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G1Joe
10-25-2006, 12:01 PM
<DIV>Just hit 70 last night (at last)</DIV> <DIV> </DIV> <DIV>Was wondering why everyone seems to stop INT at 4/4/8 I was thinking of maybe going 4/4/8/4 or even more for heal crit is this a complete waste?</DIV> <DIV> </DIV> <DIV>Would just like some more informed opinion as having high heal crit with all our taps seemed to be wort thinking about.</DIV> <DIV> </DIV> <DIV> </DIV>

Archill
10-25-2006, 12:45 PM
Since our Ward procs a DD first then a heal, the heal crit goes off the spell crit for some odd reason.. thus we stop before the heal crit as we just don't need it.<div></div>

Eluzay
10-25-2006, 05:25 PM
<div><blockquote><hr>G1Joe wrote:<div>Just hit 70 last night (at last)</div> <div> </div> <div>Was wondering why everyone seems to stop INT at 4/4/8 I was thinking of maybe going 4/4/8/4 or even more for heal crit is this a complete waste?</div> <div> </div> <div>Would just like some more informed opinion as having high heal crit with all our taps seemed to be wort thinking about.</div> <div> </div> <div> </div><hr></blockquote>if a damage proc crits, so does its heal... I personally am now going for 488 for a bit, will respec when I have enough points to make a difference.</div>

Ardnahoy
10-29-2006, 09:44 PM
<BR> <BLOCKQUOTE> <HR> Archill wrote:<BR>Since our Ward procs a DD first then a heal, the heal crit goes off the spell crit for some odd reason.. thus we stop before the heal crit as we just don't need it.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Well, if we take this logic further, shouldn't heal crits give us a second chance for a heal crit when the DD crit fails? If so, this would give us a 96% chance to crit the heal portion of our lifetaps, which is like having an almost 100% chance of a 100% increased heal. I'd spend the extra 8 point to double my heals.</P> <P>If anyone has tested this, please let us know.</P>

Norrsken
10-30-2006, 02:36 PM
<blockquote><hr>Ardnahoy wrote:<BR><BLOCKQUOTE><HR>Archill wrote:<BR>Since our Ward procs a DD first then a heal, the heal crit goes off the spell crit for some odd reason.. thus we stop before the heal crit as we just don't need it.<BR><BR><HR></BLOCKQUOTE><P><BR>Well, if we take this logic further, shouldn't heal crits give us a second chance for a heal crit when the DD crit fails? If so, this would give us a 96% chance to crit the heal portion of our lifetaps, which is like having an almost 100% chance of a 100% increased heal. I'd spend the extra 8 point to double my heals.</P><P>If anyone has tested this, please let us know.</P><hr></blockquote>Each to his own.Yeah, it would work like that, but most of us think we can toss those 8 points in another line.

Beldin_
10-30-2006, 03:35 PM
<DIV><BR> <BLOCKQUOTE> <HR> Ardnahoy wrote:<BR>Well, if we take this logic further, shouldn't heal crits give us a second chance for a heal crit when the DD crit fails? If so, this would give us a 96% chance to crit the heal portion of our lifetaps, which is like having an almost 100% chance of a 100% increased heal. I'd spend the extra 8 point to double my heals. <HR> </BLOCKQUOTE>Should be near 90% i think .. 68% of the missing 32% is 21,76, so 68% + 21,76% = 89,76%<BR></DIV>

morningmists
10-31-2006, 02:11 AM
Heal crits do not add 100%

Wendingo
10-31-2006, 05:33 AM
Actually, I think it would be 84%. 

Mistmoore-Milaga
10-31-2006, 01:49 PM
Lifetaps are considered hostile spells. If you crit with a hostile spell than the damaging component and the healing component will both crit.Shadowknights have no innate non-hostile healing spells. The only effect that increasing your heal crit chance will have is on equipment and buff procs from group members. There are almost certainly better places to spend these AA points.If you have a good 1H weapon 488 is a good spec. Since they removed the ability to "smash" with a symbol (a shame, but understandable) once you get a really good two hander you are better off going with that and respeccing to 448.<div></div>

G1Joe
10-31-2006, 01:58 PM
<P>Thank you for the answers.</P> <P>now it makes more sense as to why SK'd generally dont go that way.  Shame <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> would be nice if the heals crit chance was calculated on its own merits.</P> <P> </P>

Beldin_
10-31-2006, 02:29 PM
<BR> <BLOCKQUOTE> <HR> G1Joe wrote:<BR> <P>Thank you for the answers.</P> <P>now it makes more sense as to why SK'd generally dont go that way.  Shame <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> would be nice if the heals crit chance was calculated on its own merits.</P> <HR> </BLOCKQUOTE> <P>Are you crazy ? Its fantastic how it is .. that are 8 points you don't need to put in heal crits and can better put them elsewhere. Why do you think its better if we should waste 8 points in heal crits ?</P><p>Message Edited by Beldin_ on <span class=date_text>10-31-2006</span> <span class=time_text>01:30 AM</span>

G1Joe
11-01-2006, 02:39 PM
I am surprised you have to ask, unless im missing something if everything an SK gets that heals himself had lets say a 68% chance to crit (like our damage spells, not sure what the heal crit goes up t with 8 points) for soloing SK's it would be the nutz! no?

Norrsken
11-01-2006, 03:07 PM
<div></div><div><blockquote><hr>G1Joe wrote:<div></div>I am surprised you have to ask, unless im missing something if everything an SK gets that heals himself had lets say a 68% chance to crit (like our damage spells, not sure what the heal crit goes up t with 8 points) for soloing SK's it would be the nutz! no?<hr></blockquote>yes, but we get that with our spell crit. The 20-30ish % extra crits we get with heal crits are not worth it IMHO. at max spell crits, you ill crit most of the time anyways (which is a quirk of RNs. ) and those 8 points will serve you better somewhere else, but its your toon, so do what you feel is the best for you. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </div><p>Message Edited by roxer2b on <span class=date_text>11-01-2006</span> <span class=time_text>02:07 AM</span>

G1Joe
11-01-2006, 07:31 PM
<P>thanx for feedback</P> <P> </P> <P>am currently Int 448 Sta 446.</P> <P>Not sure where to put the rest since I play on Naggy.</P> <P> </P>

Dogm
11-04-2006, 10:48 PM
<BR> <BLOCKQUOTE> <HR> Milaga wrote:<BR>Lifetaps are considered hostile spells. If you crit with a hostile spell than the damaging component and the healing component will both crit.<BR><BR>Shadowknights have no innate non-hostile healing spells. The only effect that increasing your heal crit chance will have is on equipment and buff procs from group members. There are almost certainly better places to spend these AA points.<BR><BR>If you have a good 1H weapon 488 is a good spec. Since they removed the ability to "smash" with a symbol (a shame, but understandable) once you get a really good two hander you are better off going with that and respeccing to 448.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>If you have the right 1h/symbol combo, then you can easilly do equal or more DPS then a 2her,   </P> <P>And from 1h/symbol, it is much easier to just add a shield to go into tank mode, then from 2h needing to swap to a 1h and then ad a shield when the timer lets you.</P>

Mistmoore-Milaga
11-07-2006, 12:00 PM
<div><blockquote><hr>Dogmae wrote:<div></div><blockquote><hr> Milaga wrote:Lifetaps are considered hostile spells. If you crit with a hostile spell than the damaging component and the healing component will both crit.Shadowknights have no innate non-hostile healing spells. The only effect that increasing your heal crit chance will have is on equipment and buff procs from group members. There are almost certainly better places to spend these AA points.If you have a good 1H weapon 488 is a good spec. Since they removed the ability to "smash" with a symbol (a shame, but understandable) once you get a really good two hander you are better off going with that and respeccing to 448. <div></div> <hr> </blockquote> <p>If you have the right 1h/symbol combo, then you can easilly do equal or more DPS then a 2her,   </p> <p>And from 1h/symbol, it is much easier to just add a shield to go into tank mode, then from 2h needing to swap to a 1h and then ad a shield when the timer lets you.</p><hr></blockquote>Good two handers are much easier to come by that a good one hander. The one handers I want never drop, but I'm building up a collection of no-trade two handers that would otherwise rot. Once I started using Ardevaas, the Render, I did more damage than my cudgel of pain and symbol, so I had to let it go.</div>