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Old 03-19-2008, 03:35 PM  
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Default Re: AA synergy question

What group are you in for raids? and whats your group make up?

If you are running in the MT group with a coercer then going down the int line just puts the added DPS mode into deminishing returns.

If you are running in a scout dps group the Int line is good for the DPS mode bonus for your group. My guild usually runs the following and the dirge in this group and we have him speced (Wis 4 6 4 8 1) (Int 4 4 4 8) (Sta 4 4 4 8) (agi 4 1)

Inquis
Dirge
Brigand
Illy
conj
Swash/assassin/ranger/2nd brig

group set up with those aa has the group parsing nicely without to much Deminishing returns in DPS modes. haste gets carried away tho with CoB, fantasism and rapidy. The scout pet does well in this group and our Inquis is good enough to try running fanatism when CoB isnt up. So it allows the group to hang right around the hard cap in both Haste and DPS Mode.
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Old 03-19-2008, 04:56 PM  
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Default Re: AA synergy question

Quote:
Originally Posted by nhdjoseywales View Post
is there a magic number where +dps is no longer useful? I would think with the epic proc we would want all the +dps we could get since it affects base weapon damage
i think its
100 dps mod when diminishing returns kick in
200 hard cap above this you don't get anything beneficial
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Old 03-21-2008, 11:57 AM  
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Default Re: AA synergy question

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Originally Posted by Yggdrasil View Post
Casting ability from Minstrel's Aria does not affect anything for dirges. It affects melee skills of our Boon line, incresing the number of skill points it buffs. For troubadours, it affects the casting skills of the Dove Song line which affects spell casting, being the sister ability to a dirge's Boon buff.

As for the difference between INT and AGI, I am a BIG believer in the INT line. Our primary job is NOT personal DPS, but rather buffing and debuffing. The AGI line is centered ENTIRELY around personal DPS. However, being that most all of our buffs are group buffs, the INT line effectively increases 2 group buffs, gives us another attack which boosts our skills, and generally buffs the group as a whole. Overall, I am willing to bet that a raid benefits more overall from the INT line than the AGI line in a melee group.

Further reinforcing the point about even personal DPS, that poison proc (which is a terrible DoT and is really bad for CC classes since it's a long, slow DoT) only goes off if you actually hit the mob. If your melee skills are too low to hit the mob, then you have now not only buffed your group less, but you aren't even doing more DPS yourself.

Wow dude, you have no clue.

First off if you are referring to a scout dps group, most scouts (non utility classes are sitting around the soft cap without your DPS mode. add the inquisitor dps mode and your buff without putting any aa points into your dps mode will put them in or over the hard cap. So putting aa points into this line has most everything going into Deminishing returns.

as far as the weapon skill goes, hit rates are bugged in T8 and as long as you are at the cap (450 @ lvl80) you wont notice any difference. add to the fact you can always bust off a solo HO and there is a ton of items that also add to +slashing +piercing. Boon in T8 has become less important.

If you are talking MT group dirge its still a waste do to the fact the you can hit the hard cap if you have your DPS mode up the Coercer DPS mode and hopefully you have the BOW and NECK Adornment adding 24dps there. Weapon skill in this group can come from multiple sources.
3 healer set up (warden) Tank (gaurdian) all add to weapon skills.

your much better off gaining the cloaked attack (bump) to open you up to faster damage with your cloaked attacks. and the poison attacks will add to your dps.

You based your information like you where the only one in your group buffing and not taking deminishing returns from caps into concideration.

Noob
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Old 03-21-2008, 12:02 PM  
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Default Re: AA synergy question

Quote:
Originally Posted by Iboo View Post
i think its
100 dps mod when diminishing returns kick in
200 hard cap above this you don't get anything beneficial
The entire DPS/Attack Speed are on Logarithmic curve. At around 100 you hit the "sweet" spot, anymore and your net-gain is very minimal.
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