View Full Version : TSO fabled set armor
hisawat
11-28-2008, 05:52 PM
<p>I don't like the new 4 set bonus. I like the VP 4 set bonus better. (Umbral warding 7 sec reduce reuse time)</p><p>I don't like the melee proc healing effect too. I hope devs will change the set bonus and proc effect.</p>
Banditman
11-28-2008, 06:11 PM
<p>It is my understanding that there is a rework going on for the Fabled armor. These and other concerns were voiced by myself and others on the beta forums when the armor was debuted.</p>
Lemilla
11-29-2008, 06:03 AM
<p>You don't like the savage healing procs?</p><p>As it is I'm already running serveral pieces of equipment with healing wave, and the star of malice. Procs like that work great as a melee priest. Can't wait till I get some of the pieces with savage healing on it.</p><p>And the 4-set bonus of the VP set might have been better, overall the TSO set looks a lot better for the playstyle mystics have pretty much been intented since EoF (melee), while keeping the ability to play as a caster.</p>
hisawat
11-29-2008, 06:32 PM
<p><cite>Lemilla@Permafrost wrote:</cite></p><blockquote><p>You don't like the savage healing procs?</p><p>As it is I'm already running serveral pieces of equipment with healing wave, and the star of malice. Procs like that work great as a melee priest. Can't wait till I get some of the pieces with savage healing on it.</p><p>And the 4-set bonus of the VP set might have been better, overall the TSO set looks a lot better for the playstyle mystics have pretty much been intented since EoF (melee), while keeping the ability to play as a caster.</p></blockquote><p>I don't still like the savege healing. I am a healer before melee DPS, so normally I always use the group ward on my group. If my group gets actualy damage, I should stop meleeing and shouldn't expect my melee proc healing procs and heal the group, it's time for me to heal or ward my group. If the savege healing procced a ward like hateshield or runic cover, I would love to use it though.</p>
Lemilla
11-30-2008, 05:41 AM
<p>When your tank is actually getting a lot of damage, casting your groupward might be more helpfull. But with the current class designs, mystics are best in the OT and dps groups. The groups where chokers are being used a lot. The groups where most damage is from those chokers, damage shields and aoe's.It is that kind of damage to which the groupward does not really work well, as the ward is spread out over the party. Procs like savage healing are working great to counter such damage, however.</p><p>I really like the new fabled set. It shows how different mystics can be from defilers.</p>
Verrie77
12-01-2008, 10:09 AM
<p>Im no a fan of it either. I will miss the 7sec bonus on groupward alot.And I too heal first , then melee / nuke...whatever spec Im in.</p><p>Ofc we all play diffrent...but i prefer to stay with my group out of aoe-range and nuke..rather than go in melee and having to joust.I hope they change the fable gear abit..btu i guess not all ppl can be happy with everything all the time <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Banditman
12-01-2008, 11:37 AM
<p>Here is my big, big problem with "Savage Healing"</p><p>This effect is placed on "end game" raid armor. It's not going to be "common" equipment for most Mystics. This was intended for the end game raider, ostensibly to help when healing got tough.</p><p>The problem is that when healing gets tough, that's exactly when it WON'T help!</p><p>Most mobs these days have nasty AE crap going on about them. Putting yourself up in that mess in order to "help" heal is crazy. Sometimes those nasty mobs even have a DS of some sort that stuns, stilfes or fears you when you damage the mob. Crazy!</p><p>Sure, against trash mobs, Savage Healing is fine . . . but we don't need help against those mobs, we're fine! Savage Healing fails when we need it the most, making the entire effect, and a large portion of our set, epic fail.</p>
Verrie77
12-01-2008, 05:31 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Sure, against trash mobs, Savage Healing is fine . . . but we don't need help against those mobs, we're fine! Savage Healing fails when we need it the most, making the entire effect, and a large portion of our set, epic fail.</p></blockquote><p>So right !!</p>
hisawat
12-01-2008, 06:59 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Here is my big, big problem with "Savage Healing"</p><p>This effect is placed on "end game" raid armor. It's not going to be "common" equipment for most Mystics. This was intended for the end game raider, ostensibly to help when healing got tough.</p><p>The problem is that when healing gets tough, that's exactly when it WON'T help!</p><p>Most mobs these days have nasty AE crap going on about them. Putting yourself up in that mess in order to "help" heal is crazy. Sometimes those nasty mobs even have a DS of some sort that stuns, stilfes or fears you when you damage the mob. Crazy!</p><p>Sure, against trash mobs, Savage Healing is fine . . . but we don't need help against those mobs, we're fine! Savage Healing fails when we need it the most, making the entire effect, and a large portion of our set, epic fail.</p></blockquote><p>Amen</p>
ecoskii
12-02-2008, 11:43 AM
<p>Thats why we have bags to carry gear sets in...</p><p>Savage Healing looks like a great option for all groups, trash and farm raids. I'd still be tempted to wear it for challenging nameds though to get some possile 'free' help on ae heals as long as i can juggle gear to keep VP bonuses for a bit.</p>
Banditman
12-02-2008, 12:20 PM
<p>You're missing the point . . . this is the ONLY gear with Critical Mitigation on it. You won't have any choice but to wear this gear full time. Is this the sort of gear you want to wear in full healing stance against Anashti Sul, Zarrakon, etc? I doubt it.</p><p>That's the problem with Savage Healing and this set. It's the only gear we can get our hands on with Critical Mitigation.</p><p>When we most need the help, we get . . . nothing.</p>
Ratman12345
12-04-2008, 01:00 AM
<p>i got to say im liking how the set is but yea i have to agree it suks its the only set with the crit mit on it but the heal proc is on an "attack" not just melee so we can stay far back and nuke to avoid aoe and keep the gear working half well i guess just we will have to work in time to throw in afew nukes/CAs while we debuff and ward the group. i would like to see the proc staying but the set 4 bonus truely does need to get changed.</p>
Banditman
12-04-2008, 02:37 PM
<p>Incorrect. You do not understand proc language.</p><p>The Fabled armor "trigger" states "On a successful attack". This trigger is very specific to melee attacks. It only works on a melee attack. If you wanted to have it proc on a debuff or spell attack, you'd need the trigger that reads "On any successful attack" or "On a successful hostile spell".</p><p>Debuffs do not work. Nukes do not work. It must be a melee attack of some sort.</p><p>Even if Savage Healing were triggered "On any successful attack", it's just not helpful when we need it the way Overloaded Heal *was*. Overloaded Heal formerly helped exactly when you needed it most. Now it just stinks.</p>
Ratman12345
12-04-2008, 11:25 PM
<p>i do understand procs, i know them well actually. i was to lazy to log in and check the armor b4 my post so my bad on not looking it up, though thats what it was. but anywho i still think it isnt a bad thing, yes it wont help us when we really need it but we are one of the few healer class that can stand in melee range of epics, doesnt mean we have to on every pull tho.</p>
Banditman
12-05-2008, 11:09 AM
<p>Ok, so, the end game raid armor is good for trash encounters, group zones and solo? What? That's completely backwards.</p><p>This armor should be at it's best when we are forced to focus most strongly on doing our primary job: Healing.</p><p>Unfortunately, that is not the case. This armor's effectiveness tails off when we most need the help. That is a failure. The endgame armor, the armor we need to even survive in those most difficult of encounters, isn't helping us do our job.</p><p>Epic fail.</p>
iduckie
12-18-2008, 08:00 PM
<p>Does anyone know if Crt Mit helps against normal TSO trash AE?</p><p>If not.. I would not go and beat on even the trash mobs in some of the new zones because your calling for a one shot if you aren't careful..</p>
Banditman
12-19-2008, 11:49 AM
<p>Here is exactly what critical mitigation does, with an example.</p><p>Take a raid mob in TSO, any raid mob. That mob now has two new "attributes" that prior raid mobs did not have. It has a Crit chance and a Crit multiplier.</p><p>The Crit chance works just like it does for a player. It's a chance for the mob to crit "whatever" attack it may be executing. If the mob rolls poorly, the attack doesn't crit. The attack still takes place, with all the normal hit/miss/mitigation/absorbtion rules, but the attack is just a "normal" attack.</p><p>In the event that the mob rolls well, the attack crits, just like a player attack. The difference here is that the game tracks the damage differently on each player who is in a position to be struck by the attack. In terms of a normal auto attack, only the person with aggro has to worry about critical mitigation. In terms of an AE or PBAE, everyone in range will have to worry about critical mitigation.</p><p>One of the common misconceptions about critical mitigation is that it mitigates the attack. It does not. Critical mitigation is actually applied to the critical multiplier at the time damage is computer on the player in question. So, a mob could crit an AE and players with low critical mitigation would take the full amount, where a player with high critical mitigation might take less.</p><p>The most important thing to understand is that even with 100% critical mitigation, you will STILL TAKE DAMAGE - unless you avoid the attack through some means. In fact, you could still take a LOT of damage, you could still easily die.</p><p>What critical mitigation does is lower the mobs critical multiplier AGAINST YOU. I can best explain this through an example.</p><p>Boss Mob 01, rolls up an AE (noxious), which does 20,000 points of damage. Keep in mind we are starting with the raw, pre-mitigated numbers. They are always huge. This mob has a Crit chance of 20% and a Crit multiplier of .3 .</p><p>In this case, the mob rolls well, and crits his AE. Bloops!</p><p>Player 1 has no critical mitigation, and noxious mitigation of 65% relative to the mob (his UI probably reads more like 75%). Since this player has no critical mitigation, he's going to take the full brunt of the crit. 20,000 + (20,000 x .3) = 26,000 points of damage. This number seems ridiculous, but unless it's focus damage (which cannot be mitigated!) you still have your resists to help you out. Your resists allow you to take only 35% of the total damage, or 9100 points of damage. That's still a pretty nasty shot . . . most likely you live, but you're gonna need a lot of healing.</p><p>Player 2 has critical mitigation of 15%, and noxious mitigation of 65% relative to the mob. The first thing that happens is the critical mitigation kicks in to reduce the CRITICAL portion of the damage. Critical mitigation has NO EFFECT on the non-critical part. There is NOTHING critical mitigation can do about the 20,000 point AE. You're stuck with it. What it CAN do something about is that extra 6000 added by the crit. The 15% is actually applied to the multipler subtractively. For this player, the damage roll would look like this: 20,000 + (20,000 x (.3 - .15)) = 23,000. So, the 15% mitigation actually reduced the raw damage by 3000, and we then apply our normal mitigation to the damage and come up with 8050 points of damage. The 15% critical mitigation saved this guy about 1000 points of damage, all other things being equal.</p><p>Player 3 has critical mitigation of 40%, and noxious mitigation of 65% relative to the mob. In this case, the player has more critical mitigation than the mob has critical multiplier. In effect, it is IMPOSSIBLE for this mob to crit on this player. Oh, the mob can still damage the player, he just can't CRITICALLY damage the player. That damage roll looks like this: 20,000 + (20,000 x (.3 - .4)) = 20,000. You can't reduce anything but the critical portion with critical mitigation, so having the negative multiplier doesn't help you (there was a bug in beta where it did - fixed now). This player only has to worry about the regular 20,000 point AE. This player then takes 7000 points of damage, 2000 less than a player with no critical mitigation.</p><p>This example is probably representative of mobs like Thet-aum-au, the Naga in Tomb of the Mad Crusader. As the mobs get tougher, their Critical multiplier goes up - as does their Crit chance. So, Anashti Sul might have a multiplier of .75 and an unbugged Avatar might have a multipler of 2.0 (which I understand is the max).</p>
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