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Unread 10-04-2010, 02:45 PM   #1
Apiar

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So I finally found a guild and am starting to raid labs, dragon lair etc.  Question for those experienced brigs:  What white adornments should I have in each slot?  Can't find anything that is up to date.  And please don't tell me go experiment, because with the price of adornments I don't have that type of plat only playing the game since March.  I'm looking to raise my dps.  Thanks ahead of time!

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Unread 10-04-2010, 05:02 PM   #2
Dareena
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First off, you shouldn't need to buy adornments off of the broker.  Just go farm mid to deep in Chardok or in Sebellis.  Take all of the 80th Legendery attuneable items and save them.  (Hiding them in a guild bank to get around the Lore tags is ideal.)  Then once you have a pile of them, have a Transmuter friend meet you near a bank.  They can crush all of those pieces to meet most of your needs.  Especially once GU58 and an Adorner can tear a Powder into multiple Fragments.  (Or they can also make a Mana out of x10 Infussions.)

Having said that, here' a break down on my Brigand.  This set up was based for BG play, but I've found that it's still worked well for soloing and raiding.

----------

T8 Superior DPS or T9 Superior DPS:  Chest armor, belt, neck  (T8 rare is 7.0% and T9 rare is 7.7%.)

Greater Agility:  Helm armor

Greater / Superior DA or Crit Chance:  Cloak, forearm armor, leg armor, ranged weapon

Greater Weapon Skill:  Glove armor, boot armor, wrist jewelry

Greater Defense Skill:  Rings

Greater / Superior Ability Modifier:  Earrings

Shoulder Armor:  This is a toss up between Greater / Superior versions of Attack Speed and Ability Modifier.  It really depends what your current Ability Modifer total is.

Melee Weapons:  This is a toss up between Greater / Superior versions of Crit Bonus and Blasting procs.  When I was early in T9, I found that the Blasting had a better pay out.  But now that I'm mastered out at the AA cap, the Crit Bonus is worth far more.

----------

Why all of the Weapon Skill?  I often run around in Defensive Stance for soloing and in the BGs.  With the x4 adornments, my hit rates (after the +Accuracy AA) are still very consistent against white con mobs (or easier).  Or in raiding, it basically just guarantees that you'll always be hitting in Offensive Stance.

Some people will debate certain parts of my adornments.  Many would disagree with the Defense ones.  But getting an easy +38 Defense for two White slots as a scout, who is already going to have tons of Ability Modifier, is a better deal in my book.

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Unread 10-04-2010, 06:31 PM   #3
Apiar

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Dareena@Lucan DLere wrote:

First off, you shouldn't need to buy adornments off of the broker.  Just go farm mid to deep in Chardok or in Sebellis.  Take all of the 80th Legendery attuneable items and save them.  (Hiding them in a guild bank to get around the Lore tags is ideal.)  Then once you have a pile of them, have a Transmuter friend meet you near a bank.  They can crush all of those pieces to meet most of your needs.  Especially once GU58 and an Adorner can tear a Powder into multiple Fragments.  (Or they can also make a Mana out of x10 Infussions.)

Having said that, here' a break down on my Brigand.  This set up was based for BG play, but I've found that it's still worked well for soloing and raiding.

----------

T8 Superior DPS or T9 Superior DPS:  Chest armor, belt, neck  (T8 rare is 7.0% and T9 rare is 7.7%.)

Greater Agility:  Helm armor

Greater / Superior DA or Crit Chance:  Cloak, forearm armor, leg armor, ranged weapon

Greater Weapon Skill:  Glove armor, boot armor, wrist jewelry

Greater Defense Skill:  Rings

Greater / Superior Ability Modifier:  Earrings

Shoulder Armor:  This is a toss up between Greater / Superior versions of Attack Speed and Ability Modifier.  It really depends what your current Ability Modifer total is.

Melee Weapons:  This is a toss up between Greater / Superior versions of Crit Bonus and Blasting procs.  When I was early in T9, I found that the Blasting had a better pay out.  But now that I'm mastered out at the AA cap, the Crit Bonus is worth far more.

----------

Why all of the Weapon Skill?  I often run around in Defensive Stance for soloing and in the BGs.  With the x4 adornments, my hit rates (after the +Accuracy AA) are still very consistent against white con mobs (or easier).  Or in raiding, it basically just guarantees that you'll always be hitting in Offensive Stance.

Some people will debate certain parts of my adornments.  Many would disagree with the Defense ones.  But getting an easy +38 Defense for two White slots as a scout, who is already going to have tons of Ability Modifier, is a better deal in my book.

Thanks a bunch.  Good start and has me thinking now how I want to set my toon up!

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Unread 10-04-2010, 07:48 PM   #4
Dareena
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And for reference, bookmark this sight.  It's the adornment bible for EQ2.

http://adornments.h0b0.net/

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Unread 10-05-2010, 05:26 PM   #5
Aral

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Dareena@Lucan DLere wrote:

Many would disagree with the Defense ones.  But getting an easy +38 Defense for two White slots as a scout, who is already going to have tons of Ability Modifier, is a better deal in my book.

The problem is defense provides no benefit whatsoever to the scout. Defense is a contested avoidance stat that mobs roll against to see if they "miss."  Raid names do not ever "miss," not even on MT raid tanks with over 700 defense.  They are parried, blocked, riposted due to uncontested avoidance, but never miss. 

So, in keeping with the spirit of your recommendations, how about moving the 2 +51 ability modifier adorns to the rings, while putting 2 +295 Hit Point adorns on the ears?  Hitpoints do provide a benefit to the new raiding scout - they will be constantly taking AE damage.  Alternatively, 2 900 + resist on the rings or ears if the new raider is low in an area.  For easy- mode, aiming for 12k in all 3 resists is a good plan. 

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Unread 10-07-2010, 10:43 PM   #6
Flobdeth

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As much HP adorns as you can get, dps will come with gear, you cant dps when dead.............

Defence adorns = useless

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Unread 10-08-2010, 10:00 AM   #7
Dareena
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And thus why I said that my +Defense adornments were subjective.  Let's be honest.  If you rip aggro in a x4 raiding situation, any amount of +Defense on a scout isn't going to do jack.  You'll have your head caved in almost instantly, which makes the subject moot. 

Yet having said that, it isn't the x4 raid mobs which I find are the issue.  It's the x2 raid trash and heroic mobs that can be the issue.  If you're dps'ing adds through an OT in a raid or PUG'ing in a Heroic group, then it's likely that you're going to rip aggro unless your gear is just that much under classed from your tank.  Also since I use some of my non-PvP rings in the BGs (where the extra +Defense is actually worth something), I find that a little bonus to Defense is beneficial.

It really depends on what kind of content you're looking at and who you normally run with.  If you don't use the BGs and don't PUG group / raid, then the value of the +Defense adornments really isn't going to be worth much to you.  But since I don't personally exist in such a bubble of self constructed safety, I find that the adornments make my life easier as I may end up having to partially tank a zone.

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Unread 10-08-2010, 10:42 AM   #8
Geothe

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Both Weapons and Ranged Weapon: Crit Bonus.Helm, both Wrists, Gloves:  HPEars, Rings, Shoulders:  Ability ModBP, Belt, Neck: DPS ModBracers, Cloak, Legs:  DA or Crit depending on what you are lacking.Boots: Attack Speed.

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Unread 10-11-2010, 03:05 AM   #9
machseven

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Why no Potency?  Is there some mechanic where it falls short and doesn't apply? 

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Unread 10-11-2010, 11:16 AM   #10
Geothe

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machseven wrote:

Why no Potency?  Is there some mechanic where it falls short and doesn't apply? 

Potency does nothing for Autoattack, whereas crit bonus affects autoattack as well as CAs.

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