So far I've just been sneakily checking lvl60 players gear whenever i see one to see which enchantments they have. Most seem to have Dark Enchantment for armour and Azure for weapons, from what I've seen so far.
I'm level 48 just about and I want to start concentrating more on the build in regards to armour and weapons. I always try to buy lvl3 enchantments but i dunno i still feel kinda weak but maybe HR is just isn't meant to take a beating. I can take on about 7 mob's at once and survive but that's only if i use fast reflexes, lots of potions and tactics.
I just hate being swarmed by mob's and end up running around in circles constantly hitting the health potion button praying it'll regenerate just in time to see me survive the fight.
Part of me thinks it's kinda pointless to care so much about gear stats and that i shouldn't really bother until i hit level 60. Heck i even dye my gear because i think it looks cool lol.
For me, I have been using Dark enchantments all the way until I reach level 60. That is when I switched to azure enchantment for crits as end-game set gives me enough armor penetration. u need about 25% armor penetration which includes your STR stats resistance ignored plus the % that your armor penetration gives u. 25% is the minimum recommendation I found out for pve. If u have lots of mobs on u, maruader's escape is one of your options out of dangers. I am a STR ranger which I kinda regretted focusing on STR, now I am waiting for retraining token to include initial dice stats re-roll so I can switch over to crit side and use grand warden. From my point of view, levels below 60 should just focus on weapon and dark enchantment as your armor penetration might not be enough. Once you have reached 25%, u can start to focus on crit. rain of arrows is your burst damage for downing mobs if u are face-tanking mobs.
To the best of my knowledge, no mob has more than 24% Damage Resist. That translates to about 2580 AP stat, but for an HR your STR will add some AP as well.
I am unsure if the bonus from STR is a direct add to your AP, or if a 5% bonus from your STR is a multiplier meaning that 2400 base AP would be multiplied by 1.05 for a 15 STR for a total of 2520. If the former, then shoot for about 2200 AP, if the latter then 2480 AP.
PvP is a different beast, there are plenty of players with FAR more than 24% DR. However, PvP is in the process of being adjusted in several ways by the Devs. I would hold off (for at least a little bit) on maximising your PvP stats untill we see exactly how the upcoming changes effect us.
On a different note? I recommend R5s. That's the 'weakest' base enchant I'd go with. R3 doesn't really give much and it's fairly cheap to get R5s off the AH. Personally I went silver for recovery and azure for crit. Darks for movement as I like almost out-running 50% horses.
On a different note? I recommend R5s. That's the 'weakest' base enchant I'd go with. R3 doesn't really give much and it's fairly cheap to get R5s off the AH. Personally I went silver for recovery and azure for crit. Darks for movement as I like almost out-running 50% horses.
Do you really think silvery is needed? Going royal guard and it seems unneeded. The other 4pc sets seem really weak by comparison.
Right first off 25% ArPen for PvE is wasted points. At best you want maybe 16-18%, 20% max. The reason being most standard monsters have at best 15%, elites have around 18%, and bosses have 22-24%. With the bonuses you get from your own passives, effects from other classes (Wizard gets a nice mitigation mitigator), and effects from certain pieces of gear you'll more than cover the extra points you lose by undershooting a little. As said above in PvP this changes dramatically; I've seen players boasting a whopping 40% or more without even trying.
As for the rest of your stats you pretty much fill in with what you need to balance your character back out. When you hit 60 you're going to have a lot of stats all over the place. As you pick up gear the enchantments you have now may or may not be useful to you any more, and you'll begin changing them out for pieces that cover what you need now that you have gear that doesn't focus on just defense or offense. Going up I had nearly all my enchantments were Azure. I knew I was going to be a crit build when I hit cap, and so I was planning for that the whole time. When I hit 60 I found I didn't need even half of the gems I had and started swapping them out as I went. My weapons have Radiant, my rings and neck have Azure (I'll swap those out for Radiant after I finish my T2 set), Defensive I use Silvery, and for Utility I have Darks
Yeah Silvery, Azure and Radiant are the enchants I'm running with some Darks for movement (not like there are a lot of other choices in Utility).
Obsidian Moonlight - Paladin Obsidian Oath - Warlock A whole lot of other Obsidian toons as well.
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chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited January 2014
I think this will largely depend on spec and gear choice. If you use correcting aim, crit is less efficient, so I mix crit and power offense slots, then dark and azure in defense slots, but I run archery and royal guard. For a difference choice optimal may be different.
Fey blessing is one i havent tried yet, but i can see it being quite useful if you're feeding an Artifact, making enchants to sell, or even keep.
The funny part about fey blessings is when you forget to swap from your farming gear to your pvp gear and go into a pvp match and get an enchant from killing a player.
For archery it is the single highest dps option from my testing. I can't imagine using anything else at this point now.
Single highest for yourself yes, but not always for the group. If you do a plague fire in a party that has none you'll boost the damage across the entire fight for everybody involved. Don't get mgr wrong I'm not trying to discount vorpal, just saying situationally the plague does sometimes come out better. My plan is to eventually have both so I can swap in depending on what the party needs at any given fight.
Yes , what should a HR use except for vorpal. I am currently using Terror, but someone in game told me it's **** for HR and don't use it..
Input please..
Yes , what should a HR use except for vorpal. I am currently using Terror, but someone in game told me it's **** for HR and don't use it..
Input please..
Terror or plague fire are both decent options. Especially when the next patch comes out and you play pvp. Those two enchants will likely be better than vorpal if you're a pvper.
I always use soul forged, but I've seen briarthorn and ... the one that gives bonus stacks of defense over time (can't remember the name off hand). Personally I'd say soul forged is the way to go if you have the luck or cash; even a lesser makes a huge difference in a tight fight when your team mates don't have to stop and pick you up if you get zerged.
If you plan to PvP then next patch (if things remain as they are in the preview shard), kills Vorpal. So the best choice is Plaguefire or Terror. If you plan to PvE, then Vorpal is the way to go.
Armor wise nothing compares to Soulforged for both PvE and PvP.
Kill is an exaggeration, but according to mod3 patch notes up to now:
a) People will have an innate 10% crit damage resistance in PvP,
b) the new stat, Tenacity will grant more crit damage resistance...and from the look of things just wearing t2,5 pvp gear you get nearly 25ish% in addition.
So having a P.Vorpal then will feel like you have a normal Vorpal now. Which is quite a difference.
Kill is an exaggeration, but according to mod3 patch notes up to now:
a) People will have an innate 10% crit damage resistance in PvP,
b) the new stat, Tenacity will grant more crit damage resistance...and from the look of things just wearing t2,5 pvp gear you get nearly 25ish% in addition.
So having a P.Vorpal then will feel like you have a normal Vorpal now. Which is quite a difference.
What I can't decide is if it'll be better to use a g.plaguefire for example or if getting to p.vorpal so that you can try to scrap out every tiny inch of burst you can get.
I am undecided too. Probably in classes that have inherently high crit, or Eye of the Storm...debuffing would be the way. I am saying this due to the fact that if you prolong a fight, sustained damage keeps the pressure higher.
On the other hand, if a class has a 20-30% Chance that gets bigger while fighting i.e. GWF...a Critical is much more important to go through.
I guess you can go both ways, but I love the debuffing way due to the fact that longer fights also call for team-members to help along with nuking.
If I had a choice, I'd get bilethorn. Not that I have a choice because I'm broke.
Basically, since I play combat spec HR, I don't have any true high spike hits. Instead, I do flurry shots, with clear the ground, fox shift, so on. As such, the more damage I can put out over time, the more likely I am to kill them. Included in this is that the more damage coming in, the harder it is for them to recover, if they do manage to get away from me...
If I had a choice, I'd get bilethorn. Not that I have a choice because I'm broke.
Basically, since I play combat spec HR, I don't have any true high spike hits.
Bilethorn is amazing in rogues that have stacking attacks in both at wills (Cloud of Steel and Flurry). Combat HRs have a high spike hit, through Fox Shift. So I guess they can utilise Vorpals better. I've seen a huge increase in my damage output in PvP, if I go 1v1 and have Vorpal on with my Combat HR.
I've tried both Plaguefire and Vorpal, both work quite good...but Vorpal takes my vote on Combat HR. Just because of Fox Shift's hits and the higher crit chance in melee.
For burst damage, I actually like Bronzewood a ton. Perfect Vorpal is 28.6% more damage on a crit. Fox Shift is 4 hits. Would you rather have 1-2 hits of Fox Shift (not likley to get all 4) at 28.6% more damage, or all 4 at 16% more damage?
Mindflayer - Exodus
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
For burst damage, I actually like Bronzewood a ton. Perfect Vorpal is 28.6% more damage on a crit. Fox Shift is 4 hits. Would you rather have 1-2 hits of Fox Shift (not likley to get all 4) at 28.6% more damage, or all 4 at 16% more damage?
I am not sure how Bronzewood works when you are hitting people with DR lower than your ArmPen. Also in your example...I guess getting 2/4 hits with almost 30% more damage in is quite similar as having 4 at 16% more damage
Fox-shift isn't a 1 big hit. Even 1v1, it's 3 shots to the same person. bile stacks up per number of hits. Clear the ground is a rapid flurry of attacks, and ES does an AoE flurry of small hits, but it's enough to start stacking the bile hits. Vorpal would be good for things like boar rush, which is a nice crunch hit that also prones. However for a combat HR, i'd still try bile.
... I just need to get one to actually try. Afterall, I could be wrong.
Comments
I am unsure if the bonus from STR is a direct add to your AP, or if a 5% bonus from your STR is a multiplier meaning that 2400 base AP would be multiplied by 1.05 for a 15 STR for a total of 2520. If the former, then shoot for about 2200 AP, if the latter then 2480 AP.
PvP is a different beast, there are plenty of players with FAR more than 24% DR. However, PvP is in the process of being adjusted in several ways by the Devs. I would hold off (for at least a little bit) on maximising your PvP stats untill we see exactly how the upcoming changes effect us.
Do you really think silvery is needed? Going royal guard and it seems unneeded. The other 4pc sets seem really weak by comparison.
Grand warden makes encounters hit more so whichever both are good.
As for the rest of your stats you pretty much fill in with what you need to balance your character back out. When you hit 60 you're going to have a lot of stats all over the place. As you pick up gear the enchantments you have now may or may not be useful to you any more, and you'll begin changing them out for pieces that cover what you need now that you have gear that doesn't focus on just defense or offense. Going up I had nearly all my enchantments were Azure. I knew I was going to be a crit build when I hit cap, and so I was planning for that the whole time. When I hit 60 I found I didn't need even half of the gems I had and started swapping them out as I went. My weapons have Radiant, my rings and neck have Azure (I'll swap those out for Radiant after I finish my T2 set), Defensive I use Silvery, and for Utility I have Darks
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Dark is all around useful, moving faster is always a good thing.
If you PVP alot or are grinding for a BCRS, Silvery can speed up the process a bit.
Fey blessing is one i havent tried yet, but i can see it being quite useful if you're feeding an Artifact, making enchants to sell, or even keep.
Single highest for yourself yes, but not always for the group. If you do a plague fire in a party that has none you'll boost the damage across the entire fight for everybody involved. Don't get mgr wrong I'm not trying to discount vorpal, just saying situationally the plague does sometimes come out better. My plan is to eventually have both so I can swap in depending on what the party needs at any given fight.
Input please..
Terror or plague fire are both decent options. Especially when the next patch comes out and you play pvp. Those two enchants will likely be better than vorpal if you're a pvper.
i would put them in this order:
1) Vorpal
2) Plague fire
3) Terror
Some people use barkshield to great effect but I can't recommend anything but soulforged. It gets you back up when you make a mistake.
Armor wise nothing compares to Soulforged for both PvE and PvP.
a) People will have an innate 10% crit damage resistance in PvP,
b) the new stat, Tenacity will grant more crit damage resistance...and from the look of things just wearing t2,5 pvp gear you get nearly 25ish% in addition.
So having a P.Vorpal then will feel like you have a normal Vorpal now. Which is quite a difference.
On the other hand, if a class has a 20-30% Chance that gets bigger while fighting i.e. GWF...a Critical is much more important to go through.
I guess you can go both ways, but I love the debuffing way due to the fact that longer fights also call for team-members to help along with nuking.
Basically, since I play combat spec HR, I don't have any true high spike hits. Instead, I do flurry shots, with clear the ground, fox shift, so on. As such, the more damage I can put out over time, the more likely I am to kill them. Included in this is that the more damage coming in, the harder it is for them to recover, if they do manage to get away from me...
... this is why I play MoF CW and WK TR too.
Bilethorn is amazing in rogues that have stacking attacks in both at wills (Cloud of Steel and Flurry). Combat HRs have a high spike hit, through Fox Shift. So I guess they can utilise Vorpals better. I've seen a huge increase in my damage output in PvP, if I go 1v1 and have Vorpal on with my Combat HR.
I've tried both Plaguefire and Vorpal, both work quite good...but Vorpal takes my vote on Combat HR. Just because of Fox Shift's hits and the higher crit chance in melee.
Daria - Dwarf Sentinel GWF (mistaken for Halfling a lot)
Karia (aka "The Pug") - Human Combat HR
Kayd - Human Conqueror GF - Retired
I am not sure how Bronzewood works when you are hitting people with DR lower than your ArmPen. Also in your example...I guess getting 2/4 hits with almost 30% more damage in is quite similar as having 4 at 16% more damage
Fox-shift isn't a 1 big hit. Even 1v1, it's 3 shots to the same person. bile stacks up per number of hits. Clear the ground is a rapid flurry of attacks, and ES does an AoE flurry of small hits, but it's enough to start stacking the bile hits. Vorpal would be good for things like boar rush, which is a nice crunch hit that also prones. However for a combat HR, i'd still try bile.
... I just need to get one to actually try. Afterall, I could be wrong.