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View Full Version : fill in int or stam?


hellskitten
09-18-2007, 08:57 AM
<p>On the crusaders page I have down to max spell crit and final ability in str. This leaves me with 9 points available on that page.  Whats feelings on where to put them last 9?  Im thinking either max int and the nuke (will leave 1 left over) or 4/5 stam.</p><p> Int tempting to me beacuse Ive really lost lot int since am wearing EOF class legendary :/  I can see the merit in getting the AE knockdown but honestly there seems to be less and less areas I can AE anymore.</p><p>If matters, I prefer to DPS but lately my guild been making me MT more and more hehe.</p>

CHIMPNOODLE.
09-18-2007, 09:02 AM
I'd go for STA.

Beldin_
09-18-2007, 09:25 AM
<cite>hellskitten wrote:</cite> <blockquote>I can see the merit in getting the AE knockdown but honestly there seems to be less and less areas I can AE anymore.</blockquote>Hm .. do you farm from time to time ? At least for PP / Nest or farming masses Trashmobs the knockdown is nice. If you only run Unrest/Valdoon or raid all days .. yeah then its maybe nearly useless since the only AoE-friendly new groupzone is Kaladim <img src="http://forums.station.sony.com/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" width="15" height="15" />

hellskitten
09-18-2007, 10:43 AM
<p>I really need to get off my lazy lil milky elf booty and try Nest/PP. When farm I usually take the [Removed for Content] way out and grab all three temples on gazer isle at once. There the AE stun doesnt seem to be needed since they very seldom interrupt me.. and if do Im not in serious enuff situation to worry about time to recast. Anymore, most my time is spent in Unrest and we starting tackling CMM.  In unrest I just dont admit it to guild but have been AEing to my lil hearts content. Just got find exact spot can stand in on each grp to do it. CMM... havent worked up the nerve to go on a AE spree yet...</p><p>I knew deep down should probably go with stam; just crying cause all the int Ive lost since started switching out my 62 mastercraft. Was hoping someone would tell me it was ok to be a int junky hehe.</p><p>........................</p><p>Now heres another question.... since have been running out excuses to tank for guild. I was thinking about moving some points out the reaver line (not enuff so lose reaver) and put them in the hate line to make life lil easier on me. My fear is since I already tend to rip agro from other tanks (I giggle non stop at the look our guild zerk must have on his face when Im in same grp,) will that move make it impossible for someone else to tank around me?</p>

Gutwren
09-18-2007, 11:08 AM
<p>I don't understand how you could rip aggro off of a tank that is taunting... unless you're taunting also...</p><p> You shouldn't really be doing that, unless the zerker just has no idea what he's doing.</p>

Dead Knight
09-18-2007, 02:20 PM
Our taunts are weaksauce and should not rip aggro if the tank knows [Removed for Content] he's doing. I use Sacrilege all the time for the disease debuff, it's actually a big damage increaser. The only time i'll rip aggro is if it's a longer fight and the Warrior runs out of steam while I'm still nuking, or I DM early/use PT.

MaCloud1032
09-18-2007, 02:53 PM
<p>I would expect all tanks to be taunting no matter what!  Each taunt does some thing our are a debuff and a DoT.Other tanks have interupts and dmg.</p><p>I recently got promoted to MT over our gaurd.  I expect every one to bomb hard and ofter.  When i was our off tank i constantly ripped agro from our gaurd.  A Sk going balls to the walls on dps will almost alwasy rip agro late in fights.  Its when all of out DoTs have finisht out and you have refreshed them.  </p><p>If you can do it watch your dps some time.  You will spike out hard in the begginning of the fight then putter off and dip low then even out to what your dps is.Now that iam tanking my dps starts at 1800 after i unload all my stuff then drops to about 1k then levels out to 1200-1400.</p>

Hamervelder
09-18-2007, 03:10 PM
I'd get rid of that horrid STR line and go all the way down stamina.  You get the added bonus of melee crits, and you'll walk away with about 500 extra health, too.  Divine Aura is really, really nice for those "Oh crap" moments, when you are taking tons of damage and need a brief respite.

hellskitten
09-18-2007, 06:56 PM
<cite>Darksavanna@Venekor wrote:</cite> <blockquote><p>I recently got promoted to MT over our gaurd.  I expect every one to bomb hard and ofter.  When i was our off tank i constantly ripped agro from our gaurd.  A Sk going balls to the walls on dps will almost alwasy rip agro late in fights.  Its when all of out DoTs have finisht out and you have refreshed them.  </p></blockquote><p>Thats expalins why I rip agro right there. In off stance and wearing int armour my DPS does infact grab agro easily. Only taunt I use is the group debuff one. </p><p>Im not saying rip it in the begining (unless do it on purpose with a DM) unless I hit the snare nuke and dot the mob in mid pull; but zerk always yanks it back real fast.</p><p>As for the advice of dropping str line.. I cant see a reason to do that and lose the final ability. Im a spell caster...</p>

Hamervelder
09-19-2007, 12:42 AM
<cite>hellskitten wrote:</cite><blockquote><cite>Darksavanna@Venekor wrote:</cite> <blockquote><p>I recently got promoted to MT over our gaurd.  I expect every one to bomb hard and ofter.  When i was our off tank i constantly ripped agro from our gaurd.  A Sk going balls to the walls on dps will almost alwasy rip agro late in fights.  Its when all of out DoTs have finisht out and you have refreshed them.  </p></blockquote><p>Thats expalins why I rip agro right there. In off stance and wearing int armour my DPS does infact grab agro easily. Only taunt I use is the group debuff one. </p><p>Im not saying rip it in the begining (unless do it on purpose with a DM) unless I hit the snare nuke and dot the mob in mid pull; but zerk always yanks it back real fast.</p><p>As for the advice of dropping str line.. I cant see a reason to do that and lose the final ability. Im a spell caster...</p></blockquote>Because the extra HP and Divine Aura will be much more useful.  When you're spiking really bad, the extra 500 or 600 HP you get, along with the protection of Divine Aura, can mean the difference between success and a wipe.  Having 10% reduced from your casting times and watnot means nothing when you're dead.

Dead Knight
09-19-2007, 03:48 AM
<cite>Atelos@Antonia Bayle wrote:</cite><blockquote>I'd get rid of that horrid STR line and go all the way down stamina.  You get the added bonus of melee crits, and you'll walk away with about 500 extra health, too.  Divine Aura is really, really nice for those "Oh crap" moments, when you are taking tons of damage and need a brief respite.</blockquote>The extra HP can be gained from gear, as at the higher end gear of EQ2 it's only a difference of 200-300 HP. Divine Aura doesn't last long enough and has too long of a recast timer to be useful, some like it. But I don't find it necessary unless your healers really suck. The 10% faster recast in STR dwarfs melee crits. End of story. Melee only accounts for about 23% of my raid parse, the rest is procs/spells/group buffs etc. You'll find it much easier to be parsing 2k ZW with STR than you will with STA.

MaCloud1032
09-19-2007, 11:19 AM
<cite>Atelos@Antonia Bayle wrote:</cite><blockquote>I'd get rid of that horrid STR line and go all the way down stamina.  You get the added bonus of melee crits, and you'll walk away with about 500 extra health, too.  Divine Aura is really, really nice for those "Oh crap" moments, when you are taking tons of damage and need a brief respite.</blockquote><p>Raid wise there is no encounter that requires 10sec of immunity.  Yes its nice but if you start to rely on it then you have just hand cuffed yoru self.  if you off tank and can only pick it up when your aura is up then your going to loose your job fast.  </p><p>As rippz was saying our melee sucks.  if you have a 2h with a huge spred there is no need for the crits.</p><p>Is the sta line nice you bet but unless you strctly solo there is realy no need for it espicaly in raids.  And it would become a cruch i never like that idea that i "need something" or it wont happen.</p>

Beldin_
09-19-2007, 12:03 PM
<cite>Dead Knight wrote:</cite><blockquote>Melee only accounts for about 23% of my raid parse, the rest is procs/spells/group buffs etc. You'll find it much easier to be parsing 2k ZW with STR than you will with STA.</blockquote>Yeah .. and thats in Raids with all the buffs and debuffs. If you don't raid and tank with 1-hander/board, you'll notice that the autoattack is only something like 10-15%. And if its more .. the total dps of these guys sucks bad because they think that taunts and autoattack are enough for SKs <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

CHIMPNOODLE.
09-19-2007, 02:01 PM
<p>DA is actually very useful when tanking in raids. In many moments that got touchy for whatever reason, it was the deciding factor. You might not need to use it if things go as they should, but it is the ultimate backup ability. </p><p>I've ridden out traumas/debilitates/debuffs, when curers were slow, rode right through  viscious AOE/abilities when we couldn't/didn't counter it, used it for tough pulls and pulls over huge distances to position whole encounters in spots we preferred, used it when off-tanks were not quick enough to split encounters. It's a backup and safety ability though, nothing more.</p><p>Given its timer and duration alone, it's not something to bank on to win fights. If things get dangerous for a sec, or for assuring a spike free pull/or mob split pull though...ya can't beat it. At lower gear levels, and breaking into new zones/mobs....I used to use it a lot more, but I still use it often enough. I wouldn't change it for the world at this point.</p><p>For auto attack, ya..in raids I get about 27-33% ZW, for instances and grouping situations though....its closer to 13%. The melee crits on the STA line are nice, but not phenomenal by any means. I'm happy they are part of the line, but they are not the reason I took it.</p><p>Str line really is nice too, but its truly a preferance. I wouldn't knock it, the end ability is great and the passive hate doesn't hurt. Its not appealling enough to ditch the HP boost and DA though for my playstyle.</p>