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Old 01-03-2009, 08:50 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

I updated for DPS gear
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Old 02-15-2009, 07:04 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

I have added a new section on heal crit bonus and edited the base healing section to reflect the new prioritization in stat selection. I will post the new and edited material below so you dont have to dig back through the post if you have already read it. This new information is worth reading because it covers a mechanic and mod that wasnt previously covered.





** NEW **
Heal crit bonus is a new statistic introduced with TSO. There are very few pieces of gear that actually have heal crit bonus and most of them are only obtained from high end raiding, however most of our TSO healing AAs include heal crit bonus so it is worth understanding where it fits in the chain of calculations. Heal crit bonus is not to be confused with heal crit chance. They are two totally different effects. What heal crit bonus does is add extra critical amount when you crit. The default player critical multiplier is 1.3, meaning that when you crit you gain a 30% increase to the value. Critical heal bonus increases this multiplier for our healing spell crits. A piece of gear with 5 heal crit bonus will change your critical heal multiplier to 1.35. Lets take our example spell Sylvan Bloom. With TSO AAs we gain an 20% extra critical heal amount (15% from Prayer of Healing and 5% from Nature's Aura) and with our TSO fabled 6 set bonus we gain 10 heal crit bonus. This will change the critical multiplier on the spell from 1.3 to 1.6 meaning that when you crit this spell you gain a 60% increase to the value of the spell. Furthermore, this increase is calculated at the end so it multiplies not only the original spell value, but also the modified base heal value, and any +heal amount you have. Gear with heal crit bonus is extremely rare but should be valued most highly if you come accross any.

After heal crit bonus, the next most powerful effect you can get on a piece of gear is base healing. Base healing increases have been around for a while in the form of proc items but you can now find base healing as static effects on some gear (most notably TSO void shard set shoulders). For the reasons outlined earlier in the section over +heal amount base heal increases are incredibly good for us because they up our caps on everything. Base healing increases are also calculated before a crit so combined with high crit base healing increases become even more powerful. The number of items that offer base healing increases are limited and very few so for this reason and all the others mentioned here I value base healing next to heal crit bonus more than any other stat or proc that you can find on gear. If there is a piece of gear with base healing increase or a base healing increase proc you should be wearing it or you should be trying to farm it. The combination of high base heal amount, high +heal, high critical heal chance, and lots of extra heal crit bonus will amount to numbers on your heals that you would never even imagine you could see land. Since base heal is calculated at the bottom of all those mods it should be valued highly.

Last edited by WC-Larry; 02-15-2009 at 07:07 PM.
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Old 03-15-2009, 01:56 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

What are the DPS weapons better then the Thex Mallet? I see the avatar gear, but are there any VP weapons, TSO instance stuff, or TSO raid content stuff better at raising warden dps?
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Old 03-15-2009, 09:56 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

The Supple Dogwood Staff from VP is pretty close to the Mallet, but TBH other than the avatar weapon the Mallet is pretty awesome. I actually prefer it to the Dogwood staff since in most cases I need the DA more than crit (and the bigger spread means bigger crits!)
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Old 04-04-2009, 01:27 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

I don't find the dogwood staff nor the thex mallet to be anywhere near as good as Bonecrusher for us. Bonecrusher has a bigger high end than thex mallet, and the extra 1 delay doesn't mean much atleast not with our set gloves now having 45 haste on them. The dps set that is. I normally run 110% double attack in raids, with 110% melee crit, and somewhere around 70% spell crit when I'm in dps mode.

As Iv'e discussed before, what Soe needs to do is allow us wardens to duel wield. Now that would be a nice change to warden dps.
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Old 04-15-2009, 06:21 AM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

I'm not able to find a link, but i saw a beautifull drop in ward of elements.
In my opinion is a great upgrade of Thex. It drop from the elemental of air. It's a 2-hand maul with more than +400 health & power, Huge stat (i remember something like +100 str) and a beautifull AE heal proc.
My friend warden drop it
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Old 04-18-2009, 03:01 AM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

The problem with the hammer from WoE as Larry has said before is that its a tad on the slow side 8s delay I belive. And the problem with that is if you dont have an awsome hitrate (by putting instinct on yourself and beeing in a group with a dirge and such) you'll loose tons of dps by missing once or twice.
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Old 04-20-2009, 12:05 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

Um... how does delay affect hit rate? If you miss 50% of your attacks, you lose 50% of your DPS. Doesn't matter if that's missing 3 swings out of 6 or 8 swings out of 16.

All "slow weapon + sub-100%-hit-rate" should mean is a wider variance... more fights with extra-high or extra-low damage, and fewer right around your average. But a zonewide/multi-zone-wide parse should be the same if the DR (adjusted for crits) is the same.

Think of it this way: if you flip a fair coin 10 times, you can easily get a 3/7 heads/tails split, while if you flip it 10,000 times, you're not likely to get a 3000/7000 split. But the same holds true for a 7/3 vs 7000/3000 split, so the "slower" weapon will have just as many too-high-DPS fights as too-low-DPS fights.
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Old 04-21-2009, 03:52 PM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

Quote:
Originally Posted by Prrasha View Post
Um... how does delay affect hit rate? If you miss 50% of your attacks, you lose 50% of your DPS. Doesn't matter if that's missing 3 swings out of 6 or 8 swings out of 16.

All "slow weapon + sub-100%-hit-rate" should mean is a wider variance... more fights with extra-high or extra-low damage, and fewer right around your average. But a zonewide/multi-zone-wide parse should be the same if the DR (adjusted for crits) is the same.

Think of it this way: if you flip a fair coin 10 times, you can easily get a 3/7 heads/tails split, while if you flip it 10,000 times, you're not likely to get a 3000/7000 split. But the same holds true for a 7/3 vs 7000/3000 split, so the "slower" weapon will have just as many too-high-DPS fights as too-low-DPS fights.
Just speaking from my personal experience is all. I know the hit rate math should all add up, but it just doesnt when I actually do tests in game. Super slow delay weapons have never parsed for shit for me unless I have near 100% hit rate. Maybe its just my shit luck or whatever, but my low parses were always RIDICULOUSLY low and it just completely decimated my zonewides.
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Old 04-23-2009, 11:02 AM  
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Default Re: Warden Gear - What to look for and how to decide what is best.

That's interesting; I wonder what could cause it. I suppose it could relate to debuffs... the more swings you get in against a well-debuffed mob, the better, so if your raidmates get the mob debuffed quickly enough, the faster weapon could do better... i.e. if all the useful debuffs are in at the 3-second mark (relative to your first attack), a 3* sec hasted delay would be the best weapon... a 5-sec effective-delay weapon "wastes" 2 seconds of debuffed time.

Could also be a RNG bug, or slight differences in raid performance or group makeup, or just bad luck if you don't have a large number of parses to compare...

*- or any delay 3/N where N's an integer. heh.
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