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Synergies in Looting

 
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Kelv
After Hours Member
After Hours Member


Joined: May 13, 2009
Posts: 82
Location: Arkansas

PostPosted: Sat Aug 22, 2009 7:30 am    Post subject: Synergies in Looting Reply with quote

I wanted to start a new thread for the purpose of looking for synergies in our raid looting strategies among the class archetypes. At the very least this thread may help us to understand what is important to our peers so that we will weight our loot roll decisions with better intelligence.

I will start with what I feel is important to my class and others chime in with their class and feel free to challenge me if you have a different value system for Wizards as a Wizard. If people don't play other classes they may not know what is important unless they are informed. Let's get some information down to allow people to make informed decisions.

Try to only list the top three or so areas of critical importance.

WIZARD:
1. Focus Upgrades (Fire=Arms, Ice=Hands, Magic=Head)
- Wizard have the largest base damage nukes in the game and yield the highest incremental damage amount from a percentage increase here.

2. RkIII Nukes (Even some RkIII's from SoF are important i.e. RkIII EI = $$$)
-Because Wizards have ways of multiplying damage, +35% Familiars, +150% Crit amount with 2nd Spire, the input of a small increase from RkII to RkIII is transformed into much larger results on output.

3. Mana, Mana, Mana, oh and more Mana
-This is the fuel to sustain any level of DPS longer before becoming ineffective.

:Edited to add explanations of my list.
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Last edited by Kelv on Sat Aug 22, 2009 3:45 pm; edited 2 times in total
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Ybolla
Squad Leader
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Joined: Jan 01, 2006
Posts: 524

PostPosted: Sat Aug 22, 2009 9:44 am    Post subject: Reply with quote

Enc:

1) Glowing Runes = Group Haste3. Takes 8 rune turn-ins. I've got mine, but afaik I'm the only regularly raiding Enc with that spell atm.

2) Focus item : Duration; beneficial and detrimental. Range.

3) Mana.

Encs feel free to chime in if your needs differ.
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Vahlaura
Raid Leader
Raid Leader


Joined: Jun 25, 2005
Posts: 109

PostPosted: Sat Aug 22, 2009 12:48 pm    Post subject: Reply with quote

BARD:

    1. Music Mods -
      ( These amplify the effects that our songs provide to self, group, and raid. )


    2. Heroic Stats -
      ( All attributes; eventually to include resistances. These allow us to grow beyond our original design. ie. more HP, DPS, Critical chances, Avoidance, etc. )


    3. Armor Class -
      ( Ensuring our survivability on and off pulls -- better chances the mob will miss us; and should they manage a successful strike, better chances they will hit for less than intended damage. )


    4. Solid Ranged Weapon /w minimal delay -
    Quote:
    T-1000: ...Phased Plasma (Pulse) Rifle in a forty killo-watt range...

    Marine Private Hudson: (addressing Lieutentant Gorman) Is this gonna be a stand up fight, Sir, or another "bug" hunt...?

      ( This is a high priority, to accquire a range greater than 200. ( Sadly, our song DD's and DoT's are only effective up to range 200; with a majority being even less than that. ) Ideally, the greater the range = the safer & more sound it becomes for us to make elloquent pulls. The more distance placed between us and the mob, allows us more time to adjust our counter-actions ( leading a mob in a specific direction, using that mob to accurately arouse indirect aggro, or to fade off overly-excessive adds, etc. ) Additionally, this becomes highly benefical when encountering mobs that *Silence* ( ...like Kryptonite to every Bard ). With an excellent ranged weapon, we can avoid the mobs' immediate detrimental presence & still provide our much needed harmonious tactical support; all the while maintaining a consistent and steadfast ranged DPS. )


/Crisp Salute
Vahl - "The Full Metal Lyricist"[/quote]
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Rwekk
Class Leader


Joined: May 21, 2009
Posts: 104

PostPosted: Sat Aug 22, 2009 1:07 pm    Post subject: Reply with quote

Hope you don't mind this in here. Founds it the other day, some folks might not know this info and it would help in picking gear.




- Heroic Intelligence: For intelligence-based casters, increases mana pool, mana regen, and the maximum amount of mana regen a character can have.

- Heroic Wisdom: For wisdom-based casters, increases mana pool, mana regen, and the maximum amount of mana regen a character can have.

- Heroic Strength: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by melee attacks and improves the bonus granted to armor class while using a shield.

- Heroic Stamina: Increases hit point pool, hit point regen, and the maximum amount of hit point regen a character can have. Also increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have.

- Heroic Agility: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases the chance to dodge an attack, grants a bonus to defense skill, and reduces falling damage.

- Heroic Dexterity: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by ranged attacks, improves chance to successfully assassinate or headshot, and improves the chance to riposte, block, and parry incoming attacks.

- Heroic Charisma: Improves reaction rolls with some NPCs and increases the amount of faction you gain or lose when faction is adjusted.
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Wwein
Officer


Joined: Jun 18, 2006
Posts: 2480
Location: Texas

PostPosted: Sun Aug 23, 2009 7:59 am    Post subject: Reply with quote

Great idea Kelv!

Ranger Gear:
1. Bow/melee weapon ratio (5% arch mod on bow if possible)
2. Cleave, then Ferocity & Sharpshooting, then the rest
3. Heroic Str
4. Then everything else

Ranger Spells:
1. Barrage of Arrows (our very very very best DPS in the game)
2. Vinelash Cascade (add 'crowd controller' to our growing list of titles)
3. Nature's Entropy (dispells a mob's buffs but leaves intact all the negative effects such as tash, malos, snare, slow etc etc)
4. Elddar's Grasp (high utility spell for positioning mobs)


Rangers really don't need to worry about mana or endurance at all, AC apparently softcaps significantly at 4k total (ask Elg for more info), dots/DDs are low dps (during a burn DDs DECREASES our dps, but dots INCREASE our dps very slightly), procs are very marginal dps, heal fociis only matter if you have all your healing AAs and still use lifetap proccers.
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Zacatac
Officer


Joined: Nov 14, 2008
Posts: 1265

PostPosted: Sun Aug 23, 2009 8:13 am    Post subject: Reply with quote

For magician

1. Fire focus (normally found on arms)
2. Pet Focus
3. Detrimental mana preservation (normally found on shouldar)
4. Magic focus (normally found on hats)
5. Detrimental spell haste (normally found on legs)
6. Detrimental range increase focus (normally found on masks)
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