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View Full Version : Proposed Cleric AA Allocation (please confirm math!)


Mutekki
11-29-2007, 12:02 PM
<p>Here is what I would like to do. The reason why I am asking you guys to confirm is that I have seem some weird point allocations (for instance putting two points into a final Cleric line AA). Please tell me if this will actually work or not. For some reason I am not trusting these talent trees I am finding online. They could be out of date, or I could just be mathematically impotent.</p><p>Level 80, with 70 points to spend in Cleric AA:</p><p>Yaulp: 1</p><p>STA: 4-4-8-8-1</p><p>INT: 4-4-4-8-1</p><p>STR: 4-4-6-8-1</p>

Steeltoed
11-29-2007, 12:16 PM
Did you by chance mean to post this in the templar forum? Also your math isnt necessarily wrong, its 2 points per final ability, so therefore, you cannot have 3 final abilities. And I also believe for the KoS tree, you need 22 points in each line before you can put your 2 points in the final ability. Its 20 for the EoF line though.

Mutekki
11-29-2007, 01:02 PM
<p>I see; makes sense then. I thought something was amiss!</p><p>I am just looking up "Cleric" AA lines; I thought both Templar and Inq's clerical lines were idential, simply the "sub class" or "specialization" lines were the difference.</p>

Mutekki
11-29-2007, 02:36 PM
<p>Thanks again Steel.</p><p>I think initially I will shoot for this:</p><p>Yaulp: 1</p><p>STA: 4-4-8-5</p><p>INT: 4-4-6-8-2</p><p>STR: 4-4-6-8-2</p><p>===</p><p>I have heard great things about the AGI line but I just don't see it yet. Not quite sure how my avoidance would seriously benefit my tank, especially pit against casting speed and a high focus which benefits not only the tank but my entire group. I could be proven wrong as my character matures and I learn more about the game. I also think the STR line will add more to my PvP virility.</p>

dagoo7
11-29-2007, 04:32 PM
<cite>Steeltoed wrote:</cite><blockquote>Did you by chance mean to post this in the templar forum? </blockquote><p>I think what he may have meant here is that the build you referenced might seem a bit odd for a normal inquisitor, given the combination of heavy stamina and int.  Seems like more of a hybrid build when I believe most inquisitors choose either a melee or spell build.  Because of the battle caster line being a central component of the EoF inquisitor AAs, most inquisitors tend to go battle caster build, ie prioritizing maximizing melee dmg output over spell dmg.</p><p>Since it looks like you are putting 8 pts into the melee crit, one would assume that you too are going battle caster.  However, the spell crit and relatively modest spell haste benefits (relative to cost) from the int line don't add much to melee component of a battle caster build since you've converted your spells to CAs.  Unless, for some reason, you really want that final int ability alot.  I think most battle casters would put 8 pts in the double attack boost in the agi line (after maxing melee crits of course), before going down another line.</p><p>I myself am going full battle caster build in EoF with enhanced zealotry and maximized retaliation and to support that I think I will end up with something like:</p><p>STA 4-8-8-8-2</p><p>AGI 4-4-8</p><p>STR 8-4-8-3</p><p>As far as I can tell, that pretty much maximizes melee dps (although not entirely sure about hammer smite vs. skull crack) while still giving you the full +heal crit chance.</p>

Mutekki
11-29-2007, 04:46 PM
<p>I suppose my build is a hybrid, sure. I just see the EoF battle cleric line as almost mandatory. It is a major aid in gaining levels and adding DPS when needed, not to mention the extra 10% in mitigation helps in any situation.</p><p>However, I am an Inquisitor because ultimately my primary task is keeping my tank / group alive. I want to maximize my heals by adding fast casting, heal crits, and using steadfast / focus as my aid for not getting interrupted (and subsequently my solo / PvP aptness). The melee crits are along the same line. 100% melee crits are going to keep my DPS strong, and the +crit% on my heals is icing on the cake.</p><p>I suppose a decision I could make is to flip-flop the two on the STA line:</p><p>STA: 4-4-5-8 to further lean towards a healing spec without fully negating the effectiveness of my melee. It is hard to do that though, as 100% melee crit, well, anything 100% is certainly a blessing.</p>

dagoo7
11-29-2007, 04:52 PM
<p>I would definitely give something else up rather than the melee crit ...  But then again doesn't look like you have the points to play around if you want/need both those endline abilities.</p>

Mutekki
11-29-2007, 05:11 PM
<p>If I were to give something up I think it would have to be Divine Recovery, unless it is highly recommended I don't. I see Steadfast as being 100% useful in any situation, whereas DR is only useful in a group.</p><p>Not only does dropping DR free up the two end-line points, but I can remove the points I really don't want in spell-crit (why would I care about this if I am using CA's?)</p><p>Those extra 4 points are kind of tempting, I do admit:</p><p>Yaulp: 1</p><p>STA: 4-4-8-8-</p><p>INT: 4-4-4-8-</p><p>STR: 4-4-7-8-2 </p><p>Thoughts?</p>

graxnip
11-29-2007, 06:22 PM
spell crits effect vengance and repentancenot by any means game winning/breaking - but it does effect something

juzamak
11-30-2007, 12:01 AM
<p>Steadfast is a beast on PvP!</p><p>Also, while Divine Recovery is good. A lot of people don't realize that spell recovery is not the same as spell recast.</p><p>Recast lowers the cooldown to use a spell again, recovery (which is what Divine Recovery does) lowers the time between spells (when all icons go dark). Good to spam different spells but not to repeat a spell. Both are good things but for different reasons...</p><p>Yeah, spell crits help the damage of Punishments but you use them on PvP for the effects, the damage is just a bonus. However heal crits is so little for each AA, I think it's not bad to get rid of them if you have something else in mind.</p><p>Wondorous Buckling on PvP is a godsend too (AGI line).</p>

Frostque
11-30-2007, 05:21 PM
About the Strenght line fourth ability, is it really worth it if you take the end line strenght ability.  Dont really need focus if your steadfast?

dagoo7
12-01-2007, 09:54 PM
<cite>graxnip wrote:</cite><blockquote>spell crits effect vengance and repentancenot by any means game winning/breaking - but it does effect something</blockquote>Nice to know, but since the dmg on retaliation line (probably the more important of the 2 in terms of dps) appears to be a flat number (rather than a range) the benefit of a critical on those would be very minimal.  So in effect the benefit derived here would be very slim even if you had 100% spell crit.

Karpokarny
12-03-2007, 05:26 AM
<p>Since this thread is about AAs and in Inquisitor forum I rather use this than make a new one.</p><p> I'm new Inquisitor and going for melee Inquisitor thing and would like to ask you more experienced Inquisitors, that where should I put my AA points first? Stat AAs to get 100% crit or STR maybe? Or go to Inquisitor AAs and go for the Battle Cleric?</p><p> Thanks for the help in advance <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Calain80
12-03-2007, 08:31 AM
<cite>Karpokarny wrote:</cite><blockquote><p>Since this thread is about AAs and in Inquisitor forum I rather use this than make a new one.</p><p> I'm new Inquisitor and going for melee Inquisitor thing and would like to ask you more experienced Inquisitors, that where should I put my AA points first? Stat AAs to get 100% crit or STR maybe? Or go to Inquisitor AAs and go for the Battle Cleric?</p><p> Thanks for the help in advance <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" /></p></blockquote>First get Battle Cleric! It feels so much smoother to use the CAs. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Vellandra
12-04-2007, 11:17 AM
<cite>Mutekki wrote:</cite><blockquote><p>Thanks again Steel.</p><p>I think initially I will shoot for this:</p><p>Yaulp: 1</p><p>STA: 4-4-8-5</p><p>INT: 4-4-6-8-2</p><p>STR: 4-4-6-8-2</p><p>===</p><p>I have heard great things about the AGI line but I just don't see it yet. Not quite sure how my avoidance would seriously benefit my tank, especially pit against casting speed and a high focus which benefits not only the tank but my entire group. I could be proven wrong as my character matures and I learn more about the game. I also think the STR line will add more to my PvP virility.</p></blockquote>I love the dex line.  I don't understand why people go on about STA giving 100% crit when a crit on auto-attack adds 30% damage(thus adding 30% to your DPS), but don't look at the 32% chance of getting a double-attack in the dex line (adding 32% to DPS).  Plus, giving your tank an extra 15% to avoid an attack is quite nice <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

dagoo7
12-05-2007, 01:15 PM
<cite>Vellandra wrote:</cite><blockquote>I love the dex line.  I don't understand why people go on about STA giving 100% crit when a crit on auto-attack adds 30% damage(thus adding 30% to your DPS), but don't look at the 32% chance of getting a double-attack in the dex line (adding 32% to DPS).  Plus, giving your tank an extra 15% to avoid an attack is quite nice <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" width="15" height="15"></blockquote><p>Apparently you are not at all clear on how crit mechanics works in this game.  The 100% crit adds much more than 30% to dps on autoattack alone and that doesnt even take into account what it does for CAs.</p><p>First of all, melee crits result in max damage for an attack plus a modest % crit bonus on top of that.  In the case of autoattack this means that if you are wielding a weapon (with stats taken into account) with a dmg range of 150-300 per attack, you will always hit for 300 plus the crit bonus.  Thats a helluva lot more than a straight 30% dps increase to autoattack alon.</p><p>Moreover, the 100% crit also ensure that you will do max damage +crit bonus on all CAs and CA dot components.  While nice, the doubleattack bonus only effects autoattack.  Even in terms of just autoattack, the crit bonus gives you more of a dps increase.  When you take into account the CAs, the dps comparison is not even close.</p><p>That being said, the autoattack bonus can further amplify the autoattack benefits of melee crit, so it is an essential part of maximizing melee dps.  But on its own, it is far, far, less valuable than the melee crit.  This is why you always see everyone emphasizing the importance of maximizing crit before doing other thins.</p><p>Edit: </p><p>As a side note, because of the "max damage range" component of melee crit, crits obviously provide significantly more benefit in terms of autoattack to weapons with bigger dmg ranges and higher max dmg, essentially the amount of variance no longer matters if you are always hitting for max dmg.</p><p>For the same reason, melee crits also provide significantly more benefit to classes with CAs with big damage ranges (variances) and high max damage.  This is why traditionally high dps classes are never able to get anything close to the amount of melee crit Inquisitors get.  Since Inquisitor CAs for the most part have small dmg variance and low to moderate max damage, with generally flat dot components, the %100 crit is not overpowering.  However, giving %100 crit to a swashie, brigand, or assassin would be freakin' insane.</p>

Splor
12-05-2007, 06:53 PM
I am actually working on my friends inquisitor to work it out<div></div><div>this is off the top of my head, and yes, she is short of AA(toon was mad back in DoF).</div><div></div><div>STR 4-4-8-8-2</div><div>AGI 4-4-8</div><div>STA 4-4-8-5</div><div></div><div>In response to the post above me, 100% crit does a lot more than just add 30% to your auto attack because if crit+damage roll < high end of the weapon, your auto attack will actually do max damage +1 and take a hike of about 45% with a high delay high damage spread weapon. the 100% also goes into Alternate spell forms in the inquisitor line, therefore making you CA's do huge amounts of damage. especially with your DoT spells all landing with Crit DoT ticks. Getting both the DA in AGI and using yaulp, you get 52% chance to DA. with the combo of the 2, you crit 100% of the time, with a 52% chance to land a double crit hit. this means in 1 auto attack that would normally do 400-900 damage, with an auto attack your average hit would be like 700 x2(1400ish). with both lines together you will land an average of 1050ish, and with a double attack your looking at about 2100. this is actually based off data from using a level 67 legendary weapon. Already though, I've seen people critting with one of the new 2 handers for over 2k. Imagine auto attacking 100% of the time, and getting a double attack meaning you land an autoattack for 4k DAMAGE.</div>

Catseyes
12-14-2007, 07:09 AM
melee crits >>>>>>>>> double attack .  On slow hammers ( over 4 sec delay ) , with wide spread of dmg, you crit very very high.  you wont see huge benefits on fast 1H hammers (like 1,6 delay with 50-130 dmg) , but on blackscale maul , you 'll tell me if you dont like 2K+ crits... )