Power, lifesteal, and just a little bit of crit/defense is what I usually roll
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kolbe11Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
Starting around level 25, I've learned to focus on collecting items and enchantments with Power modifiers first and then choosing Critical Strike, Defense, Deflection or Recovery after. Life Steal, Regen and Armor Penetration are nice, but they're at the bottom of the GF's needs.
By focusing on power mid-game you'll simply be amazed at the increase in your ability to "kill" becomes. Obviously the downside is that it reduces your survivability by a small margin, but if you can get that edge to kill before being killed it is well worth it.
Some observations I've made at various stages that "work best" are:
Depends on how you want to build it. Power and Defense are pretty straigthforward, especially if you take the 20% defense to power heroic feat and/or sentinel build. You may try a complete glass canon GWF too, though, I can imagine.
Starting Ability Array: S - 18, D - 16, C - 12, I - 10, W - 10, C - 10
@ Level up increase: STR - DEX
Stat Priority: Defense > Power > Critical
I generally socket my utility slots for Movement, Defense slots for Defense first Deflect second, Offense slots for Power first, Critical second, and Armor Penetration last.
That should tell you the acceptable fringe stats for GWF. Movement, Deflect, and Armor Penetration. For these secondary stats I would go with Armor Penetration > Deflect > Movement.
That is just me but I do agree with Offense over defense in at least the Power rating on even defensive builds. Not only will it help you solo, but the trade off in survival is not as great as one might think even in group play. You also get the added benefit of higher threat as a defender along with more Determination gain off of kills. The more Determination = more Unstoppable = more AP gain off of attacks and kills that can be enhanced even more with feats. IMO the game mechanics place offensive emphasis on every character to some degree, even if you are not a Trickster Rogue.
Edit: For some reason my Defense and Power got flipped. I fixed them. If I seem contradictory, it is because I do take the feat to make Defense give 20% Power. As such, point for point I get more value out of that than any other stat.
When starting, whatever you can get I guess. Everything pretty much comes with +def, other than rings and belts. You don't really have to care about deflection or recovery while leveling and the values are too low to make much of a difference anyways, even in early dungeons. You can cruise to the mid 40s with offensive stats when tanking and not really have any issues. Except for the dragon. **** the dragon. The fight is a lil' overtuned and you either win or you don't, gear doesn't really matter.
I went with power>crit>ap with regen and life steal being useless with the cleric pet. You smack large groups at once, so more damage is just better and crit scales horribly at early levels, making power the leveling stat to focus on. Ap never really scales well, but it's nice and probably outshines crit at higher levels. You can equip entirely offensive stat based belts and rings, they help more than they take away from leveling up... you can mix crit and ap in whatever ratio, there won't be enough stats there to make a difference you'd actually notice leveling up.
Recovery and deflection do become useful later on but at early levels you'd be lucky to shave .1 seconds off a cooldown.
Comments
By focusing on power mid-game you'll simply be amazed at the increase in your ability to "kill" becomes. Obviously the downside is that it reduces your survivability by a small margin, but if you can get that edge to kill before being killed it is well worth it.
Some observations I've made at various stages that "work best" are:
LEVEL 25
POWER: 600-800
DEFENSE: 600-1,000
DEFLECT: 0-100
LEVEL 30
POWER: 800-1,000
DEFENSE: 700-1,100
DEFLECT: 50-100
By Level 30 your Power should be equal to or greater than your Defense (assuming you want to do more killing than defending).
LEVEL 50
POWER: 1,000-1,400
DEFENSE: 1,800-2,500
DEFLECT: 392-1,400 (Varies wildly due to available items at this level)
LEVEL 60
POWER - 1,600 - 1,898 (max possible w/ all epic gear)
DEFENSE - 3,000 - 4,098 (max possible w/ all epic gear)
DEFLECT - 1,200 - 1, 540 (max possible w/ all epic gear)
By Level 60 endgame your Power should be ONE HALF your Defense. It just works out that way.
what should i focus on
Also, from Pox?
Starting Ability Array: S - 18, D - 16, C - 12, I - 10, W - 10, C - 10
@ Level up increase: STR - DEX
Stat Priority: Defense > Power > Critical
I generally socket my utility slots for Movement, Defense slots for Defense first Deflect second, Offense slots for Power first, Critical second, and Armor Penetration last.
That should tell you the acceptable fringe stats for GWF. Movement, Deflect, and Armor Penetration. For these secondary stats I would go with Armor Penetration > Deflect > Movement.
That is just me but I do agree with Offense over defense in at least the Power rating on even defensive builds. Not only will it help you solo, but the trade off in survival is not as great as one might think even in group play. You also get the added benefit of higher threat as a defender along with more Determination gain off of kills. The more Determination = more Unstoppable = more AP gain off of attacks and kills that can be enhanced even more with feats. IMO the game mechanics place offensive emphasis on every character to some degree, even if you are not a Trickster Rogue.
Edit: For some reason my Defense and Power got flipped. I fixed them. If I seem contradictory, it is because I do take the feat to make Defense give 20% Power. As such, point for point I get more value out of that than any other stat.
I went with power>crit>ap with regen and life steal being useless with the cleric pet. You smack large groups at once, so more damage is just better and crit scales horribly at early levels, making power the leveling stat to focus on. Ap never really scales well, but it's nice and probably outshines crit at higher levels. You can equip entirely offensive stat based belts and rings, they help more than they take away from leveling up... you can mix crit and ap in whatever ratio, there won't be enough stats there to make a difference you'd actually notice leveling up.
Recovery and deflection do become useful later on but at early levels you'd be lucky to shave .1 seconds off a cooldown.