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Raid changes v2.0
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Topic: Raid changes v2.0 (Read 663 times)
Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Raid changes v2.0
«
on:
December 09, 2007, 07:33:50 AM »
Lol tricky title.
So i went ahead and had a full suit of RARE t5 qalian armor made (dex>con>str) I now sit at 7k hp with pretty much 500 str/dex/con .
As a side note its a real cheap and effective option to just get the rare gear made with only attuning crystals of brawn (dex.con.str). Each piece of armor has 100-300 hp, and you maintain the continental effects of + spiritual resist (important for raids) as well as having the +hp/con for a reasonable price.
The reason i chose not to go ultra rare vs just rare was simple in the end i only lost out on 30-40 hp and 30-40 ac. And roughly 9 str/dex/con so in the end it cost me 45g for hides and 45g for getting them made. A very cheap alternative, and VERY effective.
The reason all monks might want to consider something similar: Raid mobs nuke for 6-9k spiritual/fire dmg. Dragon monks are set for fire dmg, in our defensive stance with sun dragons corona on, we take maybe 1-2k an ae. Spiritual dmg on pulls however is pretty brutal. 7k a nuke on average. the only real way to get spiritual resists is to have the continental effects on armor, and even then your only looking at +27 extra spiritual resist.
Eventually i would like just one set of gear that has good dps and hp/resists, but apw gear isnt there (yet) its good for dps, but we lose a bit of hp/resist. Which i understand as offensive fighters we need our dps, but if we cant live through the raid mobs we are fighting with our new armor it seems kinda pointless imho.
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Kivik
Grandmaster
Karma: +0/-1
Posts: 106
Re: Raid changes v2.0
«
Reply #1 on:
December 09, 2007, 08:29:25 AM »
I would also like to mention that another good reason for extra increased resist/hp gear set for monks doing pulls is because the Strikethrough mobs use in apw ignore your evasion defense(parry/dodge). Even ritw doesnt stop the incoming damage from strikethrough.
Swaying step and find the center and magnificant drunken stagger do however stop the incoming damage but those are now both on refresh timers.
Casters currently are the hardest to pull if you are in tight areas because they can nuke from pretty far away and will do so if they are in nuke range.(using Line of sight works awsome btw for this )
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usmanicus
Recruit
Karma: +0/-0
Posts: 23
Re: Raid changes v2.0
«
Reply #2 on:
December 09, 2007, 12:07:41 PM »
A couple of peices of cheap green crafted jewllery along with a cleric buff should cap out your spiritual resist pretty easily.
This kinda thing -
http://vg.curse.com/database/items/details/1268355/
since we can feign out of combat and swap out gear with hotkeys pretty easily, this is a very cheap way to get very high resists, especially when buffed by other classes.
Resists cap out somewhere around 550-600.
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hattori
Guest
Re: Raid changes v2.0
«
Reply #3 on:
December 09, 2007, 07:16:59 PM »
cool info umm im hearing tanks talking bout 40 mitagation min in apw? u get ur mitigation stats by mousing over ur defence my a whopping 12.6 buffed if im not mistaken.
point im wondering about is if tanks are saying 40 mitigation required before going in apw and that under our dfence as well what should we be looking at for mit?
i mean strike thru.s riw swaying step not gonna work ect were gonna need some type defence what stuff ups our mit ?
if parry n dodge ec not gonna anoid the damgae then maybe we better be thinking of alt gear with mit stats and hp ect?
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Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: Raid changes v2.0
«
Reply #4 on:
December 10, 2007, 09:05:45 AM »
The 40% mitigation minimum is to tank the raid mobs. Medium armor wearers wont be tanking, so lets not worry about that.
You should feel lucky to have 12.6% buffed mitigation, in full ultra rare im at 6-7% (in offensive stance) and maybe 14% in defensive stance.
If you are going to pull, you might want to hotkey iron skin (semi-broken as is, says it adds 75% mitigation, but it only adds 60% because i go from 6% to 65%) as a failed FD makes it so you really will need that extra mitigation. Also with the changes to ignore pain, I actually use it the second i pull so i have the extra 20% dmg rune incase i need it. It cuts spells/melee dmg down nicely.
Strike through works 2 ways.
1) it ignores evasive defensive with a few exceptions
2) it scales its dmg to the mitigation of the person attack. AKA a strikethrough hit on a monk might do 7k dmg, but if u calculate how much it WOULD have done its about 7.5k dmg, where as the same mob will strike through hit a 50% mitigation tank and do 7k dmg. But that means the mob WOULD have hit for 14k.
Strike through is tricky at the moment, and at best it insure everyone gets hit reasonably for their % mitigation. At the same time not all attacks are strike through, only about 40% from what i saw.
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