhythm Blade.

At the moment I wrote this, self buffed and without combat skill song activated, I had 409p/430s. Add Scout uncommon HO reward (28 p/c/s). Add Rhythm Blade (23 p/c/s). Add Master1, not AA enhanced, Weapon Boon (35 p/c/s). All this makes it equal to 495p/516s. Then, add the p/c/s buffing from group setups and in-combat proc buffs. Rogues/predators have quite higher combat skills, nearing 600+, since they have an offensive stance. The AA buff to the combat skill buff is only good when the tank is in their defensive stance and/or have lower quality equipment.

Once DPS mod gets up to around 190, then diminishing returns, making a noticeable impact at around 180, makes it pointless to go much higher to the cap of 200 if ya do not have your MC or DA near cap. Depending on group setup, maintaining 175 to 190 DPS mod is easy to accomplish without the AA buff to our Riana song. GU29 is the latest change to stats/avoidance/mitigation rules that I have found.

Now, once ya get better equipment, I have read some Dirges would ditch Rhythm Blade to place those 5 points into Poison Concoction, but Rhythm Blade also buffs casting techniques so I am uneasy about sacrificing this to a low-grade damage proc, Poison Concoction, since Dirges do not get much gear with Ordination skill even with the t4 shard armor. Ordination skill reduces the resist chance of our green debuff spells such as Zander's and Clara's green encounter debuff.

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An AA Dirge Tree Example


Dirge AA Tree Example

Degredations Tree Line

Degredate is very nice for a Dirge. The persistent power cost of green encounter debuffs can drain power fast in long fights. I only have Degredate for the power savings for the long mob fights. 20 AAs to get Degredate

Life and Death Tree Line

Rez Sickness debuff drops a character's skills and mitigation a couple character levels. This is an asset especially when reserved to be used on Priests, MT, OT, or hate transfer character classes. When rezing a group of players, confront fear can be cast upon two rezed players within the duration of revive sickness. 20 AAs to get Confront Fear.

Luck Tree Line

One of the most important AA lines for ya to complete in tier 8. 20 AAs to get Luck of the Dirge

Some Dirges do not max out Power Ballad and Noxious Tempo so placing the points into the Degredations line instead. Noxious Tempo at 5 points gives a noxious ward of 356 per tick. I maxed out Noxious Tempo since there are tougher TSO names where this can be utilized, works well when fighting Leviathan, and some of the Guk names do have nasty noxious AoEs. Noxious Symphony.. When? is an eq2flames discusion thread for more information.

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A TSO AA Tree Example


TSO AA Tree Example

General Tree Line

At the very least, get Hearty Constitution. I have read about Dirges placing the remainder wherever else.

Scout Tree Line

Strengthened Links(5) adds 767 physical mitigation to the parry song buff. This is also a benefit to mages to better mitigate the trauma AoEs. Evasive Maneuvers(1) provides decent damage and the dehate is handy.

Bard Tree Line

This line is really open to debate. Intoxicating Notes(5) does just slightly better than Poison Concoction. After analyzing the T8 Dirge Parse thread, Intoxicating Notes, like Poison Concoction, becomes under 1% of damage in higher damage parses roughly above 8k dps. Shrieking Cry and Flanking Chorus are the nice ones to grab.

Dirge Tree Line

This is the general consensus on eq2flames except for Sacrificial Oration(5). I have read some Dirges placing Sacrificial Oration(5) into Deathly Howl because they think Dirges should not spot heal since the heal is quite low, sometimes critically heals up to 8k hitpoints over time. I use Sacrificial Oration as a spot heal to help top off player's health before an AoE and it makes a difference on the mages and helps the MT when their health is volatile before an AoE lands. Battle Cry is just awesome and you will make many dps/fighters jealous of the one that receives it.

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User Interface Mods


[DragowulUI] Spell Timer - Auther Dragowulf's description states, "This is an advanced custom window that filters in Abilities/Buffs/CAs/Debuffs/Heals/Procs/Spells that would otherwise be located in the Maintained Window. It can be a pain seeing the spam of 30 spells in your Maintained window when you only want to keep track of a few spells. The main purpose of this window is not to replace the Maintained Window, but to be utilized as a separate spell timer tracking window. At this moment you can only filter in up to 15 spells." I would use this to notify me of various temporary buffs such as Turnstrike and Intrepid Strike.

Buff Immunity Timers/Notification(JCap/Gravitas) - Author EQAditu's description states, "The purpose of this UI mod is to create timers for buff immunities that are applied for things like Jester's Cap or Gravitas. The immunity icon is only easily visible to the recipient of the original buff and not the caster. The UI will display five timers displayed as a character name and a progress bar of the time elapsed. Once the immunity time elapses the progress bar will have reached full where the timer will be reset for future use and an overlay will appear for four seconds saying a specific character has lost their immunity".

ProfitUI 5.0.1 (final release from gm9) - click here for instructions
ProfitUI Autoupdate - still operational that includes profitUI maintenance done by the ProfitUI Catalyst authur.

ProfitUI Catalyst Support Thread
ProfitUI Catalyst #1 - new author taking the reigns after gm9
ProfitUI Catalyst Author portal

Orani's UISettings file - UIsettings is saved in 1920x1680 and I'm using a 32" monitor to save the locations. I hope this doesn't screw anything up if ya want to try to import these settings.

Orani's BottomBar file - Most importantly, this mod displays your weapon delay and any changes to it in real time without having to type the /weaponstat command. Also, by observing the haste modifier, you know exactly when raid wide chimes is active and you can quickly notice when a Templar or Shadowknight, for example, temporarily buffs your casting speed. Move this file into and replace the file in the ProfitUI folder. Unfortunately, apparently, the BottomBar is not going to be the same as the original ProfitUI Bottom Bar. Currently, my XML syntax and EQ2UI modding knowledge is limited as it is indicated in this UI mod, but it gets the job done. There is no character class selection, dynamic nor static, implemented in the mod. It is just a very basic XML/EQ2UI mod that is displayed in the image below. "Rec" in the image indicates percent buff to recovery speed.
Orani's BottomBar Mod

Advanced Combat Tracker - Wicked awesome. hehe. I use the Single/Double Attack detection/notification ACT plugin for the autoattack beeps and, in this plugin, I only have the "single attack settings" beep at me. I will also soon be adding a link to download an AoE timer spreadsheet to be imported to ACT.

Now heres how you add timers:
(note: you will only be using the left side scroll window with all the + boxes for this)

1. Find Encounter you want a timer for and hit his + box (red or green or yellow name)
2. Find the Mob itself in the expanded list and hit his + box
3. Hit the + box next to All Outgoing Ref
4. Right click the spell/attack you want an pick Calculate Spell Timer
5. A window will pop up showing you the delays between attacks. Click Send to timers and you now have a timer for that spell/attack.

Also if the spell you're trying to get a timer for isn't hitting at least twice in an encounter (early wipe) you're not going to get an accurate timer.

These last few steps are repeated for further adjusting the timers and is more efficient than manually guessing + or - a few seconds here or there.

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ProfitUI Quick Raid Window Buttons


ProfitUI Raid Window - click to cure is hidden
This image of the raid window has the Click-To-Cure panel hidden. (image unavailable at this moment)

The ProfitUI Raid Window has hotkeys in the window that allows the player to cast a spell on the target and, at the same time, enter in-game text with the corresponding target's name. Also, the player's current target, whatever it is, is not changed so the player can continue fighting, or assisting a player. This means a player does not have to reassess their target when using the raid window hotkeys.

ProfitUI Dirge Raid Window code
Example of code for the Dirge section in the _ProfitUI_QuickRaidButtons.txt file, located in the EQ2 / UI / ProfitUI directory.

The disadvantage is the player must assume the targeted player is within range of the beneficial spell; otherwise, the player will have to directly target the player's name to find them. Also, keyboard bindings can not be associated with the raid window hotkeys.

The advantage is the player does not have to change their current target to the desired player to cast the beneficial spell. Also, the current target can be any target instead of just the target entered into a macro since the player does not need to reassess their current target.

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Orani's Screen Layout

A Hotbar Layout Example

(just to give an idea of hotbar layout. my current layout is a bit different now)

Orani's Hotbar 1
Top hotbar is the primary. Middle hotbar is the secondary. Bottom hotbar is the tertiary.

Primary Hotbar
2. Scream of Death macro - Bump > Scream of Death (primary)
4. Misfortune's Kiss macro - Shroud > Misfortune's Kiss (primary)
6. Backstabs HO macro, using cheap shot only as the macro img - Sinister Strike > Daro's Dull Blade (primary)
8. I just use to keep me notified of Sinister Strike's recast timer.
9. I just use to keep me notified of my cure potions recast timer.
alt+1. Gravitas + Hymn of Horror macro - With our Sig Drum and depending on recast speed, in a 4-cast rotation, the 1st-gravitas cast immunity is still up for a few seconds after the 4th-gravitas cast. So, in my macro, there are 5 Gravitas spells then I insert the Hymn of Horror. Hymn of Horror does not have a cast time, but this spell does have a .5s recovery time.
alt+7. I just use to keep me notified of Lucky Break's recast timer.

Orani's Hotbar 2
ctrl+alt+2. Verlien's Keen of Despair macro - Lucky Break > Verlien's Keen of Despair (primary)
ctrl+alt+3. Tarvens Crippling Crescendo macro - Lucky Break > Tarvens Crippling Crescendo (primary)
ctrl+alt+4. Misfortune's Kiss - Sometimes I cast shroud prior to pull or the M.Kiss macro keeps me in shroud after mob dies.
ctrl+alt+6. Jael's Dreadful Deprivation macro - Equip bow > /autoattack 2 > Jael's Dreadful Deprivation (primary)
7 thru = . I just use to keep me notified of recast timers.

Orani's Hotbar 3
Primary hotbar cycled to Hotbar3 by Shift+3

Orani's Hotbar 4
Primary hotbar cycled to Hotbar3 by Shift+4

Orani's Hotbar 5
Primary hotbar cycled to Hotbar3 by Shift+5

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A Keybindings Example

(just to give an idea of hotbar layout. my current layout is a bit different now)

I use my left hand on the keyboard for the majority of gameplay in combat; it's almost like playing an instrument. 40 keybindings total. I use my palm to press the alt and ctrl keys plus I have big hands so I use a Microsoft Natural Ergonomic Keyboard for its bigger buttons.

Orani's Hotbar 1
1,2,3,4,5,6,7 - hotbar1 hotkeys (primary hotbar)
alt+1,alt+2,alt+3,alt+4,alt+5,alt+6,alt+8 = hotbar2 hokeys (secondary hotbar)
ctrl+1,ctrl+2,ctrl+3,ctrl+4,ctrl+5,ctrl+6 = hotbar3 hotkeys (tertiary hotbar)
ctrl+q = clarity power regen potion
ctrl+w = heart or shard
ctrl+e = overlcocked manastone
ctrl+r = mis-calibrated manastone
ctrl+t = power root macro (macro contains all of the power roots in my inventory)

Orani's Hotbar 6
I actually have this hotbar open and hidden out of sight so I am able to apply keybindings. Apparently, keybindings can only apply to hotbars that are "open" and do not have to be visible.

ctrl+alt+q = arcane reprieve potion
ctrl+alt+w = noxious reprieve potion
ctrl+alt+e = elemental reprieve potion
ctrl+alt+r = health regeneration potion
ctrl+alt+t = overclocked lifestone
alt+q = trauma cure macro = /cancel_spellcast > trauma cure potion
alt+w = arcane cure macro = /cancel_spellcast > arcane cure potion
alt+e = noxious cure macro = /cancel_spellcast > noxious cure potion
alt+r = elemental cure macro = /cancel_spellcast > elemental cure potion
alt+t = /tell macro = /tell heart / shard plz

Orani's Hotbar 2
ctrl+alt+1 = Lanet's Excruciating Scream ctrl+alt+2. Verlien's Keen of Despair macro
ctrl+alt+3. Tarvens Crippling Crescendo macro
ctrl+alt+4 = Misfortune's Kiss
ctrl+alt+5 = Jarol's Sorrowful Requiem
ctrl+alt+6. Jael's Dreadful Deprivation macro - Equip bow > /autoattack 2 > Jael's Dreadful Deprivation (primary)

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Interesting EQ2 Factoid References


Now with Weapon DR calculation! : Critical Damage and You ... A guide to critical damage. - Extremely thorough. Explains ALOT!! The math is still up to date as of 8-Feb-2010. GU#50 changed the combat art formula a bit, stating "Combat arts will now properly use the max damage + 1 as the minimum critical amount when attacking an npc. PvP combat arts will still use damage time the critical multiplier." Also, since TSO expansion, the default 1.3 crit bonus can be buffed so you must change the 1.3 value in the math to represent your buffed crit bonus. In other words, since my crit bonus is buffed by 15%, then in the math I would include the 1.45 (that is 1.3+.15) instead of the 1.3 mention in the hyperlink. Unfortunately, the hyperlink uses the terminology "crit bonus" and "crit damage" to mean the same because, when the thread was created, we only had the default 1.3 constant instead of an actual "crit bonus" item attribute.

Also stated in GU#50, Damage is now calculated the following order:

base damage calculation
weapon attacks add in dps and weapon multipliers
spell and weapon tier multipliers
attribute modifiers
base damage multipliers
normalized damage ( +spell/ca/heal amounts )
critical multiplier

Game update #29 (EoF) updated the stats/avoidance/mitigation rules from Game Update #14 - Good information about the various attribute caps. Hard Caps, Soft Caps, And you! is a nice supplement, but some of this information is outdated.

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Guide Updated as of 8-Feb-2010.


To assure readers are kept aware of changes, view document history:
2-Feb-2010
Nov-2009

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Author Info


None of this is concrete. From everything I have read and experienced, I believe I have taken a solid approach in my tactics that I continue to further improve in any part where I hope am given a near solid persuasion to seriously consider so I am always listening. I constantly update text to reflect this. Read the document history to view recent updates.

I currently reside on Antonia Bayle server as Orani. Send me an in-game mail or /tell antonia_bayle.Orani or a eq2flames.com private message anytime for any questions, concerns, or additional information to share. Enjoy!

I take ZERO credit for the content in this guide because the information became aware to me through other's willingness to provide their insight and references. I just hope this guide's organization of information and references and critically applying the data result to helping others become better at the Dirge character and to spark further possible persuasions in improvements to share. The discovery of information to be shared only takes a matter of time and the right type of individuals. A forum is available. Thanks for the input and contributions.

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