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Impact of module 2 to DC: New Artifacts

jazzfongjazzfong Member Posts: 1,079 Arc User
edited December 2013 in The Temple
So we get a nice boost and an extra skill when artifacts are introduced into neverwinter. However, i think that this will cause a large impact to us DC ---"stat cap". We get extra stats but we need to change eq's again to avoid diminishing return. As we will get 3 artifact slots if im not mistaken, we can stack a decent amount of any stats we are lacking, perhaps regen and deflect. So, can anyone gives an advice to cap or balance our new stats? For example, regen at 2k will be better than 1.5k or have diminishing return instead...(So we add the extra 500 into other stat?)

Here is the website about artifacts
http://neverwinter.gamepedia.com/Artifact

I think i will pick
Waters of Elah'zad
Aurora's Whole Realms Catalogue
Blood Crystal Raven Skull
with Blood Crystal Raven Skull in my main slot as my new pvp DC follows GCTRL's Sentinel cleric pvp build.

With the new artifacts, can we swap some of the regen blues into T2 sets to avoid diminishing returns and get the set bonus of T2 sets without affecting our performance in pvp or pve at the same time?
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Comments

  • godlysoul1godlysoul1 Member Posts: 293 Bounty Hunter
    edited November 2013
    This seems to be what people are suggesting across the board. Regen based sent gwf/trs I have heard plan on not worrying so much about regen on gears and instead are going with other stats. However, I personally do not see why people are worried about the diminishing returns on regen. People talk about capping it around 1k, yet it is still incredibly effective past that. Sent gwf's generally stack 1.4k regardless of this. I have also seen TRs that bump it from 1k to over 1.4k and the extra regen is still immensely effective. I even met a TR who liked keeping his regen stacked around 1.6k-1.7k for pvp. Personally, I plan on still stacking the regen on all of my characters till around 2k regardless of what happens, and may even stack it past this in the future if possible. This is only for pvp purposes though. Although for classes like gwf and dc it may be better to put that regen in something else since you already do have good survivability, unless your goal is to become the unkillable tank, in which case I'd think any regen up to 2k should be good. I'd like to hear others opinions on this.

    The TR I am currently making is max CON and I slot for my defense radiants and go regen like I plan. Bumping my regen from 1.3k with 9.9% regen to 1.8k with 11.9% regen is still significant in my opinion. If I get around 28000hp (which is reasonable seeing as I've seen 30k hp rogues with something similar), that will add 280hp per regen at low hp still. That is another +20% of the amount I would've healed with only 9.9% at max regen capability.
  • munkey81munkey81 Member Posts: 1,322 Arc User
    edited November 2013
    godlysoul1 wrote: »
    This seems to be what people are suggesting across the board. Regen based sent gwf/trs I have heard plan on not worrying so much about regen on gears and instead are going with other stats. However, I personally do not see why people are worried about the diminishing returns on regen. People talk about capping it around 1k, yet it is still incredibly effective past that. Sent gwf's generally stack 1.4k regardless of this. I have also seen TRs that bump it from 1k to over 1.4k and the extra regen is still immensely effective. I even met a TR who liked keeping his regen stacked around 1.6k-1.7k for pvp. Personally, I plan on still stacking the regen on all of my characters till around 2k regardless of what happens, and may even stack it past this in the future if possible. This is only for pvp purposes though. Although for classes like gwf and dc it may be better to put that regen in something else since you already do have good survivability, unless your goal is to become the unkillable tank, in which case I'd think any regen up to 2k should be good. I'd like to hear others opinions on this.


    As a TR, with 31k health and 1046(I believe) regen. I regen at just under 1300 max, I think its 1279? Something like that.

    I know TR's close to 35k health, with 1400ish regen, that are getting regen ticks in the 1700 range. I personally feel its a huge jump, so absolutely worthwhile to continue increasing Regen in my opinion.

    But, that all depends on your particular build and playstyle I feel.

    For me, I am definitely going to be going for

    Eye of Lathander
    Shard of Valindras Crown
    Emblem of the Seldarine

    With the 5th boon, allowing Lifesteal a chance to heal for 3x the amount.

    With those artifacts my lifesteal will be almost 3k. I know the DR is terrible on it, but I'm "hoping" to get to atleast 15% lifesteal

    That means;

    Lifestole from Average Impact Shots 8-10kdamage normal = 1200 heal, 3600 on boon proc

    Lifestole from Average Lashing 16-22k = 2850 heal, 8550 on boon proc

    Lifestole from Average Shocking 28-30k = 4500 heal, 13500 on boon proc

    So anyway that's my theorycrafting for my personal upcoming changes.

    I am out of the loop playing my DC so haven't even thought much about what I'll be doing with him.

    But you DC's, do you think it is going to be affective for you to have the lifesteal boon, and increase Lifesteal on my line of thinking?

    Assuming of course you are a pvp built DC, stacking Defense/Deflect/Regen ?
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited November 2013
    If it's easy to get Regen as a tanking DC, then by all means do so. But if you are doing so, it's better to go as high as you can with HP rather than Deflect imho. Remember that Regen's equation also uses health lost, so a high health pool equals a more effective regeneration stat.

    Then, it's not about stacking Regen on our gear, but it's obviously a matter of choices. Right now, the t2 sets for DC aren't anything amazing...so people will just go for the Miracle Healer and a typical 1200 regen (which is easily achievable now). Again that set, loves high HP pools, just like most of the DC abilities (temp HP are proportion of your HP, Holy Resolve etc).

    Lifesteal is currently not THAT good for DC in PvP, since we get better value for money from Sacred Flame rather than Brand of the Sun. With the tree changing, and getting Power of the Sun replacing Restoration Mastery, we may give the DoT way a go. This means that in an ideal situation, you fire up some targets...then ASeal them and run around like a boss kiting damage while DPower is ticking and Life steal doing its job. But that's not as easy as it sound, since you'll need a lot of Life Steal for such a strategy to give you back good portion of HP. Especially when you are focused 99% of the times.
    * Notorious Dwarven Bear Cavalry Leader *
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited November 2013
    So, we cap the stat at what point if we got 10k-12k+ gs without getting diminishing return and can utilize every point of stat??
    For example,
    Power: 3k+
    Crit: 2000 max cap
    Rec : 2000 max cap
    Def: 2000+
    Deflect: 1500+
    Regen: 1000+

    Kindly post ur suggestion to help thanks, after we get a mostly balanced stat we can go for our new sets of equipment+enchantment+artifacts.
  • fondlezfondlez Member Posts: 0 Arc User
    edited November 2013
    Healing/Group PvE:
    - [Waters of Elah'zad]
    - [Blood Crystal Raven Skull]
    - [Eye of Lathander]

    Hybrid/Solo PVE:
    - [Lantern of Revelation]
    - [Shard of Valindra's Crown]
    - [Blood Crystal Raven Skull]

    PvP:
    - [Blood Crystal Raven Skull]
    - [Eye of Lathander]
    - [Shard of Valindra's Crown] or [Aurora's Whole Realms Catalogue] (for the Deflection if not a Halfing DC).

    So, overall,

    [Blood Crystal Raven Skull]
    [Eye of Lathander]

    ? - depends on context.
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited November 2013
    jazzfong wrote: »
    With the new artifacts, can we swap some of the regen blues into T2 sets to avoid diminishing returns and get the set bonus of T2 sets without affecting our performance in pvp or pve at the same time?

    I would say no. Unless we are given something worth getting 4 piece of, Blues with Regen/Recovery/Defense are much much better for head,arms and feet slots. With the regen formula being:

    0.2077*Regeneration^1.3/(12938+Regeneration^1.3) --ticks for % lost health per 3 sec

    I wouldn't worry about DR and I would go as high as 1400-1800. And yes, I will just say once again that everything's much better with higher HP pool. Even regeneration and even the PvP artifact. I wouldn't focus on Deflect.
    * Notorious Dwarven Bear Cavalry Leader *
  • larzyntlarzynt Member Posts: 0 Arc User
    edited November 2013
    as regen TR, last respec was interesting. I used to have 1069 regen and 26k hp, regen (at 50%) heals you for 1080 healt points or something like that.
    Changing something on my feats I reached 29k hp and, with the same regeneration at 50% I regen 1309 (or something like that)
    300 regen is a great stat.
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited November 2013
    larzynt wrote: »
    as regen TR, last respec was interesting. I used to have 1069 regen and 26k hp, regen (at 50%) heals you for 1080 healt points or something like that.
    Changing something on my feats I reached 29k hp and, with the same regeneration at 50% I regen 1309 (or something like that)
    300 regen is a great stat.

    As you said, Regen is better with high HP. You'll need both for maximum effect.
    * Notorious Dwarven Bear Cavalry Leader *
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited November 2013
    As you said, Regen is better with high HP. You'll need both for maximum effect.

    Indeed, this post is meant to get the most balanced stat while avoiding diminishing returns. Spreading of stat is better than spamming only one as we sacrifice some % from a stat to get more bonus from other useful ones.
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited November 2013
    I'd say that 1100-1200 Regeneration is enough to NOT get you out of your way, while stacking Radiants in each defense slot along with items that boost health (Rings+Waist) seems great. I would feel comfortable with 32-35 k hp in PvP (28-30 in PvE).
    * Notorious Dwarven Bear Cavalry Leader *
  • werealchemistwerealchemist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    jazzfong wrote: »
    So, we cap the stat at what point if we got 10k-12k+ gs without getting diminishing return and can utilize every point of stat??
    For example,
    Power: 3k+
    Crit: 2000 max cap
    Rec : 2000 max cap
    Def: 2000+
    Deflect: 1500+
    Regen: 1000+

    Kindly post ur suggestion to help thanks, after we get a mostly balanced stat we can go for our new sets of equipment+enchantment+artifacts.



    these are the numbers that exceed a growth rate of .8% per 100 points, .4% per 50,
    and .2% per 25 (Optimal return for points invested) this is where you will likely want to bring any non priority stat up to.

    Recovery - 1600 (13.86%)
    Defense - 1600(24.65%)
    ArPen - 2000(20.27%*)
    Critical - 1700(15.16%)
    Life steal - 600(4.99%)
    Movement - 1200(10.11%)
    Regen - 600(4.99%)
    Deflect - 1200(10.10%)

    and these basically the absolute max you will want to go before they become useless due to diminishing returns. (.3% per 100, .15 per 50, .075 per 25 points)

    Recovery - 3800 (25.06%)
    Defense - 3600(34.31%)
    ArPen - 3600(28.52%*)
    Critical - 8500(47.51%)
    Life steal - 2100(12.73%)
    Movement - 3200(20.64%)
    Regen - 2100(12.82%)
    Deflect- -3200(20.27%)


    *For PvE ArPen is only effective up to a total of 24%
    21.jpg
  • kolbe11kolbe11 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited November 2013
    these are the numbers that exceed a growth rate of...
    *SNIP!*

    Thank you for this!!!

    Very helpful.
    "It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited November 2013
    Recovery - 1600 (13.86%)
    Defense - 1600(24.65%)
    ArPen - 2000(20.27%*)
    Critical - 1700(15.16%)
    Life steal - 600(4.99%)
    Movement - 1200(10.11%)
    Regen - 600(4.99%)
    Deflect - 1200(10.10%)

    Based on this, i think i will get all of them except Arp and Lifesteal... Going to find armor with best stats but with Regen capped at 1k
  • werealchemistwerealchemist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    kolbe11 wrote: »
    Thank you for this!!!

    Very helpful.

    glad i can help
    anyone wanting a bit more in depth info can look here
    Complete diminishing returns table
    21.jpg
  • millertime197933millertime197933 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 124 Bounty Hunter
    edited December 2013
    Keep in mind that even though you yourself may be experiencing diminishing returns from regeneration, your party members may not be if you have feated linked spirit. Giving your party regeneration is like healing them. I haven't looked to see if divine astral shield provides linked spirit. If it does, then the extra regeneration becomes even more substantial.
  • fildotfildot Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited December 2013
    I'm wondering why no one mentioned emblem of seldarine "buff yourself and allies for 15 sec every time they are hit it heals for 869" combined with A:seal this could be a lot of extra healing power added to our arsenal I know the passive stats aren't the best but it looks pretty good to me on paper at least....

    **sidenote i have NO idea what "companion influence does/is"**
  • atamasamaatamasama Member Posts: 46 Arc User
    edited December 2013
    fildot wrote: »
    I'm wondering why no one mentioned emblem of seldarine "buff yourself and allies for 15 sec every time they are hit it heals for 869" combined with A:seal this could be a lot of extra healing power added to our arsenal I know the passive stats aren't the best but it looks pretty good to me on paper at least....
    Probably because this thread is from before we even had artifacts in the game and someone necro'd it.
    Lakini, Halfling Guardian Fighter
    Tomas, Human Devoted Cleric
    Dragon Shard
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