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Homerb
06-27-2006, 10:53 PM
<div></div><div align="left"><font size="2">First off a little about me. I am a 70 bruiser with 50ap. They are in Sta 4 4 8 1, Int 4 4 8 8 1. I have the following weapons; Katar of 4 winds, Whistling Katar, Staff of Flapping Wing, Grizzfazzle's Greatstaff, and Strifewing Clawed Fist. All my spells are Adept III or Master. My gear is a mix of claymore quest items (finished PoA parts) and MoA neck. My guild is currently in Labs, just past the Trio.My question is, what weapons should I use and do I need to respec in order to get my max dps? I rarely MT unless just single groups.Thank you in advance for any helpful suggestions.GiyaCruising for a BruisingRing of Destiny</font></div><div></div>

DarkMirrax
06-27-2006, 10:58 PM
<P><A href="http://eqiiforums.soe.sony.com/eq2/board/message?board.id=7&message.id=19219" target=_blank>http://eqiiforums.soe.sony.com/eq2/board/message?board.id=7&message.id=19219</A></P> <P> </P> <P>Discussed in a previous thread mate check the above link</P>

Gungo
06-27-2006, 11:21 PM
What you have is one of the better mix dps/tank setups. Especially the int final ability. It seems you want pure DPS. Which is probably going to be sta wis int 4/4/8. other then that while doign labs pray the doom trio drop both your calamites. That should about max your dps until you find a better dual wield fabled wpn that 62+ dr. In raids some say attack such as pound and drop kick are not worth doing becuase they pause your auto atk. might try to see if not using those increase your dps when you are hasted.  

Zigmun
06-27-2006, 11:51 PM
<P>I think the general consensus is:</P> <P>If you have Fabled 2 Hander : then go Int 4/4/8 and Wis 4/4/8 Sta 4/4/8</P> <P>*** I personally would go Int 4/4/8 and Wis 4/4/8/4/8</P> <P>(I personally like the wisdom final ability for burst aoe dps)</P> <P> </P> <P>If you do not have Fabled 2 Hander then I think it would make more sense to go:</P> <P>Str 4/4/8 Int 4/4/8</P> <P>and either finish the int line with your extra aa or put 4 more into str ie: 4/8/8</P> <P>hope this helps.</P> <P> </P> <P> </P> <P> </P>

Raidi Sovin'faile
06-28-2006, 01:14 AM
<DIV>With weapons: Stamina, Wisdom, Intelligence... 4, 4, 8 in each.</DIV> <DIV> </DIV> <DIV>With unarmed: Strength, Stamina, Intelligence... 4, 4, 8 in each.</DIV> <DIV> </DIV> <DIV>This will net you the most DPS. Unarmed will be good until you hit 120+ DR weapons (either 2handed, or two 60+ DR dual wield) that also have some nice stats/proc. Otherwise, unarmed will be better for straight up damage per second.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The reason I suggest the Stamina line is because it helps a lot for adding damage when you can't be in melee. Like that lizard in Labs... there's no using the end Wis ability when each hit will net you 1k heat damage back onto you. Even with high resists, you'll eat your own health down too fast (max 80% remember? 200 per hit is still gonna kill ya).</DIV> <DIV>It's nice to still do well in ranged combat. Also, it's a weapon ability that can be used without changing out weapons...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Also, the end Wis line will spike damage a LOT. Spike damage is bad on raids, for both against the MT as well as the DPS. If the tank can't hold aggro, the mob turns and cone nukes the wrong way and BAM, half the raid force is dying or dead... just because you had to see the big numbers and spike your damage.</DIV> <DIV> </DIV> <DIV>Sure, casters and scouts have spike damage sometimes... but they have hate transfers, hate shedding abilities, and 99% of the hate reducing abilities <STRONG>don't</STRONG> work on fighter classes. Troubs, coercers, the AA's... I think possibly the only one I know of is the Guardian's hate reducer... and I haven't really read the ability much so I'm not sure if that one has the "if not fighter" clause too.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It's nice to see those numbers sometimes... but sustained, average damage is what will make you have a better DPS score than occasionally spiking. Plus, the Wisdom line requires putting an extra 4 points into something you don't really need (defensive ability), so it's really costing more to get an ability that will likely hurt the raid, considering your DPS position.</DIV>

Raidi Sovin'faile
06-28-2006, 01:20 AM
<BR> <BLOCKQUOTE> <HR> Gungo wrote:<BR> What you have is one of the better mix dps/tank setups. Especially the int final ability. It seems you want pure DPS. Which is probably going to be sta wis int 4/4/8. other then that while doign labs pray the doom trio drop both your calamites. That should about max your dps until you find a better dual wield fabled wpn that 62+ dr. In raids some say attack such as pound and drop kick are not worth doing becuase they pause your auto atk. might try to see if not using those increase your dps when you are hasted.  <BR> <HR> </BLOCKQUOTE> <P><BR>I was on a raid in Labs the other day as my Coercer (the raid needed one more than my Bruiser). One of the calamities dropped, and 4 pieces of excarnate dropped (the gloves dropped twice, shoulder and bracer).</P> <P>There was only one other brawler (a monk) on the raid, so 2 items (including the calamity) defaulted to him.. the rest were vendor trashed.</P> <P> </P> <P>I cried inside... then beat myself up for being a sissy. The raid force knew I was a Bruiser main too... and expressed their heartfelt remorse over the situation.. with much laughter and poking of fun. </P> <P>Ah well... it seems the perfect example of the life of the Brawler doesn't it? Not as useful on raids, but 75% of the raid drops end up being for you. And no trade. The raid would have given em to me if they weren't no trade... CURSE YOU NO TRADE!!</P>

Gungo
06-28-2006, 01:34 AM
Just log your bruiser on get him a raid invite the raid leader can award loot across zone. I have done that before for other peoples characters. Dont worry abotu the gloves and bracers they drop like candy on easter. The shoulders  a little less common. The calamity i feel for ya bud =/ <P>Sad thing is i cna see your guild making you use your coercer much more. Its makes vyemm a ton easier and is almost required in alot of FD adv pack. </P><p>Message Edited by Gungo on <span class=date_text>06-27-2006</span> <span class=time_text>02:50 PM</span>

Gungo
06-28-2006, 01:48 AM
<BR> <BLOCKQUOTE> <HR> Raidi Sovin'faile wrote:<BR> <DIV>With weapons: Stamina, Wisdom, Intelligence... 4, 4, 8 in each.</DIV> <DIV> </DIV> <DIV>With unarmed: Strength, Stamina, Intelligence... 4, 4, 8 in each.</DIV> <DIV> </DIV> <DIV>This will net you the most DPS. Unarmed will be good until you hit 120+ DR weapons (either 2handed, or two 60+ DR dual wield) that also have some nice stats/proc. Otherwise, unarmed will be better for straight up damage per second.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The reason I suggest the Stamina line is because it helps a lot for adding damage when you can't be in melee. Like that lizard in Labs... there's no using the end Wis ability when each hit will net you 1k heat damage back onto you. Even with high resists, you'll eat your own health down too fast (max 80% remember? 200 per hit is still gonna kill ya).</DIV> <DIV>It's nice to still do well in ranged combat. Also, it's a weapon ability that can be used without changing out weapons...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Also, the end Wis line will spike damage a LOT. Spike damage is bad on raids, for both against the MT as well as the DPS. If the tank can't hold aggro, the mob turns and cone nukes the wrong way and BAM, half the raid force is dying or dead... just because you had to see the big numbers and spike your damage.</DIV> <DIV> </DIV> <DIV>Sure, casters and scouts have spike damage sometimes... but they have hate transfers, hate shedding abilities, and 99% of the hate reducing abilities <STRONG>don't</STRONG> work on fighter classes. Troubs, coercers, the AA's... I think possibly the only one I know of is the Guardian's hate reducer... and I haven't really read the ability much so I'm not sure if that one has the "if not fighter" clause too.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>It's nice to see those numbers sometimes... but sustained, average damage is what will make you have a better DPS score than occasionally spiking. Plus, the Wisdom line requires putting an extra 4 points into something you don't really need (defensive ability), so it's really costing more to get an ability that will likely hurt the raid, considering your DPS position.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>For pure dps purposes those setups are entirely correct. The wis line although it has its own uses does not compare to the 2 dps set ups above. For one using wpns with the wpn set up provides substantially more single target dps, which is most of the encoutners a bruiser will face. In aoe fights the wis line can produce more DPS, but it also brings the inherent risk of additioanl agro. AoE aggro is nasty. It also provides you with less single target dps and less stats. <BR><BR>for the best versatile dps setup i recommend the unarmed setup. Mostly becasue with that setup a bruiser can hit 1k+ ranged DPS. Making raiding alot easier in certain fights. (hint: 96% double atk works on ranged pouch while also using the ranged wpn DR of 90+ instead of the unarmed DR of 70ish) (disclaimer that dps requires taranix pouch or 3 prince pouch)</P> <P>Seeing as you currently dont have 60+ dr wpns i would recommend the str AA line. Unless of course you plan on gettign the clamities in the near furture then get the wpn line.   </P>

Homerb
06-28-2006, 03:54 AM
<div></div><div align="left"><font size="2"><font face="Arial">Thanks everyone. I went with the unarmed setup. Was some very good info presented.GiyaCruising for a BruisingRing of Destiny</font></font></div><div></div>

Gungo
06-28-2006, 04:18 AM
Just remeber when you are able to ge tthe both twin clamites or fist of pain or equvilant fist dual wields the Wpn verion becomes better dps and is really more fun. The unarmed setup is pretty leet dps though w added ranged dps if needed.

Ko
06-28-2006, 11:41 AM
<DIV>Im fairly new to the EQ2 raiding scene.  Ive just started to "gear up" and where I am begining to get some decent stuff like relic and excarnate I still got a long way to go. Ive always used dual wield weapons but I was lucky enough to get a Staff of the Prismatic Keepers the other day and now I have a couple of questions.</DIV> <DIV> </DIV> <DIV>I think I know the answer to this one but I wanted to double check. From looking at the AA's there doesnt seem to be anything for dual wield. Am I missing it or was that paticular option just forgotten about?</DIV> <DIV> </DIV> <DIV>Since I rarely tank for raids and now have a decent two hander I want to put out as much dps as possible. I take it my best choice for AA is 4,4,8 in stamina, wisdom and intelligence?</DIV> <DIV> </DIV> <DIV>Is the stamina really worth putting anything in to? It doesnt seem like the little bit of extra damage you get for ranged would make a big difference.</DIV> <DIV> </DIV> <DIV>Since there doesnt seem to be any AA for dual wield if you get weapons like the Twin Calamities which way should you go. It seems like if you prefer DW that your not going to get alot of use out of which ever AA line you use</DIV> <DIV> </DIV> <DIV>Thanks for any help </DIV><p>Message Edited by Kowl on <span class=date_text>06-28-2006</span> <span class=time_text>03:55 AM</span>

Raidi Sovin'faile
06-28-2006, 01:09 PM
<P>Are you able to log out one, and come back into the zone? Like... it won't boot me back to the entrance? My coercer was locked out by the time we killed the thing that dropped the pieces...</P> <P> </P> <P> </P> <P>And yeah, the double attack makes ranged nice. Can't wait to get a 98 DR fabled one, that'd make it better to use ranged than normal autoattack, lol.</P>

Gungo
06-28-2006, 04:11 PM
<P>There is a timer. Seems if u camp you get about 10-15 minutes. If you /quit it could be 40+ minutes or until the zone is down. I have seen people come back from LD after a substantila period. </P> <P>Yes tsa wis int best for dual wield dps. The reason people say go those 3 is because of the stamina's 24% proc chance at ~200 damage, the wis 8% chance at a 500 damage aoe, and the int line 18% crit chance on melee. Also wis line provides a nice aoe stun w a 2 hander for dual wield, and int line uses a fist wpn (calamite) to semi daze a mob and spin him around making kideny punch alot easier to use. And stamina lines extra ranged atk is a good debuff AND a good pulling tool. Personally i think the stamina lines 24% 200 damage proc is probably the most DPS. </P>

darkauron0
06-29-2006, 12:36 AM
<P>Personally, i put the Damage proc Twin calamities (off trio named) in my primary slot cause it has a huge proc. Then, in my 2ndary slot i have the Soulspur, it's from the quest at the entrance of the Sanctum, because for those longer fights, It takes power from mobs and gives it to u.  That's my choice IMO</P> <P> </P> <P>Just throwing in my 2 cents</P>

DarkMirrax
06-30-2006, 11:48 AM
<BR> <BLOCKQUOTE> <HR> Gungo wrote:<BR> <P><FONT color=#ffff00>There is a timer. Seems if u camp you get about 10-15 minutes. If you /quit it could be 40+ minutes or until the zone is down. I have seen people come back from LD after a substantila period.</FONT> </P> <P>Yes tsa wis int best for dual wield dps. The reason people say go those 3 is because of the stamina's 24% proc chance at ~200 damage, the wis 8% chance at a 500 damage aoe, and the int line 18% crit chance on melee. Also wis line provides a nice aoe stun w a 2 hander for dual wield, and int line uses a fist wpn (calamite) to semi daze a mob and spin him around making kideny punch alot easier to use. And stamina lines extra ranged atk is a good debuff AND a good pulling tool. Personally i think the stamina lines 24% 200 damage proc is probably the most DPS. </P><BR> <HR> </BLOCKQUOTE>Seems to be correct , i have crashed in the middle of labs only to relog in 20 mins later still in group (allbeit dead but still) .. tried camping and it doesnt give you anywhere as near as much time to get there<BR>