For gear based stats, to people go for accuracy, skill speed, or critical hit chance as their priority?
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For gear based stats, to people go for accuracy, skill speed, or critical hit chance as their priority?
Crit/Determination is ideal based on the poor returns offered by skill speed. Accuracy is the most important of all; you'll want to cap hit rate before you start stacking anything else.
It's hard to say at this point how much ACC you need to cap hit rate against a given target. In beta 3/4, it seemed as though this table was accurate (pun intended) to determine the appropriate values of ACC you'd need. However, we do not see any enemies in endgame content with levels that exceed 50. This means the factors that determine hit rate are currently unknown.
That said, use as much accuracy as you need to hit as often as possible. If you never miss, swap out gear/food for something with more DET/crit. If you miss more than 5% of attacks, add more accuracy (in phase 3/4, the hit rate cap was 99.99 or 100%, but 95% is a good place to start). The best we can do right now is feel it out until there's a way to calculate hit rate in advance of doing content.
Hello, I have a question, and if it was already answered I apologize.
Was the issue with Pugilist/Monk DoT's (Touch of Death, Demolish) not gaining a damage bonus from Greased Lightning ever fixed? I know in the beta it was present, and I haven't heard anything else about it since the game officially released.
That's not true. Melees in the game act as offtanks. While in many pug groups, the healer is paranoid and will heal everyone and everything at a scratch, realistically, mnk/drgs can live a stupidly long time compare to range paper weights. they may not be able to tank a boss, but adds are perfectly able.
MNK especially can take a crap load of hits before they run out of skills to defend themselves.
Many fights was made for the intention of melees fighting adds while the tank focuses on the boss. IF you don't have a melee in your light party, chances are, you're dead screwed.
archer/bards are paper, blm/whm fair better with some defensive spells, but once that interrupt gets going, they're dead.
It's a classic line up. Tank goes for the boss, melees are a cushion for the range back end.
I actually have been finding myself extremely useful in this situation in lower levels, as tanks struggle to get a hold of adds that the healer ended up taking with healing aggro. I'd much rather take the hits than the healer, of course.
Part of me wishes I had a high enmity ability for just this occasion, but I know people would get confused and misuse it to make a tank's life hell.
I think you took my message the wrong way. I was making a general statement regarding raid bosses. I can name plenty of raid bosses/scenarios where melee don't get screwed over and are incredibly useful for adds and whatnot, but I can name more yet where they do get screwed over completely. They aren't useless, I never even implied that. I said bosses generally aren't designed to make melee life easy.
What food do you guys buff with?
How many total attribute points we get anyway? Like From start up to lvl 50.