View Full Version : SK Raiding Ideas: Itemization
Darkc
05-21-2008, 03:35 PM
<p>Itemization: Too many good "Fighter" items that have the defensive stats needed to tank effectively, lack stats to increase our DPS / power pool / and aggro abilities. Specifics: Examples are many... T1 tank drops (Honor Bound Vambraces, Queens Vambraces, Arms Belt, Bastion Ring, Devotion Range item, Bonecrusher, Tramplers Boots) . The Mitigation items lack INT or any sort of "Crusader" spell casting bonus. Melee Crit is fine, a lot of our damage is Auto Attack.... but what about our spell casting side? Devotion Range is a slap... A Crusader only item that no crusader should use because you need it to be a bow so we can get the +DPS Mod Adorn. Bonecrusher is probably the best of the bunch, but where's the INT? </p><p>Also, for 1h'ers we share the same ratios on them as Warriors... yet they can duel wield. Shouldn't weapon ratios be a little better due to that restriction alone. Not to mention we get gimped on many other stats because we have to choose our gear / aa based on Melee + Spell casting. </p><p>Our available AA and itemization choices leave us lacking in both Auto Attack damage and spell damage. If I it wasn't for the MC Ring + DPS Adorns, we run with 0 DPS mod... which for a class that relies on high damage 2h'ers is important. I think I run with 5% DA? Our big "Boosts" are a potential 40 ish haste if the CA is up... 22ish Melee Crit... and 68% spell crit. Which would be nice if we could cast them without being interrupted or losing aggro due to the cast time. Suggestions:If a fighter item has +Melee, add +Spell CritIf a fighter item has +CA, add +Spell damageMore Focus Mods to "Crusader" Type itemsAdd more INT to Fighter items!We need a few GOOD Crusader ONLY items in reasonably attainable areas (t1 - t2). Items that add 8+ Double Attack, Base Damage increasers, +DPS Mods, 100+ Int, 100+ agi, Ward Procs, etc.SK Mythical: While not owning it personally, here's some feedback from high-end raiding SKs on the Mythical...- It should have at leat one defensive Stat like +parry or +defense as a weapon made for tanking.- The extra hate should be permanent with no need to be lucky that it procs in the right moment.- The clicky works fine but i would like to see that it bind the mob for the full 8 seconds</p>
DMIstar
05-21-2008, 11:41 PM
My Proposition On part of this: Get rid on INT stat gains on Sk's ... Reasoning, After thinking on it, I believe this stat is the reasoning for breaking the class overall. Repairing this is more work then just removeing it and moving on...Going only STR solves*AGI Issues*DPS balance issues Aka A generalized Dmg gain from our arts... Instead of the disbalance there is.*Interrupt Issues*Non Movement while casting Issues*Stat Itemized Gear: Sure Demonguard would still suck, but this would only be the correction needed. *Gear Sporting Defence/Parry/Block is already in game and can be utilized by SK'S*No haul over on gear that needs to be redone or recreated to support SK's ... WHich is the major thing .. These expansions are already out.. They are not going to start redoing gear, esp with the screwed up Gear itemization system they are currently useing. *etc...The only thing I see on looseing INT as a main stat is the gear haveing INT generally has spell gains ....... But might as well move them to CA's They are already logging in chat text as CA at this point anyway.. So Literally atm our spells are just nerfed CA's anyway. You can test this straight on live.Personally I see no reasoning on Keeping INT stat, other then a tumalt of headaches and constant class issues.
Tiberuis
05-22-2008, 01:11 PM
<p>Toesmash and Dartak brought up a very good point in the "SK Raiding Ideas : Defense" thread.</p><p>+Spell item bonuses currently get split between damage and health return on lifetaps. </p><p>This is the core problem with SK Itemization. For our class to Tank and DPS on par with the other Plate Tank classes, we need to enhance our +Spell Damage almost double, because the effect is split in two, and our + Melee Damage, because it represents approx. 30% of our damage output as a class. In other words, we need to enhance 3 areas, as opposed to warriors that need to enhance just one area : melee.</p><p>I like the idea that all + Spell Damage item bonuses be dedicated exclusively to Spell Damage, and have a separate modifier added for +Heal Amount to Life Taps. </p><p>This way, our item bonuses are not all watered down by 50%, in terms of DPS Spell Damage output.</p><p>Either that, or double all of our current +Spell Damage item bonuses to compensate for this nerf class item design. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Darkc
05-22-2008, 01:42 PM
<p>Well, getting rid of INT would fix a few issues... but then we'd pretty much be Berserkers. Remember, people don't just choose classes to be "Min / Max"... many people play for Roleplaying purposes. SKs fit the mold of a Plate Wearing Fighter, that uses spells to harm / weaken. Also, with all CAs we wouldn't get benefits from some extremely powerful caster buffs (PotM, Aria, Tandem (on the rare occasion we get it), and other spell proc buffs). If anything, I'd like to see our defensive abilities based more on our INT... but that would call for a class revamp for it to work right (Regenerating Wards, percent of all spells giving us health, etc)</p><p>As for splitting of Spell Damage / Heal... I don't see that as a "Huge" deal since it's easy even for us to cap Spell damage. It is easier for us to get +spell damage, than +heal... especially once you start getting raid gear. I think it'd just be nice if we got an "Added" bonus for +Heal and +Crit... like your spell crits and you get the higher heal because of the crit, but THEN the heal can also crit by checking your +Heal / +Heal crit. Not asking for one or another, but for it to be compounded. </p>
DMIstar
05-23-2008, 11:50 AM
<i>"Well, getting rid of INT would fix a few issues... but then we'd pretty much be Berserkers. Remember, people don't just choose classes to be "Min / Max"... many people play for Roleplaying purposes. SKs fit the mold of a Plate Wearing Fighter, that uses spells to harm / weaken. Also, with all CAs we wouldn't get benefits from some extremely powerful caster buffs (PotM, Aria, Tandem (on the rare occasion we get it), and other spell proc buffs). If anything, I'd like to see our defensive abilities based more on our INT... but that would call for a class revamp for it to work right (Regenerating Wards, percent of all spells giving us health, etc)"</i>Saying we would be like berserkers just because we'd get rid of INT is saying that all the scouts are the same.. Or heck that all the fighters are the same besides Crusaders... Literally Guards/Zerkers/Monks/Brusiers all use STR/STA/AGI and they are all fighters.. Only Crusaders are split from this point. Personally it wouldn't be a problem if we had the gear, Look at jewel Craft options, They have caster versions and Mellee versions. This leads us split in decisions.. this doesn't make the class more challangeing, this just shows the void thats missing. Right now with whats out there, the only thing to do is artificially Inflate INT stat for Sk's in order to bring them in line with other classes. and that gives lack of control overall. You will still have many different people doing different things ;/, unless the started streamlining armor cattered to us.. Which is not happening.. The whole reasoning for dogmatic, Santifciation,Demonguard sets is purely to give the least amount of time as possible on it. In the end its a lot of work to fix INT, they have already expressed they don't want to put work into it. As for +Heal... We realy and I mean Realy do not want this, This is just another stat gain that we would have give up something else for ... Already these +heal gains are put on Priest itemized equipment.. this would further bog us down in Both mit and defensive, for just pure healing... Originally the Spell Dmg Gain never effected our heals, this was changed back in the Revamp of it to give more HP steal gain.. Litereally I say leave it at that .. What is truly needed is our Lifetaps to be changed to actual lifetaps and something that would work with our defensive capabilities in comparson to avoidence and defensive stat losses.
No, I think the real solution would be to bump up base values of damage for our spells/CAs and/or alter how much they gain from additional int/str to compensate that we need more stats. Either that or make our CAs also benefit from int and our spells also benefit from str, so that we're maxing the total of str + int not str and int individually.
Phelon_Skellhound
05-23-2008, 06:59 PM
<p>It is already proven that the int return gap between sk's and mages is huge.... Int is already married to the crusader i wouldn't hope for a divorce anytime soon.... that said... I must agree that the damage return gap then must be shortened.... we could be mages once upon a time pre RoK.. no more now.... In T7 we could out dps any plate tank and occasionly the leather tanks too unless they were the MT... proposals then?</p><p>Increase the amount of damage return to SK's for the INT stat (probably put this in another topic u have Darkc)</p><p>I have arlready said that Demonguard gear is weakly balanced stat wise for INT, +combat/spell damage and +crit damage. We are being forced to take fabled equipment with warrior based stats... </p>
DMIstar
05-23-2008, 10:31 PM
Yeah we are already being bascially fed Gear with War stats on it. Literally I find no reasoning why they can't just add INT to it, to balance it out. the wars and zerkers are not going to see game changeing increases on that... The only other class it would effect is pallies.. and thats to an extent as well... Which pretty much they need.
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