View Full Version : Best AA combo?
goawaynow
03-03-2006, 05:26 AM
<div></div><div>Heya, I was considering my AA path and figured I came up with an excellent one for soloing. All points put into dragoon so you have the 12s of 100% parry and the left over ones put into the stamina one to get the shield counterattack ability whenever there is a parry etc. That sounds pretty great in my opinion considering you have rampage + open wounds + the 100% parry + the shield ability + Juggernaught....that is at least 12s of invulnerability and insane damage <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> What'd you consider the best AA path?</div><p>Message Edited by goawaynow on <span class="date_text">03-02-2006</span><span class="time_text">04:30 PM</span></p>
FightGame
03-03-2006, 05:58 AM
<div></div><div>Personally I like the wisdom line, for a few reasons.</div><div>1. The first step gives me more wisdom, which is needed for resists, and something I can use more of. Many times my Strength and Stamina are already at max, when in the right group (and I usually am).</div><div>2. Second step gives me another knock down ability, along with some nice damage, when a hammer or mace is equipped, and my best 1H weapon happens to be considered one of these.</div><div>3. Third step gives a DPS boost, and this can be used with ANY weapon. I'm not liking choices where it forces me to use any single weapon/buckler. The Stamina line requires a buckler for 3 of the steps, and I won't be caught dead with a buckler (and I would probably be dead if I did equip it, lol)</div><div>4. Fourth step, mitigation, ya!</div><div>5. And last step is the best single thing I see out of all (except for last in stamina line, but again I refuse to wear a buckler). Removes all penalties of the offensive and defensive stance. In other words, more mitigation (etc) in defensive and no penalty to my pierce/crush/slash, or more pierce/crush/slash and no penalty to my defense.</div><div> </div><div>All 5 steps I can use!</div><div> </div><div>Haven't really came to a conclusion on the rest of my points, but the Agility line is looking good. Maybe 8 points in the third step to give me 40% chance that autoattack will be AE. As far as total damage output, this is probably the single best thing you could do in the AA (or AP to be more correct) tree. Not only that, but this would probably help you hold aggro more on a group, then say, the little bit of added hate you can get in the Strength line. But once we hit level 70, the focus of our guild will be more on raiding, and this probably wouldn't help much, so I'd probably re-do them. Eight points in the 4th step of Agility is also looking nice. Some more repostes and parrying. </div><div> </div><div>Initially people were talking about how great the critical chances are, but from what I've read recently, and from what I've experienced, it's nothing that great. Hell, most of my crits don't go much over what my normal hits do, and only once have I seen it go over my normal max.</div><p>Message Edited by FightGame on <span class="date_text">03-02-2006</span><span class="time_text">05:00 PM</span></p>
infernus006
03-04-2006, 12:01 AM
The WIS line is the best line out of all the Warrior paths IMO. I am definitely going for the final ability in this line, although I don't want to put all of my points into this one line. I really liked the STA line too until I found out that the buckler requirement was for real. Currently I have 3 points in the STA line and 4 points in the WIS line (and 1 point in Bind Wound). What I am thinking about doing now is this:WIS: 4/4/4/4/8STA: 5STR: 4/4/4/8Either that or I might take my points from the STA and STR lines and use them to go 4/4/4/4/8 with AGI instead.The only thing that really bothers me about either one of these options is the fact that either way I will still wind up with one ability that I will probably never use at all because of the special weapon requirement. I have already resigned myself to using a morning star (even though I prefer axes) for the ability in the WIS path that requires it because I feel that it's actually worth it. If I go with the STR path as well (for the hate bonus) then there's an ability there I will have to get that will require the use of an axe to work. I don't feel that ability is as good as the WIS one in the same teir that requires a hammer. If I go with the AGI line then I will have to use a spear for one of the abilities there or I won't be able to use it at all. I really hate that since I am not one that likes having to switch out gear willy nilly during combat. That really annoys so much that I probably will wind up just ignoring one of the skills altogether instead of switching the weapons to make it work. So this makes it really hard for me to choose the right AA paths for myself. It seems like it might actually be better just to stick with one solid path although I really don't want to but it looks like that's the only way to get the most usability out of your AA points. It's a real shame that 2 of the abilities in the STA line require a bucker instead of just one like the rest of the paths otherwise I would probably stay with it.<div></div>
KhayosAD
03-04-2006, 12:16 AM
<div>I'm going</div><div> </div><div>INT 4/4/8/8/8</div><div> </div><div>WIS 4/4/8/1</div><div> </div><div>The INT line top item seems awesome to me to spam 30s buffs, stuns and taunts. Also, maxing parry instead of the WIS line mit buff.</div>
<div></div><div></div>I have found the buckler requirement on the STA line to be disappointing as well. I didn't think of this sooner, or I would have tried it, but is it possible to activate the buff while a buckler is equipped then switch to a tower? Just wondering if the check is only when you try to activate it. It's a bit sad when the only line that will work based off what is equipped in the secondary slot requires such an undesirable item.EDIT: Oh, and I'm headed down INT + WIS. The shorter recast is attractive to me due to combat arts that are on a longer timer such as Rampage, Open Wounds, and Insolent Gibe.<div></div><p>Message Edited by uux on <span class="date_text">03-03-2006</span><span class="time_text">11:48 AM</span></p><p>Message Edited by uux on <span class="date_text">03-04-2006</span><span class="time_text">09:41 AM</span></p>
infernus006
03-04-2006, 01:02 AM
I'm also looking at that final ability in the STR line agian...at first glace I didn't think it was worth a crap but now that I think about it there have been several situations where I have been tanking with low health and being oop and having an ability that gives me some extra DPS while having low health without costing any power to work does sound rather appealing. In that case I may just go 50/50 WIS/STR to get the final ablilties of both of those paths while getting extra mitigation, resists, DPS, crits, power, and hate all in one.<div></div>
<div>Increased Defense and a 12 second Parry Everything ability trumps the mitigation bonuses of the WIS line. I am starting with the AGI line. Avoidance is always better than mitigation.</div>
infernus006
03-04-2006, 02:57 AM
<div></div><i>"Avoidance is always better than mitigation"</i>Not sure where you get that idea. Most people feel that the exact opposite is true and that having more mitigation to absorb damage is more reliable than having more avoidance because no matter how high your avoidance is you are eventually going to get hit and when you do get it if you don't have the mit to absorb the damage it's really going to hurt. This is why plate tanks are still preferred over Brawlers in most situations. And Berserkers don't even have a self-heal they can use in combat to make up for it like Brawlers do. Also, plate tanks can still only avoid attacks from the front as far as I know no matter how high their avoidance is, unlike Brawlers that can avoid attacks from any direction. They get deflection skill, we don't. Mitigation, however, works the same all the way around. Going 50/50 with the AGI and WIS paths might be a good idea though.<div></div><p>Message Edited by infernus006 on <span class="date_text">03-03-2006</span><span class="time_text">05:00 PM</span></p>
FightGame
03-04-2006, 06:08 AM
<div></div><div></div><p>Today I'm feeling...</p><p>Wisdom 4-4-5-4-8 to give 28 more wisdom, belly smash - nice knockdown ability with over 500 damage (requires hammer, which I have), 10% added dps (with any weapon), 160 more mitigation (don't necessarily want or need this little bit, but have to in order to proceed in the tree), and the removal of all penalties of the offensive and defensive stance.</p><p>Agility 4-4-8-8 to give 24 more agility, some CA that requires a spear (which I probably won't ever use), 40% chance autoattack will be AE!!!, and the largest increase we can possibly get to repostes and parrying.</p><p>This set up will only require me to waste 4 points in an area that I probably won't ever use. Everything else are useful things that I can use in about any situation.</p><p>Message Edited by FightGame on <span class="date_text">03-03-2006</span><span class="time_text">05:09 PM</span></p>
atjtennis
03-04-2006, 12:47 PM
<div></div><p>I've boostedmy defense I beleive it is +18 over the current lvl it should be, lvl 65 atm defense is at 325 and with all my +defense jewelery is like 340 ish and when I stick on my offensive stance the +defense over already cancels out the negative from my offensive stance.</p><p>I'm currently doing the agility line and I'm really liking dragoon cyclone Ihave 3 points in it thus far and I see it going off a lot in combat and is great for holding aggro on those other mbos, espically when peoepl forget to assist you.</p>
Aonach
03-06-2006, 05:34 PM
<div></div><blockquote><hr>infernus006 wrote:<div></div><i>"Avoidance is always better than mitigation"</i>Not sure where you get that idea. Most people feel that the exact opposite is true and that having more mitigation to absorb damage is more reliable than having more avoidance because no matter how high your avoidance is you are eventually going to get hit and when you do get it if you don't have the mit to absorb the damage it's really going to hurt. This is why plate tanks are still preferred over Brawlers in most situations. And Berserkers don't even have a self-heal they can use in combat to make up for it like Brawlers do. Also, plate tanks can still only avoid attacks from the front as far as I know no matter how high their avoidance is, unlike Brawlers that can avoid attacks from any direction. They get deflection skill, we don't. Mitigation, however, works the same all the way around. Going 50/50 with the AGI and WIS paths might be a good idea though.<div></div><p>Message Edited by infernus006 on <span class="date_text">03-03-2006</span><span class="time_text">05:00 PM</span></p><hr></blockquote><p>Well I know that I put a lot of stats into agility and avoidance on my way through the levels. I also know that now I can tank t6 raid mobs better than the equivalent guardian in the guild. It's not a case of totally ignoring mitigation, it's a fine balance of trying to avoid getting hit as much as you can but still being able to absorb the hits when they do come. If I look at my logs after named fights there is an awful lot of misses on attacks aimed at me. Which can only be classed as a good thing.</p><p>As for only avoiding to the front? Why would you ahve mobs behind you anyway? I know you can't always have every mob in the encounter to the front of you but anuy decent tank knows that at all possible circumstances all mobs should be to your front.</p><p>I certainly don't regret the stats I put into agility and avoidance on my zerker, its eems to be working as intended to me <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Pegesus
03-06-2006, 09:40 PM
AGI / WIS hereI've started with AGI im working ont the last path right now. I have to tell you that the difference is amazing in my ablity to avoid attacks. I went 4/4/4 right now and the increase in the agi alon and the defense is fantastic its definetly noticable. I am looking foward to the last trait which is our version of Tsnuami which i think is gonna come in very handy. I'm moving to Wisdom next the increase in Mitgation and the levleing out of our Offensive and Defensive stances are gonna make us extremely well rounded.I would reccomend the AGI to anyone with my gear and the increase to defense from the line i have up'd my defense by nearly +30. Im 67 now and in a normal group my avoidance is pushing 62%. The only thing i wish they didnt change was the fact that for a few days there you could use your Dark Sword of Anuk as a spear for the 2 part of the agi line. Now its changed to just the halbred working for that.<div></div>
infernus006
03-06-2006, 10:57 PM
I'm not saying to ingore AGI or avoidance, I know they are important. I was only responding to your comment that "avoidance is always better than mitigation" which obviously is not true.I think I will go with some of the AGI options myself. Here is my current intended build:WIS: 4/4/4/4/8STA: 5AGI: 4/4/4/8<div></div>
FightGame
03-07-2006, 03:24 AM
<div></div><div></div><div></div><div></div><div>Infernus, don't you think the extra 5 points you're putting into stamina, could be better placed somewhere else? More stamina can be found on better weapons/armor/jewelry, where as upgrading some of these other things with your points can not. For example, an extra 4 points in Sweeping Strikes will give you a 40% chance of AE, rather than 20%. Or an extra 4 points in Seasoned Veteran will give you about 20% more DPS, rather than 10%. 5 points in stamina will only give you about 130 points (5 AA points times 5 stamina per point times about 5.2 health per point = 130) of health. Not really trying to change your mind...just wondering why you decided this...maybe you know something I don't, making 5 points in stamina line (or about 130 more stamina total) worth it..? Even more so if there is a cap on stamina, that in turn, doesn't continue giving you more health for more stamina, if you're in a group that has it at cap.</div><div> </div><div>Any way, it seems like alot of us are going wisdom/agility.</div><p>Message Edited by FightGame on <span class="date_text">03-06-2006</span><span class="time_text">02:33 PM</span></p>
infernus006
03-07-2006, 03:39 AM
<div></div><div></div><div></div>Well maybe, it's just that I've already spent 4 points in the STA line because I was originally going to go all the way with it until I found out that the bucker requirement was for real. Of course I can always respect my AAs if I want, which I may wind up doing. But I like having extra HP and I'm pretty sure that 25 points of STA will give me a bit more HP than just 130. Thanks for the advice, though, I will take it into consideration. Thank god we can always respec our AAs any time we want! =DAnd yes, the WIS and AGI paths do seem like the best ones to go with, at least from a tanking standpoint. Although I don't think that the final ability in the AGI path is worth the 8 points required to get it. Remember, it only makes you immune to melee attacks for 12 seconds, it does not prevent you from getting hit by nukes, and you can't cast any other abilities while it's in effect. And I have no idea how often it can be used.<div></div><p>Message Edited by infernus006 on <span class="date_text">03-06-2006</span><span class="time_text">05:44 PM</span></p>
FightGame
03-07-2006, 04:10 AM
<div></div><div>I agree the last in line for agility isn't worth 8 pts.</div><div>The first respec of the AP's is only 1 silver, so no worries there. I've heard that each time you do it it gets 10x more expensive, so 1s, then 10s, then 1g, then 10g, then a plat, etc.</div><div>I've found that for each stamina point it equalled 5.2 health. It will probably be different for different classes, but I have to assume that it would be the same for other berserkers.</div><div>And I found this using a few different methods. First, I simply looked at my health. Then I started unequipping things that had stamina on them. If the item also had health on it, that was subtracted first. It was the same 5.2 for each item (weapon/armor/jewelry).</div><div>Then when I decided to use my reforming stone (aka /respec) I did the same thing. I decided to respec after finding out about max attributes. Since I'm always over on strength, and I always picked strength, when having this choice, during the leveling up, I decided to go back through and pick all stamina (along with all the in combat power regen I could get). So I compared my stamina/health before the respec and after, and wearing all the same gear, again each stamina point was equal to 5.2.</div><div> </div><div>I'd like someone else to do this to compare. Not the whole reforming stone (respec) thing, but just a comparison, and what it comes out to on the gear.</div><p>Message Edited by FightGame on <span class="date_text">03-06-2006</span><span class="time_text">03:12 PM</span></p>
infernus006
03-07-2006, 04:23 AM
Good idea, I will do that tonight when I log on, I will see if I can drop 25 or so STA points and see how much less HP I have from it and I will get back to you on that.<div></div>
FightGame
03-07-2006, 04:49 AM
<div>Don't forget to subtract any health that might be on the item, before doing the division.</div>
Pegesus
03-07-2006, 06:40 PM
Now i could be wrong its happend a few times. But the last choice in AGI says you will avoid 100% of all incoming attacks. Doesn't just specify melee. And this spell should work as Tsunami does for monks which has made them the puller of choice on a raid.<div></div>
RageofMag
03-08-2006, 02:27 AM
<div></div><p>I'm liking the extra AA attack in the AGI line, giving me 4 AA attacks to crush grouped mobs with. The avoidance help is minimal atm. Plus, I want mobs to hit, specially those with weapons so weapon guard can proc.</p><p>As far as my second line goes, can't decide.</p>
infernus006
03-08-2006, 02:58 AM
<i>"But the last choice in AGI says you will avoid 100% of all incoming attacks. Doesn't just specify melee."</i>It says that you will *parry* all incoming attacks. I've never heard of anyone parrying a nuke. It might be worth it if it actually prevented you from taking any form of damage but I have a feeling that us unfortunately not the case. And what's the retimer on it? 10 minutes?<div></div>
i've re-thunk(sp?) my aa choices and i'm going withbind wound 1wis 4/4/8/8/8int 4/4/8(1 point left over we'll see if i dump it in sta or pump up one of the wis/int abilities)originally i thought i'd just go Full MT route. Then i read all these posts on lvl 70 def/parry cap. And figured oh well if there is one, You can easily get +def items in KoS(i have about +20def items and i didn't even try, maybe more who knows, i do have a few more things that i need lvl to wear)Then i was wondering about parry cap, a dirge could buff parry over cap as i was told, but then when do i ever group with a dirge, really on raids, and at best it'll be situational if i do or do not MT the raid.so would those 8 point i originally put into parry be worth it in other areas?i was thinking about just maxxing out the wis line, then i remembered belly smash doesn't work on epic mobs, boo.however, if i spend a few point going into the int line, i can get acceleration strike(i prefer to use sword anyway, and have less a shield, since i use shield bash+ belly smash combo, slaughter recasts 1min?) and max out the 3rd tier, double attack.in this way i really hope to have nearly all "passive" abilities, about the only time i'll not be using an active AA, is when i have to choose between belly smash and acceleration strike. But then(since i prefer 2handers) i can just make a quick swap, 2hander slash, 2hander blunt, and have, swap to 2hander blunt->slaughter->belly smash->swap to 2hander slash ca's accleration strike, and repeat.this way i'll have near max aa available to max dps(without the need or use of going sta line with one hander and shield, all the aa+damage/haste/doubleattack is for any wield style no limitations) [forgo going str, since crits are near worthless, and with all the added dps, i'll not need %hate modifier]about the only thing i'm worried about is not having the +parry modifiers. (as i said b4 armor in kos, has MANY options to +def, even crappy TS armor has +def)<div></div>
PlasticL
03-15-2006, 02:17 AM
<div></div><div></div><blockquote><hr>FightGame wrote:<div></div><div>But once we hit level 70, the focus of our guild will be more on raiding, and this probably wouldn't help much, so I'd probably re-do them. <hr></div></blockquote><p>So I assume you can confirm reforming stone lets you redo AA setup? I have yet to see this confirmed anywhere.</p><p>I've only spent 4 points in STR and saved my others because I assumed the 25% crit chance would be good for pvp even at 70 as opposed to raiding, but now I'm not so sure. I only know that I am mostly likely going to max the wis line.</p><p>Message Edited by PlasticLSD on <span class="date_text">03-14-2006</span><span class="time_text">01:18 PM</span></p>
Wolfmon
03-15-2006, 04:20 AM
<div></div><div></div><blockquote><hr>PlasticLSD wrote:<div></div><div></div><blockquote><hr>FightGame wrote:<div></div><div>But once we hit level 70, the focus of our guild will be more on raiding, and this probably wouldn't help much, so I'd probably re-do them. <hr></div></blockquote><p>So I assume you can confirm reforming stone lets you redo AA setup? I have yet to see this confirmed anywhere.</p><p>I've only spent 4 points in STR and saved my others because I assumed the 25% crit chance would be good for pvp even at 70 as opposed to raiding, but now I'm not so sure. I only know that I am mostly likely going to max the wis line.</p><p>Message Edited by PlasticLSD on <span class="date_text">03-14-2006</span><span class="time_text">01:18 PM</span></p><hr></blockquote><p>The reforming stone does not let you redo your AA's. But you can pay to have them redone. Below is a list I copy/pasted from a dev post.</p><p> </p><p>City: QeynosNPC: Wynia Vethe <Achievement Counsel>Location: South Qeynos in the Tower of Three</p><p>City: FreeportNPC: Nexa L'Dur <Achievement Counsel>Location: North Freeport in the Academy of Arcane Science</p><p>The cost to respec your achievements is initially fairly low, but increases in price the more times you respec. The cost caps out at 13p after you've respec'd your achievements 6 times.</p><ul><li>First Respec: 1s</li><li>Second Respec: 13s</li><li>Third Respec: 1g 30s</li><li>Fourth Respec: 13g</li><li>Fifth Respec: 1p 30g</li><li>Sixth Respec (and thereafter): 13 p</li></ul><p>Note that this respec will completely reset all of your achievement choices rather than untrain a single rank or ability.</p><p> </p><p>Message Edited by Wolfmon on <span class="date_text">03-14-2006</span><span class="time_text">03:21 PM</span></p>
<div></div><div>OK. I must concede I am wrong on "avoidance always trumps mitigation." I must have been drunk when I wrote that!</div><div> </div><div>Still going AGI line to start since I don't raid tank. :smileyvery-happy:</div>
<div><span><blockquote><hr>infernus006 wrote:<i>"But the last choice in AGI says you will avoid 100% of all incoming attacks. Doesn't just specify melee."</i>It says that you will *parry* all incoming attacks. I've never heard of anyone parrying a nuke. It might be worth it if it actually prevented you from taking any form of damage but I have a feeling that us unfortunately not the case. And what's the retimer on it? 10 minutes?<div></div><hr></blockquote>Yes, reuse is 10 mins. And it will only parry combat arts , so any magic will go through.The spell is bugged atm, or the description is not accurate.It says you cannont do any combat arts while using it, but you get completly stunned, you dont even autoatack while using it.</span></div>
I'd also like to note, that haste has 100% cap so i didn't want to bother with any aa's that had +haste.<div></div>
FightGame
03-16-2006, 02:35 AM
<div></div><div>Ya, me either, but as someone pointed out in this thread, or the other one, there is a small gain from being over 100%.</div><div>That is, say, when you're at 132%, and then you put up your defensive buffs, that slow you down, you may still be able to get the entire 100%, where as if you were at 100% originally, then subtracted the penalties with the defensive buffs, you'd no longer be at 100%. Very small advantage, I know, but thought I'd share the info, if you didn't see it.</div><div>I'm also only putting the most of my points into areas that I can fully use, all the time. For example, I'm putting 8 points into the ones that offer +mitigation and +defense. The mitigation is only rarely maxed out, if at all, when certain certain classes are grouped with you and provide short duration buffs. Not sure if there's a max on defense or not. If anyone knows, please respond! The belly smash is also a very nice ability. I have about 9 points I don't know what to do with yet, maybe I'll max it out. It seems to knock back better than any of my other knock back abilities. I know they all say they don't work on epic's, but when fighting heroic named ^^^, they often don't get knocked back / interupted / stunned with my other CA's (probably resisted?), but the belly smash almost always works. Getting an ability to do decent damage (in comparison to the other berserker CA's), along with another knock back, and really nice de-buff is great. It offers about the same de-buff as a stamina (ruin?) hex doll, but can be used very quickly. I like to use it soon after aggro, and as often as possible, keeping them de-buffed throughout the fight. For the tough ones, I'll pull with the hex doll too. Then after belly smashed, they've lost a total of about 2000 mitigation I think.</div><p>Message Edited by FightGame on <span class="date_text">03-15-2006</span><span class="time_text">01:40 PM</span></p>
guardian forums say 420cap for parry and defense(lvl 70 zerker)<div></div>
FightGame
03-17-2006, 01:31 AM
<div>one thing I don't understand is why, in game the numbers are like 300+, but when you view your character on eq2players.com it has a number like 45.</div>
Laereneth
03-17-2006, 04:32 AM
<div></div><p>As for the difference in def from the Agi line and parry from the Int line, I was swapping items back and forth and performing the math. This is what I found out...</p><p>1 point of defense = +.28 avoidance to base</p><p>1 point of parry = +.30 avoidance to parry</p><p>1 point of agility = +.04 avoidance to base</p><p>When I refer to base and parry, hover over your avoidance and you'll see a breakdown of the components of your avoidance.</p><p>Just thought I'd share what I discovered.</p><p>Bjoern</p>
<div></div><p>once again i'm questioning whether or not getting the last rank in wis(no penalties on stances) is a worthwhile investment for 8aa's.</p><p>For me i'd only use this with unbridled fury(offensive stance) i only really tank in offensive(and MT epics with courageous will) If i can offset the offensive penalties with +def equip and/or put points into other aa's that either give +parry/ + def then, that might be the way to go, i'll have to see the numbers more when i examine stuff more carefully, but imo atm i do not think last rank of wis would be the way to go.(actually i think the last rank in most lines are not so great, except maybe for very situational tsunami, and the one that reduces spell casting timers)</p>
FightGame
03-18-2006, 05:53 AM
<div>I agree. I was going to finish the wisdom line, when I was thinking about going all out dps, but I have since changed my mind. The last step in wisdom, won't really help defense, it will just give you more offense when in the defensive stance (which is where I'm at 90%f the time). It will help defense a little, if you are in offensive stance, but really no reason why a tank should be in offensive stance, most of the time. Instead, I choose 8 points in +mitigation, 8 points in +defense. Not sure on the remaining 9 points.</div><div>From a tanking perspective, there's more to gain with mitigation and defense than what can be gained doing all the offensive things combined.</div><div>If I soloed or even grouped more it would be ok, but I'm one of 2 of our guilds raid tanks.</div>
Mordicus
05-19-2006, 09:52 PM
Final STA ability is broken !!! Can anyone who has this (<u><b>Perseverance</b></u>) pls post ? Its not addding any HP, when engaged or otherwise. Ive tested it, even respeced it. Hell this is like the 6th post ive made on these forums and people just look at me with thier thumbs up thier butts! Mordicus 70 Zerker Strike <div></div>
Kage8
05-19-2006, 11:03 PM
Ok as a Zerker im going with an all dps AA line here. I can take hits VERY well while tanking, only thing that makes it hard to tank is the agro. So more dps = better agro and better secondary tanking dps. My line is ganna be the following (well prob as i change my mind alot lol) Str - 4/4/8 = +22.4% Crit chance increase (oh baby, also works on both CA and auto attack, unlike haste and dps mods) Wis - 4/4/8 = +19.2% dps (nuff said, great oop damage, like the kind i need on raids) Int - 4/1 = +22% haste when i use swords (im always useing swords and the 22% haste with others buffs and items means 100% haste pretty much all the time without going overbaord with wasted haste, thats why only 1 pt in there) That leaves me 12pts to play with. I'll have the max dps and crit chance i can get with the AA line and the haste i have in most grps will be maxed. and i will still have 12 pts to play with, not too bad. Now i have few ways to go from here and tell u the truth not sure where im ganna go next. Could go with Dragoon's Cyclone (maxed 24% chance to hit up to 4 mobs in front of me), but this one is limited. I used to have it but i always had to take it off cause of agro issues, or chanter mezzes. Was really anoying. I could go Executioner's Anger (maxed 10% added to haste for the much needed agro management i need when tanking for grps, but i dont think my guild would like that on raids with me getting agro, kinda stupid its pasive it should be a toggleable buff) I think the way im ganna go is all the way down the Wis line. Unshakeable (maxed give 4.4% or so mitigation) and Stance mastery (takes away penalties for my stances) IMHO is the ONLY 8pt AA on the whole AA line even close to worth 8pts. Skullz Kage 70 Zerker Blackburrow <font color="#cc00ff"></font><div></div>
Rousso
05-19-2006, 11:29 PM
<P>I am really surprised to see so few going the Sta line. Shield of the flapping wing (buckler) is a fairly common drop with nearly the same avoidance as the grizfazzle tower shield. The Sta line third passive skill when maxed allows you to double attack 76% of the time. WIth barzaks (sp) cleaver I am doing much better 1hnd dps than I could ever hope to do with a 2hndr or duals - essentially converts my 67 dmg 1 hndr to a 117 dmg rating 1hndr with no drop in avoidance. When you combine that with the Wiz line that gives you +30% or so DPS, +311 mitigation and negates your stance penalties - well lets just say your place in the parser might just jump several levels.</P> <P>My current set up is 1, </P> <P>Sta 4, 4, 8(+76% double attack)</P> <P>Wis 4, 4, 8(+30% DPS), 4(+156 mit), 8(penalty free offensive stance)</P> <P>The last 5 points I am undecided about although the extra mitigation from the wiz line 4th skill would be nice. SInce I am already going DPS - might just put it on Str - or the extra Sta might be nice.</P> <P>WIth this set up I frequently parse 1,300 DPS or better. I have hit a personal high of 4,200 DPS on trash mobs in HoF. (of course our guild warlock hit 44,000 DPS the same fight so it kind of stole my thunder!).</P> <P>If you want DPS baby you will be hard pressed to find a better combo!</P> <P>Just my 2cp</P>
<div></div>People are ancy to use the stamina line -For me it's my bread in butter - I do more dps in stamina line than anything else do to double attack - however the payoff doesn't come until lvl 62 with shield of the flapping wing as you take a serious hit on defensiveniss with no bucklers inbetween sbs and thatI am either going to finish off with sta/wis or sta/str depending on how close I get to cap on mitigation (for wis line)best thing about stamina line - you can pair it with any other line and use EVERYTHING in the lines ie buckler + sword, buckler + hammer etc etcand for pvp server it is almost a must have due to A. double attack for bowB. shieldC. buckler reversalD. 360 protection add<div></div><p>Message Edited by Zervun on <span class=date_text>05-19-2006</span> <span class=time_text>02:30 PM</span>
Kage8
05-20-2006, 08:07 PM
<div></div>I guess i just dont like the idea of dpsing with a 1h. Feels wrong to me should be 2h or DW, i mean when i get my WS and/or my Claymore im ganna say oh i cant use them cause i need to go 1h for better dps? nah not for me, becides if it really does work the way u say, oh and btw ur shield have over 200 less protection, then it sounds over powered and will prob be nerfed. As a matter of fact i have read peps on forums talking about a nerf, but then again who knows. <div></div><p>Message Edited by Kage848 on <span class=date_text>05-20-2006</span> <span class=time_text>09:09 AM</span>
-Aonein-
05-21-2006, 01:06 PM
<BR> <BLOCKQUOTE> <HR> goawaynow wrote:<BR> <DIV> What'd you consider the best AA path?</DIV> <P>Message Edited by goawaynow on <SPAN class=date_text>03-02-2006</SPAN><SPAN class=time_text>04:30 PM</SPAN></P><BR> <HR> </BLOCKQUOTE> <P><BR>That depends on what you do most.</P> <P>I think we can all agree that if you do nothing but tank 100% of the time, STA / WIS line would be your best bet, <STRONG><U>IF</U></STRONG> you can get a decent Buckler.</P> <P>I can speak from personal experience here and say that STR / WIS is the best line if you want to play a very offensive role wether it be tanking / dpsing or just pure DPS.</P> <P>The AGI line, well its ok i guess, but we already get Open Wounds, Rampage and the 12 second immunity leaves you stunned for the entire duration, not good, so i dont really see the AGI line being of any real value to us as Berserkers, maybe to a Guardian who wanted to step up there Solo / Group utility a bit DPS wise, but not much else.</P>
Mordicus
05-21-2006, 09:07 PM
Listen im a raid tank and could care less about DPS in small groups(though i will use the buckler sometimes). The only reason i chose STA was for the final ability which is supposed to add more HP and make ALL CAs consume less mana, but its broken, i guess we dont have any tanking zerkers out there who actually care to get this fixed. Sad. <span>:smileysad:</span> Mordicus 70 Zerker Butcherblock - Strike <div></div>
Benaire
05-24-2006, 09:37 AM
Has anyone tried just going for the offensive skills I was thinkingagl 4 4 8int 4 4 8wis 4 4 8with a big 2 handed sword you can gain haste with the CA have +20% double attack and dps, 40% chance to AE with your auto attack. this is obviously not a tanking build but a fun build for ae dps as each hit from your ae auto attack can proc aes from off stance, rampage etc.To me this build sounds like alot of fun to play with and really follows the fantasy berserker with extreme hurt given to lots of people.
<div></div><div><blockquote><hr>uccellin19 wrote:Listen im a raid tank and could care less about DPS in small groups(though i will use the buckler sometimes). The only reason i chose STA was for the final ability which is supposed to add more HP and make ALL CAs consume less mana, but its broken, i guess we dont have any tanking zerkers out there who actually care to get this fixed. Sad. <span>:smileysad:</span> Mordicus 70 Zerker Butcherblock - Strike <div></div><hr></blockquote>You have posted to at least a half dozen threads complaining -Stamina line is NOT broken, just the last step - you are giving missinformation to the masses as most of your threads are "Don't take sta line it is broken!" - which helps nothingThe best way to get things fixed is not on the forums but /bug in game - I know I have done this on this specific thing - so your sad face is a load of BS, posting on the forums is way less effective than /bug in gameThe STA line has alot of bonus not including the last skill, double attack for aggro as well as buckler reversal, defense of a tower (with flapping wing or greater) and 360 degree protection</div><p>Message Edited by Zervun on <span class=date_text>05-24-2006</span> <span class=time_text>08:47 AM</span>
Hohum
05-25-2006, 05:17 PM
I've gone Str and still not sure what to put in the second line yet, although Anoein's suggestion is the most appealing so far. I find the increase in Criticals does wonders for dps in itself and the increase in hate is invaluable. The main problem with choosing what go with I found more than anything was the limitation in what you need to arm yourself with. Decent Bucklers are few and far between, I have never really used spears or hammers, and have always gone for Swords and Axes hence Str being my first choice. Does anyone know of any decent hammers single handed or Duel Wield? T7?Hohum Mashed[Inbreed]Splitpaw
Do you even read the spell description?The last ability in STA line is not broken, i had it and it works. Please just read carefuly.IT says it will ad 10% of the power consumed to your HP...but also makes you consume 10% less power. Most abilities we have are what, 100 power?Now do the math...you have Frenzied Blows, 107 power..the spell makes you use 10% less, thats 90 power..then the same spell gives you 10% of your power to HP, meaning....9 HP..weeeeeee...you just got yourself a 9 HP heal.And that heal doesnt show above your head, it just adds to your bar...do some testing, you will see it is working.
<div></div>" Has anyone tried just going for the offensive skills I was thinkingagl 4 4 8int 4 4 8wis 4 4 8"Don't really need the int line for haste. realistically most zerkers would be at 100% haste without any other ppl buffing haste(monk/illus for ex). haste equip+berserk+openwounds=100% haste for 1/3 of an hour. and the rest of the time your at 50%+ haste. And if they do put you in a dps group with a monk or someone that buffs haste, then you'll be at 100% the whole time.I personally wouldn't go for any aa's that buff haste or DPS. Thats just me tho, but i know when i'm either offtank/MA or dps i get put into groups where my Haste/DPS is near or at 100%. It's not even that hard if you think about it, have a bruiser+monk+zerker and the whole group would be at 75% haste/dps or more depending on equip. Add in 1 healer and 2 scouts and thats your big dps group, substitute the bruiser or dirge, that does +dps and melee procs too, same thing really.If it was an AOE dps build, i'd doAGI 4/8/8STR 4/8/8and 9 points left over? i might just go int, to get haste... int 4/5or maybe sta 4/4/1 but that'd be a big waste...<div></div><p>Message Edited by Epyx on <span class=date_text>05-26-2006</span> <span class=time_text>04:00 AM</span>
hahn_ba
06-03-2006, 06:57 AM
<P>Here's what I was thinking, since I've since started dabbling in the Berserker class...</P> <P>Str - 4/8/8/4/1</P> <P>Agi - 4/5/8</P> <P>This would be a purely dps role. I duo a lot with my fury, and this would compliment the druids abysmal AA line-up. I've also perfected staying low-health so that Executioner's Fury would be up a lot, and helping to crank out dps. </P> <P> </P> <P>However, I have a sneaking suspicion that somewhere along the line, 8 points in Gladiator's Finesse might actually do more for my DPS than the extra crit. That said, if I go STA, I'm almost locked into taking 8 Gladiator's Finesse and 8 Gladiator's Revenge, just to ensure I'm getting the most out of my DPS and not losing TOO much for taking buckler's over tower shields. I remember reading somewhere that Tower shields have a 15% chance to block, whereas bucklers have a 5% chance to block. If that's true, then you'd be crazy NOT to take 8/8 Gladiator's Revenge... especially if your buckler has over... 490 protection (I think that was it!). </P> <P>The only thing I don't like is having to feel "forced" to take certain AA's. </P> <P>Is the +double attack really worth it? Do other abilities work off of the double attack (such as Dragoon's Cyclone)? </P> <P>So I guess that leads me to my next build:</P> <P>Str 4/4/8</P> <P>Agi 4/4/8</P> <P>Sta 4/4/8</P> <P>This gives 22.4% to crit, 40% to ae auto-attack, and 76% chance to double attack (I hope that number is right). </P> <P>Which seems more viable for long-term sustained dps? </P>
Dimgl
06-03-2006, 04:33 PM
<BR> <BLOCKQUOTE> <HR> hahn_bard wrote:<BR> <P>However, I have a sneaking suspicion that somewhere along the line, 8 points in Gladiator's Finesse might actually do more for my DPS than the extra crit. That said, if I go STA, I'm almost locked into taking 8 Gladiator's Finesse and 8 Gladiator's Revenge, just to ensure I'm getting the most out of my DPS and not losing TOO much for taking buckler's over tower shields. I remember reading somewhere that Tower shields have a 15% chance to block, whereas bucklers have a 5% chance to block. If that's true, then you'd be crazy NOT to take 8/8 Gladiator's Revenge... especially if your buckler has over... 490 protection (I think that was it!).</P> <P>The only thing I don't like is having to feel "forced" to take certain AA's.</P> <P>Is the +double attack really worth it? Do other abilities work off of the double attack (such as Dragoon's Cyclone)?</P> <P>This gives 22.4% to crit, 40% to ae auto-attack, and 76% chance to double attack (I hope that number is right).</P> <HR> </BLOCKQUOTE> <P><FONT color=#00cc99>Dragoon's Cyclone is 24% chance to AE auto-attacks at 8 points, not 40%. Double Attacks can trigger Dragoon's Cyclone, but will not trigger berserk, or other proc effects from my general testing. Double-Attack will also spread with Open Wounds. From what I can tell Double-Attacks will only trigger abilities that are 100% chance proc rates, or which determine procs before a hit is determined. (IE Cyclone will hit other targets, even if you miss your own, because the hits occur in parallel.) I sustain DPS in parties between 350 (when my accuracy is bad and there are few mobs) to 700 (4ish mobs and my accuracy is good.) Single target I sustain 325-375 dps through auto-attack alone at 100% accuracy. My DPS record is about 2800 DPS over a 10 second fight with Open Wounds and Destruction. With Open Wounds I can sustain 1200-1500 dps (4 targets, 36 seconds.) This is with a Bixie Blade, until I get a Dazzling Blade (PVP reward.)</FONT></P> <P><FONT color=#00cc99>Traditional bucklers (before you teach T7) tend to have about 1/3rd of the block chance of typical tower or kite shields. So your 15% to 5% comparison is fairly true. However in T7 there exist bucklers such as the Shield of the Flapping Wing, which grant 990 protection, and you will actually surpass the block chance of a tower shield such as Grizzfazzle's Tower Shield when using Gladiator's Revenge. My block chance goes down with Grizzfazzle's, nevermind the 4.5% riposte rate extra I get with the buckler. A tower shield would need at least 630 more protection (4.5*70 (for block) + 4.5*70 (for riposte)) over the shield of the flapping wing in order to equal it with Gladiator's Revenge, IE it would need 1620 protection. Just remember you pay points for Gladiator's Revenge, meaning to reach equal footing with a tower you are paying. If you spent those points in other defensive traits you may find yourself doing better defensively, but then again, you won't be as offensively potent either.</FONT></P> <P><FONT color=#00cc99>If you are looking for a more in depth analysis of our Achievement system, I suggest glancing over the FAQ that is linked in my sig. Particularly for a DPS overview, and for correct (to my knowledge) values for abilities like Dragoon's Cyclone.</FONT></P> <P><FONT color=#00cc99>Oh, and the best AA combo is the one that fits your playstyle best, and gives you the most enjoyment. :smileyvery-happy: For example I find Cyclone to be almost necessary because it enables me to keep hate off of a WIS-line Swashie with Hurricane and a M2 AOE, and lets us both do a ton of DPS to group mobs. Cyclone would probably be useless to most raiders on the flipside for comparison, as they will likely have open wounds up when the situation demands lots of AOE.</FONT><BR></P>
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