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View Full Version : AA - 2nd line AGI crit heal! ward?


Concordant
08-05-2006, 03:10 AM
<DIV>Hello!</DIV> <DIV> </DIV> <DIV>This is a raiding shamans view (but imho some points apply to grps and even solo view e.g. STR line).</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>STR line is a set thing for me 4 / 4 / 4 / 8 / 8</DIV> <DIV> </DIV> <DIV>so now the 2nd line....</DIV> <DIV> </DIV> <DIV>some argue about STA or WIS (Ritual), but atm the secret tech is INT for Immunities.</DIV> <DIV> </DIV> <DIV>now my point:</DIV> <DIV>the 800 immunity to all resists for the grp is HUGE! (guess thats why I use it too)</DIV> <DIV> </DIV> <DIV>BUT</DIV> <DIV> </DIV> <DIV>In raids u max resists beyond 8k easily without Immunities, making it.....  useless !?!</DIV> <DIV> </DIV> <DIV>AGI for crits came to my mind:</DIV> <DIV>Does AGI-D give chance for crit on heals only or for wards too?</DIV> <DIV>If it gives crit on wards, it would be an alternative. If not, oh well, nm.</DIV> <DIV> </DIV> <DIV>Anybody an answer here?</DIV> <DIV> </DIV> <DIV>TY in advance</DIV> <DIV> </DIV> <DIV>Concordant</DIV>

Ordate
08-05-2006, 05:48 AM
<P>It applies to wards as well.</P> <P>Depending on how well equiped the raid force is even if people can hit max resists the ability to let them do less gear switches is beneficial.</P> <P>As to which one is truely the best as a second line, it is really hard to say.  I think for the most part our skills are fairly well balanced vs. each other except for the strength line which not only is required to keep dogdog around also is a fairly strong tree under most situations.</P> <P>Personally Im a sta line as secondary.  I don't know if it has ever been found that there is a cap on how much you can slow down a mobs reuse timer.  As such I see the added benefit of that along with speed cheap cures fairly handy.  This gives me the ability to knock off ae dots a bit faster which is indirectly a heal when the ae's tend to do some damage and I don't have the group cure for it.</P> <P>Ordate, Devout mystic of Mike, God of Big Rocks.</P><p>Message Edited by Ordate on <span class=date_text>08-04-2006</span> <span class=time_text>06:53 PM</span>

Terq
08-07-2006, 05:49 PM
<DIV>/agreed.</DIV> <DIV> </DIV> <DIV>The nice thing about immunities is that it allows you to switch out less gear.  It is more useful in younger raid forces when getting resists to acceptable levels often means switching into very subpar equipment. </DIV>

Banditman
08-07-2006, 07:30 PM
I like and use Immunties for the exact reasons listed above.  It allows people to do less gear switching when they are in my group while still capping their resists.The other point with Immunities that I'd love to see addressed, but don't have the time to work on, is the actual effect of overcapped resists on the raw RESIST rate.We all know that a resist of around 6500 will maximize your MITIGATION against a L74 mob.  You just can't mitigate damage beyond 80%.However, what has not been stated or refuted is whether a 10k resist will improve your outright RESIST rate - where you simply resist the spell effect completely and take no damage.There is definitely some truth in the fact that a younger raid force will get more benefit from Immunities than an more mature force, but that also applies to just about everything about being a Mystic.  A younger raid force will benefit more from the stat buffs than a mature one.  Etc.<div></div>

Concordant
08-11-2006, 05:54 AM
TY all for reply!   <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <blockquote><hr>Banditman wrote:I like and use Immunties for the exact reasons listed above.  It allows people to do less gear switching when they are in my group while still capping their resists. <font color="#cc0000">Sure. But as I expierience it, the switching doesnt really hurt at all, making this point not really count.</font>The other point with Immunities that I'd love to see addressed, but don't have the time to work on, is the actual effect of overcapped resists on the raw RESIST rate.We all know that a resist of around 6500 will maximize your MITIGATION against a L74 mob.  You just can't mitigate damage beyond 80%.However, what has not been stated or refuted is whether a 10k resist will improve your outright RESIST rate - where you simply resist the spell effect completely and take no damage. <font color="#cc0000">kk   have no info about this. thought u cant really raise the chance to outright resist by going beyond cap.... dunno</font>There is definitely some truth in the fact that a younger raid force will get more benefit from Immunities than an more mature force, but that also applies to just about everything about being a Mystic.  A younger raid force will benefit more from the stat buffs than a mature one.  Etc.<div></div><hr></blockquote><font color="#cc0000">i am just brainstorming here <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> not sure if the 16% crit ward pays either. love immunities way too much. maybe someone with crit wards having info? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> later Concorant </font><div></div>

Thatdumbg
08-21-2006, 12:52 AM
Epic mobs operate under different rules, meaning, caps for them are (supposedly) higher.Of course, half the time the point is moot, there is a high percentage of AE attacks from raid bosses that seem to ignore resists almost completely... however, maybe that is just my perception. I mean, I understand that an AE has a large variable in it (sometimes upwards of 8k difference between min and max according to descriptions), but there are some fights out there where my hits stay about the same at 3k 4k and 8k resists.<div></div>

Ordate
08-21-2006, 06:51 PM
<P>The only time you should see a 3k resist act anywhere near an 8k resist would be against an orange or higher con mob.  As mobs increase in level over yours the amount of resists you need to be at actual 80% increases.  This increase substatially once you hit an orange con.  I don't know the numbers off hand but basically once you are fighting oranges your resists will act as if they are much lower.  If I am remembering correctly fighting orange encounters causes your resists to basically be divided instead of the linear while fighting blue/white/yellow.  So say the division amount is 4, that 8k resist becomes 2k and that 3k resist becomes 750.  Neither of which would protect you a whole bunch.  Again this is my brain trying to remember old information so take it with a grain of salt.</P> <P>That being said, on any yellow or lesser epic encounter that AEs I can't think of a time where is hasn't been painfully obvious to me who has a low resist in my group.  I've watched monks with lesser resists then I have consistently get knocked down to lower percetage of life then me just because they have resist gear not up to par.  Resists really do make a huge difference.</P> <P> </P>

Thatdumbg
08-22-2006, 02:47 AM
Yah oranges are a gimme; I was referring to some yellow ones. Of course, its been awhile, so I'll have to ask around and maybe *cringe* dig up some parses to elaborate that one. Who knows, I'm usually wrong and full of it anyways o_O<div></div>