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Owlbe
12-11-2006, 05:57 AM
<div></div><div></div> <div>Wanting to make and play a fae but wanted to try a melee priest out.  So that leaves the warden and a mystic and I play a fury so I'm going with the mystic.  With their str buffs, chain armor and sta/hp buffs it seems to fit the mold a bit better.</div> <div> </div> <div>Any feedback on how they dps and if it works or not and the aa layout would be appreciated.  As for playstyle I do a bit of everything  from solo/duo/small gp/large grp/raid with raiding being my least favorite thing to do and mostly duo and small grp for the majority of my time. I think I'm going to get the SoW upgrade as quick as possible then work down the shaman agi line to get the full melee crits then hit the mystic melee line then what ever is left over.</div> <div> </div> <div><strong><u>Shaman</u></strong></div> <div>1-pet</div> <div>5-agi (+35)</div> <div>4-phalanx (2h spear attack)</div> <div>8-crit melee (100%)</div> <div>8-crit heal (16%)</div> <div>8-tribal rage</div> <div>8-str (+64)</div> <div>8-wis (+32)</div> <div> </div> <div><strong><u>Mystic</u></strong></div> <div>5-chilling strike</div> <div>5-feverish strike</div> <div>5-ursine elder</div> <div>5-glacial strike</div> <div>5-circle of ancients</div> <div>1-weapon mastery</div> <div> </div> <div>5-minor auspice</div> <div>5-spirit of the wolf</div> <div>5-spirit of the bull</div> <div>3-shadowy attendant</div> <div>5-avatar</div> <div>1-ancestry</div> <div> </div><p><span class="time_text"></span></p><p>Message Edited by Omegarhino on <span class=date_text>01-16-2007</span> <span class=time_text>03:25 PM</span>

Eugam
12-11-2006, 05:53 PM
I think you got it allready. Have a look at the STR of KoS AA. There is a haste aura, but it needs 8 points to go there... Anyways, the min. 4 points in STR might be interessting for a fighter shaman anyways. <div></div>

Eepop
12-11-2006, 08:30 PM
As a new character, especially one that wants to be a melee shaman, I would greatly suggest that you put your points into the spells->combat art AAs first and formost.  Even if its just 3 per. The benefit of never having to spend a copper on any of those spell lines is pretty huge. <div></div>

Owlbe
12-12-2006, 01:11 AM
<div></div>I had thought about taking the str line pet based haste but I am trying to do a build without the pet. I have a lvl 53 defiler I play off and on and he went the usual pet based ability route (as most shamans do I assume) but the dog is a pain and do get a different flavor on the mystic I thought I'd leave the dog in the dust other than what ever dps he does himself. I duo alot with my wife's fae wiz so the plan is to ward and pull and I'll melee as she nukes to her hearts content and I keep warding her/us. I heard it works well. Mystics for melee priests have crits wrapped up with 100% but lack in the double attack and haste dept. has me worried (Tribal Rage seems to somewhat help there) Looking at the other melee orientated EoF priests (inq,warden,mystic)the msytic seems to be a bit lacking. I'm just hoping the 100% crits, superior str buffs (more damage per hit & less misses), weapon mastery (less misses), and dogdogs nips make up for general lack of double attacks and haste (can be helped with items of course) comparitively. Yeah, I might buy the EoF melee attacks first (after sow is maxed <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />, it would save money and start on the melee road faster. It just looks like it will take so many aa's to make them competent melee'ers so hopefully I have the patience to stick with him. However, it would be funny to see a fae pounding on mobs though with a big (for them) 2h spear heh.<p>Message Edited by Omegarhino on <span class=date_text>12-11-2006</span> <span class=time_text>01:11 PM</span>

canislupus64
12-12-2006, 10:04 AM
<DIV> <DIV><STRONG><U>Shaman</U></STRONG></DIV> <DIV>1-pet</DIV> <DIV> </DIV> <DIV>4 agi (+2<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></DIV> <DIV>4-phalanx (2h spear attack)</DIV> <DIV>8-crit melee (100%)</DIV> <DIV>5-crit heal (10%)</DIV> <DIV> </DIV> <DIV>4 str (+32)</DIV> <DIV>4 leg bite</DIV> <DIV>8 haste</DIV> <DIV>4 pet proc ward</DIV> <DIV>8 spiritual foresight</DIV> <DIV> </DIV> <DIV><STRONG><U>Mystic</U></STRONG></DIV> <DIV>1-chilling strike</DIV> <DIV>3-ursine elder</DIV> <DIV>1-glacial strike</DIV> <DIV>1-circle of ancients</DIV> <DIV> </DIV> <DIV>5-minor auspice</DIV> <DIV>5-spirit of the bull</DIV> <DIV>5-shadowy attendant</DIV> <DIV>5-avatar</DIV> <DIV>1-ancestry</DIV> <DIV> </DIV> <DIV>I have 77 AA's and in 34 minutes of combat in Labs and i parsed 666 DPS zone wide. The raid dps was 19475. I hit over 1000 dps in about 7 fights. </DIV> <DIV> </DIV> <DIV>Given i only have 6 points in my CA line, i am parsing fairly high. Hopefully with more AA in the line and weapon mastery i will be able to break 1000 DPS zone wide.  </DIV></DIV>

Eugam
12-12-2006, 11:49 AM
<blockquote><hr>canislupus64 wrote:<div> <div>I have 77 AA's and in 34 minutes of combat in Labs and i parsed 666 DPS zone wide. The raid dps was 19475. I hit over 1000 dps in about 7 fights. </div> <div> </div> <div>Given i only have 6 points in my CA line, i am parsing fairly high. Hopefully with more AA in the line and weapon mastery i will be able to break 1000 DPS zone wide.  </div></div><hr></blockquote>WOW, is this the shamans DPS only or is the pets DPS added ? But nice anyway<div></div>

canislupus64
12-13-2006, 03:49 AM
<DIV>I did not have my pet out much. It kept dieing for some reason so i just said screw the pet lol. </DIV> <DIV> </DIV> <DIV>I used a Great Spear of the Outer Rim off princes. In group i sat at about 40 haste and 57 DPS mod. </DIV>

Ishnar
12-14-2006, 12:35 AM
<DIV>Personally, I've found little utility from hasting.  As a defiler, I've noticed it is very difficult finding high delay weapons, especially weapons with higher delays than my standard casting speed.  Haste benefits are realized when it brings the weapon speed down until it is even with average casting time.  If the weapon speed is already faster than average casting time, then those extra haste hits are never happening, because your character is too busy casting to hit anything.  Since we have rather long casting times, we really need long delay weapons to benefit from haste.</DIV><p>Message Edited by Ishnar on <span class=date_text>12-13-2006</span> <span class=time_text>11:36 AM</span>

Eepop
12-14-2006, 01:24 AM
While that holds true to an extent, it relies on the assumption that you are chain casting.  There are plenty of times when that isn't the optimal thing to do. <div></div>

Banditman
12-14-2006, 01:52 AM
There is really only one weapon for a Priest that wants to melee . . . Blackscale Maul.It is, hands down, the ultimate for a Priest in melee.  I've personally hit for 2k with it, I've seen other Priests hit for 2600.  Nice long delay.<div></div>

Eepop
12-14-2006, 02:26 AM
Blackscale maul is definitely, by far, the best weapon when you are casting more than 75% of the time. The more I drop below that, the more I find any weapon with good DPS rating (and preferably some +weapon skill), works. Usually I find, when I am even thinking about DPS, I have at least 40% of the time not casting.  The debuffs are on, the damage to the group is manageable by some properly timed wards, and Im good to go. Also note that this very discussion, about how cast times can screw up melee damage, play directly into why we get an AA line to turn our spells into faster casting combat arts. <div></div>

Ordate
12-14-2006, 05:18 AM
<P>I would agree with you eepop if we were some sort of dps class.  As it stands we get one of our lower priority functions turned into combat arts.  Sure its nice to get in that many more swings when you can just be all out dpsing, but it does nothing to the casting times of heals/wards/debuffs/cures.  Which is where we generally spend most of our time unless we are in truely trivial content or the people we have grouped with trivialize it by some means.</P> <P>I do want to add that I've reversed my decision a little concerning the combat arts.  Previous statements i had made were regarding the numbers that I saw very late in beta (last day or 3).  Apparently they lowered the recast on them and upped the damage on them a tiny bit.  I would say now that they aren't completely useless other then spiking in a little damage between heals, but are a very minor spice up.</P> <P> </P><p>Message Edited by Ordate on <span class=date_text>12-13-2006</span> <span class=time_text>04:22 PM</span>

Eepop
12-14-2006, 07:18 PM
Well obviously, the usefulness of any increase in priest DPS is inversely proportional to the size of the group you are with.  When full grouping or raiding, yeah its not much of a difference unless the content is trivial. But when soloing or small grouping,  it can be a noticeable increase.   Of course, during raiding, your cast to not casting ratio drops as you try to limit overhealing and conserve power.  <div></div>

Ordate
12-14-2006, 09:03 PM
If there is a need to conserve power then why are you nuking?

Eepop
12-14-2006, 11:20 PM
Im not, but I may be meleeing.  In which case, the delay of the weapon no longer matters. <div></div>

canislupus64
12-18-2006, 10:07 AM
<DIV>I went into inner sanctum tonight and I was in a group that supported some melee. I read about people using the blackscale maul. Yes it has a big delay on it but the problem is that it may hit hard but you can miss easily and one miss is equal to 16 second of nothing happening. I personnaly use the great spear of the outer rim. It has a 3 second delay which it nice. Tonight I healed when i needed and put my debuffs up. This was my DPS for the zone. </DIV> <DIV> </DIV> <DIV><FONT size=2> <P>Lepios 1487571 | 626.61 | 1523</P> <P>First is my name, then total damage, DPS for the zone, and the amount of critical hits. </P> <P>From melee I hit 66.19% of the time from a total of 1130 swings. </P> <P>From non-melee ( my CA's and spells) i hit 92.14% of the time from a total of 2238 swings. </P> <P>The CA that did the most damage was Feverish Strike at 13% of my total damage and I only have 1 AA in feverish strike and I am still working toward weapon mastery. </P> <P> </P> <P>It seems as we have a large potential to post big numbers as a mystic. I personnaly think healers should heal and stick to that but i guess sony wants us to do DPS or something as we got enhancements to our buff line and are still out buffed by other classes, our rez line is pretty messed up casue if the mystic has to rez then what are the dirges, necro's, and palidens doing? and then there is out cure/ward line which is kinda odd. </P> <P> </P> <P> </P></FONT></DIV>

Eepop
12-19-2006, 02:59 AM
Getting plus to weapon skills like +crushing or +piercing has seemed to have a noticeable effect, which is why I am somewhat excited about weapon mastery. With my DPS gear, I've got almost +20 piercing, and my miss rate has gone down a decent bit.  And each of those misses that was averted became a crit. As a side note, I have found +piercing to be easier to raise than +crushing, which is another factor making blackscale maul not neccessarily the best. <div></div>

canislupus64
12-19-2006, 04:37 AM
<DIV>The best piercing weapon for us is</DIV> <DIV> </DIV> <DIV><IMG src="http://eq2.xanadu-community.com/images/loot/918.jpg"></DIV> <DIV> </DIV> <DIV>The best crushing weapon and the best weapon for us period is:</DIV> <DIV> </DIV> <DIV><IMG src="http://eq2.xanadu-community.com/images/loot/1099.jpg"></DIV> <DIV> </DIV> <DIV> </DIV>

Eepop
12-19-2006, 07:31 PM
<blockquote><hr>canislupus64 wrote: <div>The best crushing weapon and the best weapon for us period is: </div><hr></blockquote>I think that may be a bit of an over generalization. For a mystic with no AAs, the crusher is obviously better.  No one can deny thats a nice proc. For a mystic with agility line for crits and EoF AA line for combat arts, I'd say the piercer wins out.  You get to use the phalanx attack from KoS AAs, all your nukes/dots have become combat arts so they no longer trigger the crusher's proc, the plain stats are better on the piercer, and it also has +skills.<div></div>

MRRX
12-19-2006, 11:08 PM
<P>I got my first two points in combat arts last night.       For soloing they are undoubtedly superior.</P> <P>The combat arts reuse is exactly the same as the spells; thus if you get any increase in damage they're superior.     Two points gave me more damage than an Adept III version of our nuke - at least with me at level 69 - and make me look forward to five points.       Casting time is much lower, so you have the chance to cast while the arts are recharging.      And as noted, if you go this line early you can save a lot on buying spell upgrades.</P> <P>Grouping, they don't work so well for me.    I tend to stand back in a group and need the range offered by spells.     They're a low priority in a group anyway, as I heal and debuff if there's any challenge, but when things are easy you want to fire off some nukes.</P> <P>So a soloist mystic should definitely max the combat arts.     I'm going with the OP's Mystic choices but tweaking the Shaman.</P> <DIV><STRONG><U>Shaman</U></STRONG></DIV> <DIV>1-pet</DIV> <DIV>4-agi </DIV> <DIV>5-phalanx (2h spear attack)</DIV> <DIV>8-crit melee (100%)</DIV> <DIV>8-crit heal (16%)</DIV> <DIV>8-tribal rage</DIV> <DIV>8-wis</DIV> <DIV> <DIV>8-Int (My Int is so very low)</DIV></DIV> <P><A href="http://mrrx.wordpress.com" target=_blank>MrrX's Character Journal</A></P>

Zhu
12-21-2006, 09:35 PM
<blockquote><hr>Omegarhino wrote:<div></div> <div>Wanting to make and play a fae but wanted to try a melee priest out.  So that leaves the warden and a mystic and I play a fury so I'm going with the mystic.  With their str buffs, chain armor and sta/hp buffs it seems to fit the mold a bit better.</div> <div> </div> <div>Any feedback on how they dps and if it works or not and the aa layout would be appreciated.  As for playstyle I do a bit of everything  from solo/duo/small gp/large grp/raid with raiding being my least favorite thing to do and mostly duo and small grp for the majority of my time. I think I'm goign to get the SoW upgrade as quick as possible then work down the shaman agi line to get the full melee crits then hit the mystic melee line then what ever is left over.</div> <div> </div> <div><strong><u>Shaman</u></strong></div> <div>1-pet</div> <div>5-agi (+2<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></div> <div>4-phalanx (2h spear attack)</div> <div>8-crit melee (100%)</div> <div>8-crit heal (16%)</div> <div>8-tribal rage</div> <div>8-str (+64)</div> <div>8-wis (+32)</div> <div> </div> <div><strong><u>Mystic</u></strong></div> <div>5-chilling strike</div> <div>5-feverish strike</div> <div>5-ursine elder</div> <div>5-glacial strike</div> <div>5-circle of ancients</div> <div>1-weapon mastery</div> <div> </div> <div>5-minor auspice</div> <div>5-spirit of the wolf</div> <div>5-spirit of the bull</div> <div>3-shadowy attendant</div> <div>5-avatar</div> <div>1-ancestry</div> <div> </div><p>Message Edited by Omegarhino on <span class="date_text">12-10-2006</span> <span class="time_text">06:01 PM</span></p><hr></blockquote>Excuse me for being noobish, I'm just returning and looking to start a melee priest also. Why would you only put 1 in weapon mastery and ancestry? Also, does 8/8 in the stamina line's 4th talent (herbal expertise) make single target heals instant?  I'm looking to play on a pvp server so an uninterruptable heal would be nice.<div></div>

Eepop
12-21-2006, 10:16 PM
Weapon Mastery and Ancestry have a maximum of 1.  If you are looking at information that says otherwise its from earlier development and no longer accurate. <div></div>

Eepop
12-21-2006, 10:23 PM
Herbal Expertise effects single target cure spells, not heal spells. <div></div>

Zhu
12-21-2006, 11:52 PM
<blockquote><hr>Eepop wrote:Herbal Expertise effects single target cure spells, not heal spells. <div></div><hr></blockquote>Heh, if it sounds too good to be true... thanks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Flor
12-23-2006, 06:12 PM
<div></div><blockquote><hr>Eepop wrote:<blockquote><hr>canislupus64 wrote: <div>The best crushing weapon and the best weapon for us period is: </div><hr></blockquote>I think that may be a bit of an over generalization. For a mystic with no AAs, the crusher is obviously better.  No one can deny thats a nice proc. For a mystic with agility line for crits and EoF AA line for combat arts, I'd say the piercer wins out.  You get to use the phalanx attack from KoS AAs, all your nukes/dots have become combat arts so they no longer trigger the crusher's proc, the plain stats are better on the piercer, and it also has +skills.<div></div><hr></blockquote>Actualy, the crusher wins.. It wins because of the how crit hits work in this game, and that is, it ignores the min and goes max +1-30%. With this formula, if you have 100% crit, you should always look for the highest damage weapon no matter what.And not to mention the longest delay ever, which will allow you to debuff and stuff without having to worrie that you will miss an auto atack. And a long delay means a higher chance to proc with each hit.<p>Message Edited by Florin on <span class=date_text>12-23-2006</span> <span class=time_text>05:29 AM</span>

Effie
12-29-2006, 10:54 PM
<P>This is good info.</P> <P> </P> <P>I recently rerolled my retired (level 46, 8AA) mystic and turned combat XP off at level 10 for the sole purpose of banking as many AAs as possible at low level to make a melee shaman.</P> <P>After getting 50% SOW, I've been piling up the AAs and am now sitting at 17 points into the Agility line (100% melee crit). I noticed a real nice DPS boost when I got over 50% crit. </P> <P>I was planning on going full out on the AGI line but didn't clue in that the spell>melee AAs would save me from having to buy the spell upgrades. I was also noticing that the damage scaling actually makes the skills considerably better than the Adept3 versions of the spells(at level 21 anyway).</P>

TheSpin
01-05-2007, 03:42 PM
<BR> <BLOCKQUOTE> <HR> Effie wrote:<BR> <P>This is good info.</P> <P> </P> <P>I recently rerolled my retired (level 46, 8AA) mystic and turned combat XP off at level 10 for the sole purpose of banking as many AAs as possible at low level to make a melee shaman.</P> <P>After getting 50% SOW, I've been piling up the AAs and am now sitting at 17 points into the Agility line (100% melee crit). I noticed a real nice DPS boost when I got over 50% crit. </P> <P>I was planning on going full out on the AGI line but didn't clue in that the spell>melee AAs would save me from having to buy the spell upgrades. I was also noticing that the damage scaling actually makes the skills considerably better than the Adept3 versions of the spells(at level 21 anyway).</P><BR> <HR> </BLOCKQUOTE> <P><BR>I'm not positive if this is how it works on a mystic, but on my melee specced inquisitor I have all of the combat arts and at 5/5 ranks they are basically the equivalent of the adept 3 version of the nuke with a couple big bonuses.  (The way I could tell that the combat arts were the equivalent of adept 3 is by comparing the DoT and debuff portions of my combat arts to the dot/debuff portions of an adept 3 at the same level I got the new upgraded nuke)</P> <P>1.  The 100% crit chance means a lot more damage</P> <P>2.  The combat arts scale up every level rather than once every 14 levels (which when most spell lines get upgraded)</P> <P> </P> <P>I'm enjoying my melee specced inquisitor a ton, he's already 100/100 aa and level 68 so I feel like it's time to make a new toon and focus on raids with the inquisitor.  I like the melee priest thing so much that I'm considering mystic for my next toon.</P>

Greggthegrmreapr
01-16-2007, 01:19 PM
<DIV>I'm in a raiding guild on a PvP server, so my Melee Mystic setup is a little different:</DIV> <DIV> </DIV> <DIV><STRONG><U>Shaman Tree</U></STRONG></DIV> <DIV> </DIV> <DIV>Summon Spirit companion - 1</DIV> <DIV> </DIV> <DIV><STRONG>Strength Line</STRONG></DIV> <DIV> </DIV> <DIV>Prophets Strength - 4</DIV> <DIV> </DIV> <DIV>Leg Bite - 4</DIV> <DIV> </DIV> <DIV>Aura of Haste - 4</DIV> <DIV> </DIV> <DIV>Aura of Warding - 8</DIV> <DIV> </DIV> <DIV>Spiritual Foresight - 1</DIV> <DIV> </DIV> <DIV><STRONG>Agility Line</STRONG></DIV> <DIV> </DIV> <DIV>Chieftain's Agility - 4</DIV> <DIV> </DIV> <DIV>Phalanx - 4</DIV> <DIV> </DIV> <DIV>Ancestral Authority - 8</DIV> <DIV> </DIV> <DIV><STRONG>Stamina Line</STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV>Witch Doctor's Stamina - 4</DIV> <DIV> </DIV> <DIV>Crippling Bash - 1</DIV> <DIV> </DIV> <DIV><STRONG><U>Mystic Tree</U></STRONG> (only 30 points in this one so far, so these are listed what I currently have them at)</DIV> <DIV> </DIV> <DIV>Foretelling - 3</DIV> <DIV> </DIV> <DIV>Spirit of the Wolf - 5</DIV> <DIV> </DIV> <DIV>Resurection Haste - 3</DIV> <DIV> </DIV> <DIV>Ancient Avatar - 5</DIV> <DIV> </DIV> <DIV>Bolster - 3</DIV> <DIV> </DIV> <DIV>Ancestry - 1</DIV> <DIV> </DIV> <DIV>Chilling Strike - 3</DIV> <DIV> </DIV> <DIV>Ursine Auger - 3</DIV> <DIV> </DIV> <DIV>Glacial Strike - 1</DIV> <DIV> </DIV> <DIV>Feverish Strike - 1</DIV> <DIV> </DIV> <DIV>Circle of the Ancients - 2</DIV> <DIV> </DIV> <DIV><STRONG><U>Weapons</U></STRONG></DIV> <DIV> </DIV> <DIV>My Raiding weapon is </DIV> <DIV>aITEM 946191066 -920274589:Trident of Fear-calling/a</DIV> <DIV> </DIV> <DIV>My XP group/PvP group weapon is usually</DIV> <DIV>aITEM -867018884 -1807896261:Blackscale Maul/a</DIV> <DIV> </DIV> <DIV>My resist/raiding/pvp weapon/shield consists of</DIV> <DIV>aITEM -1465853114 430662831:Grizzfazzle's Mace/a and aITEM -1143268789 -233619417:Buckler of Blight/a</DIV> <DIV> </DIV> <DIV><STRONG><U>Why I do it this way.</U></STRONG></DIV> <DIV> </DIV> <DIV>Being on a PvP server means being able to defend myself is a must.  I have come to discover that the 100% melee crits AA combined with the Spells as combat arts line is a wonderful tool for this.</DIV> <DIV> </DIV> <DIV>Even with just one point into the Spells into combat arts, they are critting every time for more damage than my spells themselves do at master 1 rank.  Also being combat arts makes it from what I have seen, a lot harder to miss since they use the defense/agi modifer instead of resists.  I still have yet to make the DPS parse on a raid, but I have finally been able to hold my own in PvP. </DIV> <DIV> </DIV> <DIV>Edit...  will try again to post pictures...  guess remote linking isn't permitted :smileymad:</DIV><p>Message Edited by Greggthegrmreapr on <span class=date_text>01-16-2007</span> <span class=time_text>12:24 AM</span>

Owlbe
01-18-2007, 10:44 PM
<div></div>Well, I've got a few aa points under the belt and well under way to my original aa plan. So far I'm.....<b>Shaman</b>1-pet4-agi<b>Mystic</b>5-chilling strike5-feverish strike 5-ursine elder 3-glacial strike 3-circle of ancients1-weapon mastery 3-minor auspice5-spirit of the wolf DPS is starting to pick up. Weapon mastery seemed to help a lot with the misses and a parry once in a while never hurts. The bear maul goes off a lot which is nice. I also hit 55 so slothful spirit also helps a bit with dps surprisingly. Nothing like seeing a mob blow himself up heh. Working down the agi line now for crits and the final ability so I'll have to be patient to get all those aa's which should give me the next increase. I still find mana useage a little high but it might be because my wisdom is not that high. The initial barrage of hits is nice and you can take down a blue even con to 1/2 his hp's in 2 seconds but then it slows down a bit from there but soloing (doing the solo quests in lesser fey) are almost bearable now! I havn't clocked my dps or anything but things are looking up.<p>Message Edited by Omegarhino on <span class=date_text>01-18-2007</span> <span class=time_text>10:46 AM</span>

Expiate
01-22-2007, 12:33 AM
<div><blockquote><hr>Banditman wrote:There is really only one weapon for a Priest that wants to melee . . . Blackscale Maul.It is, hands down, the ultimate for a Priest in melee.  I've personally hit for 2k with it, I've seen other Priests hit for 2600.  Nice long delay.<div></div><hr></blockquote>While the maul does have a long delay and hits hard it isn't quite comparable to the 3 princes Greatspear drop. I've seen crits over 3k and yeah, 3 second delay</div>

TheSpin
01-22-2007, 01:13 PM
<BR> <BLOCKQUOTE> <HR> Omegarhino wrote:<BR> Well, I've got a few aa points under the belt and well under way to my original aa plan. So far I'm.....<BR><BR><B>Shaman</B><BR>1-pet<BR>4-agi<BR><BR><B>Mystic</B><BR>5-chilling strike<BR>5-feverish strike <BR>5-ursine elder <BR>3-glacial strike <BR>3-circle of ancients<BR>1-weapon mastery <BR>3-minor auspice<BR>5-spirit of the wolf <BR><BR>DPS is starting to pick up. Weapon mastery seemed to help a lot with the misses and a parry once in a while never hurts. The bear maul goes off a lot which is nice. I also hit 55 so slothful spirit also helps a bit with dps surprisingly. Nothing like seeing a mob blow himself up heh. Working down the agi line now for crits and the final ability so I'll have to be patient to get all those aa's which should give me the next increase. <BR><BR>I still find mana useage a little high but it might be because my wisdom is not that high. The initial barrage of hits is nice and you can take down a blue even con to 1/2 his hp's in 2 seconds but then it slows down a bit from there but soloing (doing the solo quests in lesser fey) are almost bearable now! I havn't clocked my dps or anything but things are looking up. <P>Message Edited by Omegarhino on <SPAN class=date_text>01-18-2007</SPAN> <SPAN class=time_text>10:46 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>You should have started adding + to crit % a long time ago because it also gives + to hit.</P> <P> </P> <P>at 100% chance to crit you get an additional 50% chance to hit.</P>

Owlbe
01-22-2007, 10:04 PM
No where on the aa chart (in game or otherwise) does it say anything about a bonus to hit on the crit ability. Not saying your wrong, just highly skeptical that if its not in the aa description that its really there. Plus thats a pretty huge bonus to hit on top of 100% crits. Are you sure that extra hit bonus is not coming from str and weapon bonuses?

Banditman
01-22-2007, 10:11 PM
I'm pretty "up" on current mechanics . . . I've never seen any mention of crits giving any sort of to hit bonus, and certainly not a Dev confirmed post.If you have something of the sort that'd be great, I'm sure my Scouts would love to hear about it.  Sans proof of some kind, I'd be highly skeptical of any sort of claim of this nature.<div></div>

Effie
01-23-2007, 12:00 AM
<DIV> <HR> You should have started adding + to crit % a long time ago because it also gives + to hit. <P>at 100% chance to crit you get an additional 50% chance to hit.</P> <HR> </DIV> <P>Nothing in the AA description or in any of my parses corroberates this observation.</P>

Witl_Wog
01-23-2007, 03:08 AM
I mostly do solo farming/questing/small group work, so I havn't really had a huge need for the AE avoidance AA on my dog, but if I ever join a Raid Guild with my Mystic I'll definately switch in STR AA line.  The AA that makes the dog proc damage is really nice for farming and soloing, and adds a decent chunk of DPS itself, and with the Melee Mystic spec I'm generally able to keep the aggro on me even with the dog proccin away like crazy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Archetype: 50Pet: 1AGI: 4, 5, 8, 8, 1(<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />WIS: 4, 4, 8<div></div>Class: 50Chilling Strike 5Enhance: Ursine Elder 5Feverish Strike 5Glacial Strike 5Circle of the Ancients 5Weapon Mastery 1Enhance: Minor Auspice 5Enhance: Spirit of the Bull 5Enhance: Shadowy Attendant 3Enhance: Avatar 5Enhance: Bolster 5Ancestry 1

Effie
01-23-2007, 08:14 PM
<P>So I'm level 36 now with 48 AAs.</P> <P> </P> <P>4/4/8/4 into Agility tree with 7 saved up for Tribal Rage.</P> <P>I was originally going to get Weapon Mastery first but I managed to get my hands on a Pike of Precision which has a tasty +15 piercing, so I prioritised tribal rage.</P> <P> </P> <P>I'm so impressed with the spell to combat art AAs. </P> <P>My DPS is much higher than I would have expected. When I group I'm parsing at or near the top even in the main healer role. The only issue now is when fighting high yellows, I miss... a lot. The Pike will help (when I hit 40) but I think I'm going to need to max out the combat arts for them start hitting at an acceptable rate vs higher level mobs.</P>

TheSpin
01-23-2007, 08:48 PM
<BR> <BLOCKQUOTE> <HR> Omegarhino wrote:<BR>No where on the aa chart (in game or otherwise) does it say anything about a bonus to hit on the crit ability. Not saying your wrong, just highly skeptical that if its not in the aa description that its really there. Plus thats a pretty huge bonus to hit on top of 100% crits. Are you sure that extra hit bonus is not coming from str and weapon bonuses?<BR> <HR> </BLOCKQUOTE> <P><BR><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spells&message.id=21063#M21063" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=spells&message.id=21063#M21063</A></P> <P>That's a link to the post where a dev confirmed that + crit gives + hit.  The post is actually about an assassin (I tihnk) combat art, but the info the Dev posts applies to all +crit situations.</P> <P>It took me a good 5-10 minutes to look this up again after reading it the first time.  Here's specifically what the Dev said, I'll bold the parts that apply to +crit = +hit.</P> <P>Aeralik Said:</P> <P>The hit mod only applies to the defense check which is after the checks for parry, block and deflect.  Weapon skill buffs or items will help raise your base chance to hit and lower your chances for the other 3 especially when you are dealing with some of the higher level raid mobs. <STRONG>As the others have said the 100% mod just doubles your chance to hit.  So if you are fighting an orange con you might have a 20% base chance to hit but decapitate would use 40% which gives you better odds to hit but not necessarily a guaranteed hit.  </STRONG></P>

Eepop
01-23-2007, 09:16 PM
There is a +100% to hit mod on that ability, the only reference anyone is making to +crit is about using it is a player saying they use it to maximize the damage from the ability. The ability in question says: Hit Bonus: 100% easier Which confused some people.  That modifier is just saying that it doubles the base chance to hit after parry, dodge, etc are taken into account.  It has nothing to do with +crit giving +hit. <div></div>

Owlbe
01-23-2007, 09:21 PM
<div></div><div></div>I appreciate you taking the time to dig that up but its not saying what you think it is saying. They are taking about ca abilities and their inate ability to hit or not be blocked, parried or deflected specifially. It has nothing to do with crits. When you change your spells to ca's the quality of the spell determined the ease of which it was resisted (ap1-m2 from easiest to hardest to resist). Now when you change your mystics spells to ca's they have a base 25% (examine the ca and it will show the #'s) ease to hit no matter what quality it is (either 1 or 5 points in the ca tree). The one assassin skill they are taking about has a 100% modifier to hit which would have a 4x easier chance to hit than the ones we have. These are built into the ca's and having more points in the ca or having max crits makes no difference on the chance to hit..<p><span class="time_text"></span></p><p>Message Edited by Omegarhino on <span class=date_text>01-23-2007</span> <span class=time_text>10:01 AM</span>

Eepop
01-23-2007, 09:37 PM
I would say that the really important nugget of knowledge for mystics in that post was the note of what weapon skill does: increases base chance to hit, and lowers chance to be parried, blocked, or deflected. Looking over my logs, those are the bane of my existence.  So a confirmation of what needs to be changed to fix it is nice. <div></div>

Effie
01-23-2007, 11:14 PM
<P></P> <HR> That's a link to the post where a dev confirmed that + crit gives + hit.  The post is actually about an assassin (I tihnk) combat art, but the info the Dev posts applies to all +crit situations. <HR> <P>As the others have said, that post has <STRONG>nothing </STRONG>at all to do with crits.</P> <P> </P> <P> </P> <P><EM>"As the others have said the 100% mod just doubles your chance to hit"</EM></P> <P>Was said in reference to <EM><STRONG>Hit Bonus: 100% easier </STRONG></EM>modifier on the Decapitate CA.</P>

Effie
01-23-2007, 11:26 PM
<BR> <BLOCKQUOTE> <HR> Eepop wrote:<BR>I would say that the really important nugget of knowledge for mystics in that post was the note of what weapon skill does: increases base chance to hit, and lowers chance to be parried, blocked, or deflected.<BR><BR>Looking over my logs, those are the bane of my existence.  So a confirmation of what needs to be changed to fix it is nice.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>As I mentioned in my previous post.... I was going to get Weapon Mastery before Tribal Rage but when I got my hands on a Pike of Precision which has a +15 pierce mod, I decided weapon master could wait.</P> <P> </P> <P>Something else to consider is the level of your melee attack AAs. With each rank their <EM>To Hit</EM> modifier increases. It's like any melee class upgrading their attack CAs. Adept1 have a much better chance to hit than App1.</P>

AziBam
01-23-2007, 11:40 PM
<div><blockquote><hr>Effie wrote:<div></div> <blockquote> <hr> Eepop wrote:I would say that the really important nugget of knowledge for mystics in that post was the note of what weapon skill does: increases base chance to hit, and lowers chance to be parried, blocked, or deflected.Looking over my logs, those are the bane of my existence.  So a confirmation of what needs to be changed to fix it is nice. <div></div> <hr> </blockquote> <p>As I mentioned in my previous post.... I was going to get Weapon Mastery before Tribal Rage but when I got my hands on a Pike of Precision which has a +15 pierce mod, I decided weapon master could wait.</p> <p>Something else to consider is the level of your melee attack AAs. With each rank their <em>To Hit</em> modifier increases. It's like any melee class upgrading their attack CAs. Adept1 have a much better chance to hit than App1.</p><hr></blockquote>Funny thing is I didn't see that happening.  I assumed it would improve just like your example of going from an app1 to an adept 1.  When I looked as I chose the various melee arts the only thinged that seemed to change was the damage amount and not the To Hit %.  Frankly, I was a bit annoyed.  I only checked it once or twice though so maybe was just careless and missed it but that was my observation.  I don't have the end line ability yet but I do note that I miss fairly regularly so look forward to the skill + that it brings.  One other thing that I meant to mention in this thread and I don't think has come up before.  If you want an uber melee weapon to go with 100% crits you could also hunt in ToS for the Vraksakin Claw Club dropped by the mob of the same name.  (72 x4)  Think Blackscale Maul except with a 4sec delay rather than 8.   (The  high end of the damage range is lower than the Blackscale by about 100ish but really that delay would way more than make up the difference.)  </div>

Owlbe
01-23-2007, 11:57 PM
Mystic melee ca's to hit bonus is constant whether its 1 point in or 5.

Effie
01-24-2007, 12:03 AM
<P>Really?</P> <P>I'll have to do take a look at my parses from last night to see if that's accurate or just a description error.</P> <P> </P> <P>My Chilling Strike at rank 5 <EM>seems</EM> to have much better accuracy than my Glacial Strike which is at rank 1. </P> <P>Especially fighting yellows.</P>

Owlbe
01-24-2007, 01:37 AM
I checked my chilling strike at 3 pnts and 5 pnts and they were both at 25% easier to hit.

TheSpin
01-24-2007, 02:29 PM
<DIV>Upgrading any CA does not increase it's  chance to hit...it's usually +25% for any CA to hit over an auto attack whether it's app1 or Master 2.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I noticed a big difference in my chance to hit mobs when I started taking my +to crit AA while I was leveling up.  I made my inquisitor after EoF's release, after getting him about 6 ranks in the combat arts (3 points each on 2 different skills) I started getting the + crit AA because I didn't think my CAs were landing reliably enough for the mobs I was fighting.</DIV> <DIV> </DIV> <DIV>I noticed a very big difference in the number of hits I landed each time I added a new rank in +crit.  At the time I was working on +crit I was killing high yellow mobs in EL.  2 ranks in +crit made the difference in me killing a high yellow ^ and not killing it (not because I was suddenly critting, but because I was able to actually hit him).</DIV> <DIV> </DIV> <DIV>Many classes get bonuses to weapon skills.  Inquisitors and mystics both get a big plus as part of the end ability for their combat art line.  I don't think the plus they get from that line is any better than the + a tank class would have while using their offensive stance.  I was easily pulling orange mobs off my bruiser buddy because my hits were landing way more often than his.  We both had about the same + to crushing, it was my + crit that made me hit the mobs so much more often.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>After reading a little more into the post I quoted earlier, I see the error I made about the post, but that doesn't mean +100% to crit isn't going to increase your chance to hit.</DIV><p>Message Edited by TheSpin on <span class=date_text>01-24-2007</span> <span class=time_text>01:33 AM</span>

Effie
01-24-2007, 07:36 PM
<DIV> <HR> I noticed a very big difference in the number of hits I landed each time I added a new rank in +crit. <HR> </DIV> <DIV> </DIV> <DIV><EM>Noticing </EM>something and providing empirical evidence are 2 different things.</DIV> <DIV>Back in the day in Everquest, after every patch, you'd always find players who <EM>noticed </EM>their jboots were slower.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> I was easily pulling orange mobs off my bruiser buddy because my hits were landing way more often than his.  We both had about the same + to crushing, it was my + crit that made me hit the mobs so much more often. <HR> </DIV> <DIV> </DIV> <DIV>Or maybe you were hitting more often because you were behind the mob. Some avoidance checks are negated when hitting the rear of a mob.</DIV> <DIV>Perhaps you could provide some parse results showing hit/miss ratios from yourself and the bruiser, to back up your observations.</DIV> <DIV> </DIV> <DIV>And just a FYI, unless you had a crapload of +crushing mods on your tiems, there's no way that you would match the +27 a bruiser gets on their offensive stance.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Your chance to land a melee hit is primarily based on your attack rating.</DIV> <DIV>Your attack rating is 1131.</DIV> <DIV>I did a search on random level 70 bruisers on your server and their attack rating ranged from 100 to 250 points higher.</DIV> <DIV> </DIV> <DIV>So don't expect anyone to take your observations seriously until you can provide some parses or a quote from a dev to corroborate your claim.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> <DIV>After reading a little more into the post I quoted earlier, I see the error I made about the post, but that doesn't mean +100% to crit isn't going to increase your chance to hit. <HR> </DIV> <DIV> </DIV> <DIV>Heh, that's bizzare logic.</DIV> <DIV>The post you quoted was completely irrelevant to your point.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> I checked my chilling strike at 3 pnts and 5 pnts and they were both at 25% easier to hit. <HR> </DIV></DIV> <P>I checked my parses from the past few days and eventhough it seemed like my rank 5 CAs were hitting more often, they had near identical hit/miss ratios.</P> <P>So other than a few extra points of damage, there seems to be little reason to max them out.:smileysad:</P> <P> </P>

Effie
01-24-2007, 07:48 PM
<HR> <DIV>Upgrading any CA does not increase it's  chance to hit...it's usually +25% for any CA to hit over an auto attack whether it's app1 or Master 2. <HR> </DIV> <DIV> </DIV> <DIV>That looks to be true for Spell>CA AAs, but it's not true for scout and fighter classes.</DIV> <DIV>There is a resistability mod on every level upgrade.</DIV> <DIV> </DIV> <DIV>A berserker CA as an example:...Violent Pledge:</DIV> <DIV> </DIV> <DIV>App 1: no resist mod</DIV> <DIV>App4: <SPAN class=fieldStat>Resistibility</SPAN>   <SPAN class=fieldValue>-6</SPAN></DIV> <DIV><SPAN class=fieldValue>Adept1: <SPAN class=fieldStat>Resistibility</SPAN>   <SPAN class=fieldValue>-9</SPAN></SPAN></DIV> <DIV><SPAN class=fieldValue><SPAN class=fieldValue>Adept3: <SPAN class=fieldStat>Resistibility</SPAN>   <SPAN class=fieldValue>-15</SPAN></SPAN></SPAN></DIV> <DIV><SPAN class=fieldValue><SPAN class=fieldValue><SPAN class=fieldValue>Master1: <SPAN class=fieldStat>Resistibility</SPAN>   <SPAN class=fieldValue>-21</SPAN> </SPAN></SPAN></SPAN></DIV> <DIV><SPAN class=fieldValue><SPAN class=fieldValue><SPAN class=fieldValue></SPAN></SPAN></SPAN> </DIV> <DIV><SPAN class=fieldValue><SPAN class=fieldValue><SPAN class=fieldValue></SPAN></SPAN></SPAN> </DIV> <DIV>I mistakenly assumed that the priest CAs followed the same model. </DIV>

Effie
01-26-2007, 07:24 PM
<P>What a fun night last night on my Mystic.</P> <P>@ level 40 with 53 AAs.</P> <P> </P> <P>Got into a runnyeye group to hit up a bunch of nameds for loot/AA with a Guardian (42), swashbuckler (3<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />, Wizard (3<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />, Conj (37) and a Fury (34).</P> <P>Hit a bunch on the top level no problem, barely had to heal. Out DPSd by the wizard on group encounters and on par with the conjuror (who claimed he had all masters). I was averaging between 250-350. After some bad pulls by the tank and 5 adds we had to evac.</P> <P>Then the fun began. The fury left and the guardian went linkdead (and never came back).</P> <P>So I figure I could try to tank and heal myself... at least on the greens. That went well, so we decided to go deeper... Well the 4 of us pretty much cleared the dungeon from top to bottom (didn't hit the instances). Had no problems tanking the level 41 heroics and only lost aggro a few times near the end of group encounters. The whole time parsing at or near the top.</P> <P>The conj never even felt the need to pull out his tank pet.. he kept the mage pet out the whole time. :smileyvery-happy:</P> <P>I realise I won't be that <EM>powerful</EM> when I top out on my AAs and when other classes get thier stronger attacks... but that was probably one of the most fun nights I've had playing EQ2. </P> <P>Mystic has quickly become my favorite EQ2 class.</P>

TheSpin
01-28-2007, 04:21 AM
<BR> <BLOCKQUOTE> <HR> Effie wrote:<BR> <DIV> <HR> I noticed a very big difference in the number of hits I landed each time I added a new rank in +crit. <HR> </DIV> <DIV> </DIV> <DIV><EM>Noticing </EM>something and providing empirical evidence are 2 different things.</DIV> <DIV>Back in the day in Everquest, after every patch, you'd always find players who <EM>noticed </EM>their jboots were slower.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> I was easily pulling orange mobs off my bruiser buddy because my hits were landing way more often than his.  We both had about the same + to crushing, it was my + crit that made me hit the mobs so much more often. <HR> </DIV> <DIV> </DIV> <DIV>Or maybe you were hitting more often because you were behind the mob. Some avoidance checks are negated when hitting the rear of a mob.</DIV> <DIV>Perhaps you could provide some parse results showing hit/miss ratios from yourself and the bruiser, to back up your observations.</DIV> <DIV> </DIV> <DIV>And just a FYI, unless you had a crapload of +crushing mods on your tiems, there's no way that you would match the +27 a bruiser gets on their offensive stance.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Your chance to land a melee hit is primarily based on your attack rating.</DIV> <DIV>Your attack rating is 1131.</DIV> <DIV>I did a search on random level 70 bruisers on your server and their attack rating ranged from 100 to 250 points higher.</DIV> <DIV> </DIV> <DIV>So don't expect anyone to take your observations seriously until you can provide some parses or a quote from a dev to corroborate your claim.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> <DIV>After reading a little more into the post I quoted earlier, I see the error I made about the post, but that doesn't mean +100% to crit isn't going to increase your chance to hit. <HR> </DIV> <DIV> </DIV> <DIV>Heh, that's bizzare logic.</DIV> <DIV>The post you quoted was completely irrelevant to your point.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> I checked my chilling strike at 3 pnts and 5 pnts and they were both at 25% easier to hit. <HR> </DIV></DIV> <P>I checked my parses from the past few days and eventhough it seemed like my rank 5 CAs were hitting more often, they had near identical hit/miss ratios.</P> <P>So other than a few extra points of damage, there seems to be little reason to max them out.:smileysad:</P> <P> </P><BR> <HR> </BLOCKQUOTE> <P><BR>I'm very tempted to just let this drop and move on, but there are definately a few things in this response that should really be clarified.</P> <P>I never bother getting behind mobs when fighting unless it's to avoid an aoe.  I can't even remember the last time one of my combat arts missed a yellow mob or lower since maxing my +crit and finishing out my battle line.  My post clearly stated that the bruiser couldn't pull aggro off me, which means I was his target, which means I was up front and not attacking from behind.</P> <P>You called my logic bizzare and I understand that the post I referred to was related to a +hit mod rather than a +crit mod, but just because my quote led to an unrelated subject does mean that my entire line of thinking is incorrect.  Unfortunately I can't really go back and log any changes in the number of attacks I land because I'm already at the max and I'm not going to respec to test a theory.</P> <P>If a bruiser gets only +27 to crush in offensive stance that could explain the aggro problems.  Battle cleric gets +42 to crushing at level 70.</P>

Effie
01-29-2007, 08:38 PM
<DIV> <HR> just because my quote led to an unrelated subject does mean that my entire line of thinking is incorrect <HR> </DIV> <DIV> </DIV> <DIV>Your <EM>line of thinking</EM> is unsound because you have yet to provide anything corroborate your claim of +crit giving +tohit.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> If a bruiser gets only +27 to crush in offensive stance that could explain the aggro problems.  Battle cleric gets +42 to crushing at level 70. <HR> </DIV> <P>OK, well I had no idea it scaled up that much... that is probably the sole reason your hit/miss ratio is so high.</P> <P> </P> <P> </P> <P>Until you provide some empirical evidence or a link to a dev stating that +crit and +tohit are in any way related, your observation is erroneous.</P>

Catherynn
04-08-2007, 04:13 PM
<cite>Lepios@Kithicor wrote:</cite><blockquote> I did not have my pet out much. It kept dieing for some reason so i just said screw the pet lol. <p> </blockquote> </p><p>Turn off the pet's auto-attack.  Wait until you cause some damage to the mob, then have the pet help you attack.  Since you have aggro, the pet won't die as much.</p>

Vooodoo
04-09-2007, 03:43 AM
Whats up all, I don't check these forums much, though this thread sparked my interest and felt i can give some useful input on the battle mystic. I am a lvl 70 mystic on pvp. I have 100 aa's and pretty decent gear. AA Spec Kos - Agi 44862 sta 78442   Eof  - Combat Maxed with Weapon Mastery          Augmenting 3 in each needed 5 in mammoth 4 in bolster and ancestry Diety Marr - mainly for the cloak I have my healing gear and my dps/str gear, no point talking about healing gear though.  In my dps setup i run at about 600 str and 58/58 haste/dps solo.  think the highest i had my str group buffed was like 1075 group buffed and bolstered.  If your of lvl to get these try to get the Chain bp from oob and the ring. Most of the time i have ancestry on myself since it makes everything you got that much better, every little bit helps. I can hold my own pretty well in open combat solo pve and pvp. too anyone who wants to try out the battle spec it is a blast. I was a defiler forever and i am so happy i became a mystic. Also dont knock the imbued str ring even though i have so called better items i use that alot because of the added dps and str proc. Its fun to be able swap between heals and dps.  Dont know much else to say if anyone has any questions for me feel free to ask. I have played both side of the shaman and would be happy to answer any questions. Vooodoo Thatyoudoo  Nagafen

SonnyA
04-14-2007, 07:40 AM
Vooodoo@Nagafen wrote: <blockquote>Whats up all, I have my healing gear and my dps/str gear, no point talking about healing gear though.  In my dps setup i run at about 600 str and 58/58 haste/dps solo.  think the highest i had my str group buffed was like 1075 group buffed and bolstered.  I </blockquote><p> How do you get that much +DPS solo? The only +dps item I can think of is the +10 dps necklace adornment.</p><p>This is the stats from my current DPS setup (unbolstered, but with Avatar). 25% haste from CoF and 12% haste from the dog. 10% DPS from the neck adornment.</p><p><img src="http://www.mounzer.dk/images/vagn.jpg" border="0"></p>

Whtegranite
04-16-2007, 12:55 PM
There is the DPS mod on the quest reward earring from the Orb of Tunare series.  Pretty sure it's Frenvy VIII = 8dps mod. Other than that, I'm not sure how theres is so high heh. I would like to know too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Assuming some nice gear involved.

-=Hoss=-
04-21-2007, 02:49 PM
First of all, where'd that screen shot come from?  You run a UI mod? Second, I noticed you +1% ranged crit.  Can we use ranged weapons, or is that just a stray stat from some fo your gear? Third, and most important, does haste only affect our melee combat, or does it help us cast our spells faster too? I haven't played my mystic in a long time, not since before AAs came out.  So, I'm thinking of hanging up the assassin for a while until they fix that class and playing the ole mystic again.  But my biggest problems with my mystic is how long it takes to cast and how easy it is to be interrupted.  -b

Greggthegrmreapr
04-21-2007, 04:45 PM
-=Hoss=- wrote: <blockquote>First of all, where'd that screen shot come from?  You run a UI mod? Second, I noticed you +1% ranged crit.  Can we use ranged weapons, or is that just a stray stat from some fo your gear? Third, and most important, does haste only affect our melee combat, or does it help us cast our spells faster too? I haven't played my mystic in a long time, not since before AAs came out.  So, I'm thinking of hanging up the assassin for a while until they fix that class and playing the ole mystic again.  But my biggest problems with my mystic is how long it takes to cast and how easy it is to be interrupted.  -b </blockquote><p> It does look like a UI mod.</p><p>Everyone starts off with 1% chance to crit on everything</p><p>Haste only affects auto attack.</p>

SonnyA
04-22-2007, 04:18 AM
<p>Yes, it's one of the two mods I use (besides eq2maps)</p><p><a href="http://www.eq2interface.com/downloads/info4402-RickF7666PersonaWindow.html" target="_blank" rel="nofollow">http://www.eq2interface.com/downloa...sonaWindow.html</a></p>

Vooodoo
05-05-2007, 03:36 AM
In regards to how i can get up my dps up to 53 (not 58 my fault wasn't at home) solo. 10% dps adornment on neck, marr cloak 15%, 28% from imbued str ring. If i they had they had frenzy on the tunare earring when i did that i would of gotten that, i wish i did not always run out and do quests as soon as expansions were released lol. Vooo

ctrcivic
05-07-2007, 11:22 AM
<p>Someone mentioned the Imbued STR ring. I had some extra acrylias lying around so I put in an order for 2 of them to have made. My current rings are pretty weaksauce on the STR side so I though it wouldn't hurt to have 2 and it would double my chances of always having the DPS proc up. Have any of you guys experimented with the AGI ring, does it not proc enough do to what triggers it? I thought about wearing 1 STR and 1 AGI. Another thing I'm assume dps and haste of the same numbers don't stack and other than that anything goes? If you guys are looking for haste gear I picked up some 25 haste gloves in CMM a couple days ago ( may be 1 or 2 off on the haste amount)</p><p>Another thought. Haste or Dps is there one that helps us more than the other or do we just go for a nice mix of both or does it depend on your weapon of choice?</p>

Owlbe
05-07-2007, 12:00 PM
I wear the +dps ring when I want damage and it works fine as there is a noticeable difference in damage when it procs.  From what I remember from my tests that the haste ring proc. does not stack well with the tribal rage haste proc.  The haste ring haste and the tribal rage haste only stack when the ring proc'd first.  If the tribal rage proc'd first they would not stack and tribal rage proc's a ton more than the ring so it was not worth it.  If you did'nt have tribal rage then it might be worth it. 

Prrasha
05-07-2007, 03:36 PM
Well, then, at least they fixed that... the last time I read about this, someone said the AGI/Haste ring <i>never</i> procced because our combat arts weren't really "Combat Arts." (priests don't have a Combat Arts ability page, so our CA choices were supposedly considered 'general' skills like harvesting or Call of $HOME.) Still, I'm not sure the proc rate of an AGI ring would be worth it with only 4 possible fast-casting skills to proc it... the usual scout/tank wearers of AGI rings have piles of spam/chain-able skills to get the haste going.