Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Saturday, 4 June 2016

Captain Stat Priorities

Captains are versatile characters, who can tank, dps, heal and buff groups while wearing heavy armour and mostly staying in melee range. They are the jack of all trades and master of none, but still in high demand for grouping. The following stats may be important and help captains to be more effective in their various roles.

The Basics


Might

Captains are a might-based class so this is the most important stat and increases both offense and defense.

Captains who have chosen the yellow trait tree (Leader of Men, tanking) can gain the set trait Two-Handed Prowess that lets you block with a two-handed weapon (normally a shield is required for blocking).
  • Increases physical mastery (more melee damage)
  • Increases tactical mastery (more potent cries and healing)
  • Increases block (avoid physical damage taken from a frontal attack)
  • Increases parry (avoid physical damage taken from a frontal attack)

Fate

Captains rely on critical hits a lot to increase damage generally and to trigger Enemy Defeat Responses which can make certain abilities more powerful.
  • Increases critical rating (more damage/healing)
  • Increases tactical mitigation (reduces damage taken from spells)
  • Increases in-combat morale regeneration (more survivability) 
  • Increases power regeneration in and out of combat (more endurance)

Vitality

Vitality increases your survivability.
  • Increases morale (health points)
  • Increases resistance to debuffs (reduce effects of wound/fear/disease/poison)
  • Increase out-of-combat morale regeneration (reduce recovery time between battles)

Agility

Agility is a helper stat that increases both offense and defense, but not as much as might.
  • Increases critical rating (more damage/healing)
  • Increases evade (avoid physical damage from any direction)
  • Increases parry (avoid physical damage from a frontal attack)

Offense Stats


Physical Mastery increases damage dealt. It's one of the most important stats for Captains and melee damage-dealers in general. Even if you're a healer you will need physical mastery because a lot of heals are triggered by melee attacks such as Valiant Strike.

Tactical Mastery increases healing and cries. If you're a healer you will want lots of tactical mastery, but damage-dealers will want some as well to improve abilities such as Battle-Shout and Routing Cry. 

As mentioned above, Critical Rating is important for triggering more powerful versions of abilities, and is useful for both damage and healing. The cap is 25%.

In addition to fate, agility and direct critical rating on gear, essences or legendary item relics/titles etc., the trait trees also provide buffs that increase critical hit chance (Astute Hands in Blue Line for healing and Arterial Strikes in Red Line for dps).

Finesse becomes more important at high levels. It helps weakens your enemies resistance to debuffs and ability to block/parry/evade your attacks. As a Captain who will be attacking in melee range and who has several bleed attacks, finesse will help your attacks to be more successful.

High level enemy mobs, especially in instances or PvP, can also have finesse. Ideally, you want to make the enemy mobs more vulnerable than they make you.

Defense Stats


Physical and Tactical Mitigations are essential for survivability. These reduce the damage you take from physical damage (melee and ranged) and from spells (e.g. light, fire, frost, lightning, shadow damage).

The cap is 60% and you should try to get as much mitigation as you can. Mitigation can be obtained from stats (armour gives physical mitigation, fate and will give tactical mitigation), gear, virtues, essences, legendary item relics/titles etc.

Resistance to wounds/fear/disease/poison helps decrease the damage you take. However, there are also other ways to deal with these debuffs - such as using Muster Courage or potions to remove them, having mitigations to reduce the damage they inflict, or having lots of morale so that they do not significantly affect your health.

As a result, resistance is something that you shouldn't need to gear for specifically. Virtues are a good source of resistance, as well as vitality.

Critical Defense is mainly a tanking stat that reduces the damage taken from critical hits. This can make it easier for healers to keep you alive. It may also be useful when soloing or in PvP. Captains gain some critical defense as a passive skill at level 20. The Yellow trait tree for tanking also provides some critical defense (Shrug Blows Aside). Critical defense can also be found on gear, essences and legendary items relics/titles etc.

Incoming Healing is also mainly a tanking stat that increases the amount of healing you receive. Again, this makes it easier for healers to keep you alive and can be useful when soloing or in PvP. Incoming healing can increases heals by up to 15%. Incoming healing can be found on some gear, essences and legendary item relics etc.

Summary


So the stats Captains need in general:
  • Might
  • Physical Mastery
  • Physical and Tactical Mitigations to cap (60%)
  • Critical Rating
  • Fate
  • Tactical Mastery
  • Finesse (at high levels e.g. level 75+)

Please correct me if I am wrong or leave a comment if you have something to add about how stats affect Captains.

Saturday, 7 November 2015

Comparing Level 100 Armour Sets

Following on from looking at what level 100 armour sets are available in Level 100 Gear Updated for U17, the next obvious question is which one is best?

There has been some debate about this on the forums and some of the feedback there related to how many essence sockets were available and what quality of essences you used.

I mostly play a level 100 Lore-master so I will be using light armour sets as an example, looking at the potential stats for each set and with different essence qualities.

The main stats I will be prioritising are Will, Vitality, Tactical Mastery and Critical Rating. Fate is nice-to-have but I assume I'll either pick up some passively or will get it from elsewhere (e.g. accessories/virtues).

Skirmish Camps

I thought the Skirmish Camps had a full armour set, but it is only helmet, shoulders and gloves in the non-essence gear and head and gloves with 3 essence slots each. Here are the base stats they could provide:

StatNon-EssenceEssence (Empty Slots)
Armour18911376
Will513238
Vitality51334
Tactical Mastery7680
Critical Rating23040
Fate8534
Finesse23430

I would pretty much only use these if I was desperate for gear and couldn't find anything on the AH or any crafters who could make something.

In such circumstances, I would only use the essence armour if I had some appropriate essences in the Vault but I wouldn't waste good quality essences on armour which I would hope to soon replace with something better.

Dol Amroth - class-specific armour set

These armour sets have fixed stats. The Armour of the Night Watcher for lore-masters provides:

Armour6039
Will1434
Vitality1230
Tactical Mastery1382
Critical Rating2918
Fate255
Finesse1874
Critical Defence1544
Max Power377

Dol Amroth - Nadhin armour set

The armour available from the vendors have 4 essence slots per piece of armour - 24 in total for the set. Assuming I used Will, Vitality, Tactical Mastery and Crit Rating essences in each piece of armour, the potential stats are shown below:

StatMinorMajorGreaterSupreme
Armour6039603960396039
Will1410142815301548
Vitality696714816936
Tactical Mastery6318645073747374
Critical Rating6318645073747374
Fate000102
Max Power000564
Critical Defense0002316

Based on this, if I was going to use this armour, I might only use 2 or 3 Critical Rating essences and replace the others with more Vitality to improve survival. I could also swap a couple of Tactical Mastery essences for other stats such as Fate or Finesse.

Using Supreme essences provide extra stats (e.g. Supreme Tactical Mastery also gives a little Max Power) which is a definite bonus compared to using the lower quality essences.

Scalable Instances - "Greater Resolute" sets

These items drop by chance so obtaining a full set may be difficult, however, you could also mix and match sets based on what's available or which pieces have better stats for you.

These might be useful gap-fillers until something better is available.

World Drop - light armour set with bonuses

These armour sets have fixed stats. These items drop by chance so obtaining a full set may be difficult. The stats below include the set bonuses.

StatWestern ShoreGuardian of the Watchwood
Armour60396039
Will8541110
Vitality513854
Tactical Mastery76807680
Critical Rating30723072
Fate1281938
Finesse70290

Both of these sets are low in will and vitality. The tactical mastery and fate are high, critical rating is ok and the finesse in the Western Shore set is pretty good if you need it. Personally I think the low will and vitality but high fate and secondary stats makes these armour sets more suitable for "glass cannon" builds rather than general purpose builds. I think even for "glass cannons" they would want more of the primary damage stat (in this case, will).

Maybe a few pieces of these sets may be helpful for filling in gaps until something better is available.

Osgiliath Instances

There are class-specific (even spec-specific) armour sets with fixed stats and set bonuses, and essence armour set available for barter with 5 essence slots per piece.

Class-specific sets for Lore-masters


StatOsgiliath Armour of the Animal-friendArmour of Osgiliath's FuryOsgiliath Armour of the Ancient Master
Armour623962396239
Will216021602160
Vitality540540630
Tactical Mastery402016081608
Critical Rating160840201608
Fate270270270
Finesse245024502450
Morale578578578
Critical Defense004040

Very nice having the slightly different flavours of stat distributions. These are clearly more suited for instances compared to the Dol Amroth class sets - these have more will and finesse and less vitality (can focus more on damage when you have a healer looking after your health), whereas the Dol Amroth sets have more balanced stats.

Osgiliath essence armour (Armour of Faramir's Faithful)


With no base stats except armour, I would be looking at using 2 will, 1 vitality, 1 tactical mastery and 1 critical rating essences for starters (shown below). Some of the critical rating and tactical mastery essences could be swapped for other stats - some more vitality, fate and finesse for example.

StatMinorMajorGreaterSupreme
Armour6239623962396239
Will1392142816321668
Vitality696714816936
Tactical Mastery6318645073747374
Critical Rating6318645073747374
Fate000102
Max Power000564
Critical Defense0002316

This is almost identical to the Dol Amroth Nadhin armour, just more armour and more will when using greater or supreme essences.

Crafted Anórien armour

By default, the crafted armour is of incomparable quality and has 3 essence slots per item. Critical results are epic quality but only the amount of armour and base morale increase from what is shown below.

Since these already have a chunk of morale on them, I would skip the vitality essence and just use will, tactical mastery and critical rating, maybe swapping a few for other stats.

Version #1
StatMinorMajorGreaterSupreme
Armour5922592259225922
Will696714816834
Vitality000102
Tactical Mastery6318645073747374
Critical Rating6318645073747374
Fate0000
Max Power000564
Critical Defense0002316
Morale6246624662466246

Yuck. That's not much will! I think I'd have to sacrifice some tactical mastery and critical rating and use 2 will essences per item, and 1 tactical mastery for half the set and 1 critical rating for the other half.

Version #2
StatMinorMajorGreaterSupreme
Armour5922592259225922
Will1392142816321668
Vitality000204
Tactical Mastery3159322536873687
Critical Rating3159322536873687
Fate0000
Max Power000282
Critical Defense0001158
Morale6246624662466246

That looks a little better, in terms of will, but the loss of tactical mastery and critical rating means that this is probably not as good as the Nadhin armour. Let's check.

Comparison of crafted armour (version #2 essences) and Nadhin armour using Greater essences. Note that 1 Will = 8 Tactical Mastery and 1 Vitality = 3 Morale.

StatAnórienNadhin
Armour59226039
Tactical Mastery3687 + (1632*8) = 167437374 + (1530*8) = 19614
Critical Rating36877374
Morale6246816*3 = 2448

The Nadhin set is better than the crafted Anórien set for armour, tactical mastery and critical rating but won't increase morale by as much.

Minas Tirith Fellowship armour

This is similar to the crafted armour in that it has 3 essence slots and morale, but it also comes with baseline primary stats (will for light armour). It should therefore be better.

Assuming that 1 will, 1 tactical mastery and 1 critical rating essence is used in each piece (not using vitality because the armour already has baseline morale):

StatMinorMajorGreaterSupreme
Armour6306630663066306
Will1464148215841602
Vitality000102
Tactical Mastery6318645073747374
Critical Rating6318645073747374
Fate0000
Max Power000564
Critical Defense0002316
Morale4944494449444944

This might actually be quite similar to the Nadhin armour in stats. Again, comparing using Greater essences:

StatMinas TirithNadhin
Armour63066039
Tactical Mastery7374 + (1584*8) = 200467374 + (1530*8) = 19614
Critical Rating73747374
Morale4944816*3 = 2448

Hooray! We have a new champion!

One last comparison - class-specific armour versus Minas Tirith armour:

StatDol Amroth class setOsgiliath's Fury setMinas Tirith
Armour603962396306
Tactical Mastery1382 + (1434*8) = 128541608 + (2160*8) = 188887374 + (1584*8) = 20046
Critical Rating291840207374
Morale1230*3 = 3690578 + (540*3) = 21984944

The Osgiliath class sets are better than the Dol Amroth set, but the essence armour is better still.

Conclusion


With the introduction of essence armour and empty essence slots, it can be more difficult to compare armour when you can't see all the stats. There are so many different ways people could fill those essence slots - some people might stack one stat, while others try to balance their gear. I have described what I would do. Your mileage may vary.

In conclusion, I would have to pick the Minas Tirith fellowship armour, obtained with tokens earned by completing daily quests around Pelennor Fields, as the best armour currently available.

Tuesday, 2 September 2014

Legendary Titles for Lore-masters

Legendary titles provide extra bonuses to your legendary weapon and book but which ones are good for lore-masters and how do you get them?

Legendary Titles for Lore-master Staff

Recommendation: Knowledge of the Eldar Days for the Beleriand Damage (good against lots of common enemies) and the boost to Tactical Mastery will improve dps and outgoing healing.

Note:
Beleriand Damage - good against half-orcs, spiders, insects and ancient evil
Westernesse Damage - good against the dead, unseen and gaunt-lords

Scion of the Drowned Kingdom (Tier 1) Westernesse Weapon Damage
[57] The Morroval-outcasts (repeatable quest in Dolven-view, Moria)
Defender of the Forgotten West (Tier 1) Beleriand Weapon Damage
[60] Midnight Raid (repeatable small fellowship quest in Eregion)

Hero of Caras Galadhon (Tier 1) Beleriand Weapon Damage, +4 damage to Orc-kind
[60] Requires Ally standing with the Galadhrim (Lothlórien)
Costs 20 Lothlórien Gold Leaves + 60 Lothlórien Silver Branches
Númenórean Uruk-slayer (Tier 3) Westernesse Weapon Damage, +9 damage to Orc-kind
[65] Vol 3, Book 2, Chapter 5: Forces at Work in Eregion (epic quest reward)
Costs 2 Golden Tokens of the Wild + 5 Silver Tokens of the Wilds (Legendary Vendors in Enedwaith)

Knowledge of Eldar Days I (Tier 1) Beleriand Weapon Damage, +300 Tactical Mastery
[75] Defence of Galtrev (repeatable quest in Dunland)
Knowledge of Eldar Days II (Tier 2) Beleriand Weapon Damage, +400 Tactical Mastery
[85] Parphád: Order of Magnitude (repeatable quest in Hytbold)
Knowledge of Eldar Days III (Tier 3) Beleriand Weapon Damage, +400 Tactical Mastery
[95] Requires Friend standing with the Ents of Fangorn Forest (West Rohan)
Costs 100 Fangorn Leaves

Potency of Eldar Days II (Tier 2) Beleriand Weapon Damage, +380 Critical Rating
[85] Requires Kindred standing with People of Wildermore (Wildermore)
Costs 50 Wildermore Coins
Potency of Elder Days III (Tier 3) Beleriand Weapon Damage, +460 Critical Rating
[95] Requires Friend standing with Dol Amroth
Costs 50 Amroth Silver Pieces

Will of Eldar Days II (Tier 2) Beleriand Weapon Damage, +37 Will
[75] Costs 50 Silver Tokens of the Riddermark (East Rohan)

Legendary Titles for Lore-master Book

Recommendation: Molten Courage for the Tactical Mastery which will increase dps and healing, and the bonus fire damage will make many skills more powerful.

Fire-temper (Tier 1) +2% Fire Damage
[54] A Flight of Drakes (repeatable small fellowship quest in Eregion)
Burning Rager (Tier 2) +3% Fire Damage
[57] The Siege of Barad Morlas (repeatable small fellowship quest in Eregion)
Flame-striker (Tier 3) +5% Fire Damage
[60] Midnight Raid (repeatable small fellowship quest in Eregion)
[65] Vol 3, Book 2, Chapter 5: Forces at Work in Eregion (epic quest reward)
Costs 5 Golden Tokens of the Wild + 15 Silver Tokens of the Wilds (Legendary Vendors in Enedwaith)

Willful Flame I (Tier 1) +27 Will, +5% Fire Damage
[75] Requires Ally standing with Heroes of Limlight Gorge (Great River)
Costs 5 Golden Tokens of the Anduin + 10 Silver Tokens of the Anduin
Willful Flame II (Tier 2) +37 Will, +5% Fire Damage
[75]Costs 50 Silver Tokens of the Riddermark (East Rohan)

Ardent Counsel I (Tier 1) +300 Tactical Mastery, +608 Physical Mitigation
[75] Defence of Galtrev (repeatable quest in Dunland)
Ardent Counsel II (Tier 2) +400 Tactical Mastery, +689 Physical Mitigation
[85] Parphád: Order of Magnitude (repeatable quest in Hytbold)
Ardent Counsel III (Tier 3) +400 Tactical Mastery, +689 Physical Mitigation
[95] Requires Friend standing with the Ents of Fangorn Forest (West Rohan)
Costs 100 Fangorn Leaves

Enduring Wisdom I (Tier 1) +300 Tactical Mastery, + 608 Tactical Mitigation
[75] Defence of Galtrev (repeatable quest in Dunland)
Enduring Wisdom II (Tier 2) +400 Tactical Mastery, +689 Tactical Mitigation
[85] Parphád: Order of Magnitude (repeatable quest in Hytbold)
Enduring Wisdom III (Tier 3) +400 Tactical Mastery, +689 Tactical Mitigation
[95] Requires Friend standing with the Ents of Fangorn Forest (West Rohan)
Costs 100 Fangorn Leaves

Molten Courage I (Tier 1) +300 Tactical Mastery, +5% Fire Damage
[75] Defence of Galtrev (repeatable quest in Dunland)
Molten Courage II (Tier 2) +400 Tactical Mastery, +5% Fire Damage
[85] Parphád: Order of Magnitude (repeatable quest in Hytbold)
Molten Courage III (Tier 3) +400 Tactical Mastery, +5% Fire Damage
[95] Requires Friend standing with the Ents of Fangorn Forest (West Rohan)
Costs 100 Fangorn Leaves

Thursday, 14 August 2014

Lore-master Stat Priorities

It's not just the quality of gear, but the stats on your gear that make a big difference in how well your lore-master can perform. Different play-styles may favour different stats but I hope to identify some reasonable goals for improving your lore-master. Please correct me if I'm wrong about any of this.

The Basics


Lore-masters need lots of Will and Vitality. Lore-masters are primarily lightly armoured spell-casters who use Will, but it can be advantageous to be in melee range to make full use of special staff attacks, hence the importance of Vitality.

Will increases your major damage stats and some defensive stats as well:
  • increases your damage
  • increases your outgoing healing
  • increases your tactical and physical mastery (increases damage)
  • increases your tactical mitigation (protects against elemental damage)
  • increases your resistance to debuffs (wound/fear/disease/poison)
Vitality increases your survivability:
  • increases your health pool (morale)
  • increases your out-of-combat health regeneration
  • increases your resistance to debuffs (wound/fear/disease/poison)

Other important stats for lore-masters:

50% Resistance, 40% Tactical/Physical Mitigation, Tactical Mastery, Critical Rating

Offense Stats


Critical Rating increases your chance to get critical hits which do extra damage. The maximum critical hit chance from your gear is 25% (the % can be seen when you mouse-over the critical rating score in your character sheet).

Fate also contributes to critical rating and some Lore-master gear will have Fate and/or Critical Rating. For example, Shoulderpads of the Nightwatcher (lvl 100) has 85 Fate (equivalent to 212.5 Critical Rating) plus 614 Critical Rating.

If you want to do more damage, increase critical rating.

Tactical Mastery increases the damage of your tactical abilities. When you mouse-over the icons for your abilities, they mention "Tactical Skill". Examples are abilities that deal fire or lightning or light damage, as well as your healing spells.

If you want to do more damage, increase tactical mastery.

Physical Mastery increases the damage of your melee skills. Lore-masters only have a couple of melee abilities: staff-strike and staff-sweep, so this is not a huge priority. You get physical mastery from Will.

Finesse reduces your enemy's resistance to debuffs such as wounds/fear/bleeds/poison and their chance to block/evade/parry your attacks. Therefore, this makes your enemy more vulnerable to your attacks and less likely that your attacks will miss. More successful attacks means more damage dealt. 

Enemy mobs also have finesse, with instance and raid bosses having quite a lot, but most landscape mobs won't have much.

Lore-masters don't deal wounds/fear/bleeds/poisons but some of their pets can (lynx critical hits can apply a bleed, eagles can apply a fear). Finesse may help reduce the miss chance of your debuff spells (i.e. lore skills). Tactical abilities cannot be blocked/evaded/parried.

Having some finesse may be useful but is not a top priority.

Defense Stats


Resistance, as mentioned above, reduces your chance to be debuffed by wounds/fear/bleeds/poison. As these effects can increase your damage taken or make you deal less damage, avoiding them by increasing resistance is recommended.

Both Will and Vitality provide resistance, as does many virtues, therefore it may not be necessary to specifically gear for it. Resistance is capped at 50%.

Critical Defence reduces the chance of your enemy to score a critical hit against you. This is usually more important for tanks, but if you've got top threat and/or getting hit a lot (e.g. in PvP or soloing), increasing this stat could reduce your damage taken.

This is probably a situational stat that you should increase if you're feeling "squishy".

Tactical and Physical Mitigation reduce the damage you take. They're very important and have a cap of 40% which you should aim for. Instance mobs and PvP "Creeps" tend to deal more tactical damage, while landscape mobs are normally melee or archer types dealing physical damage.

Will and virtues are the primary source of mitigations, and some may also be found on jewellery and legendary item relics.

If you want to stay alive, increase mitigations (to cap ideally).