do you think is better a halfling or dragonoid ? (for PVP)
and roll?
I have seen this roll
16 dex
16 wis
12 str
10 con
10 int
10 cha
What you recommend?
What should I raise ? Con Or Wis ?
I can get to have ( with belt etc ... ) these stat :
28 dex
20 wis (or 22)
14 str
16 con (or 14)
12 int
12 cha
a trapper needs a high % of critical chance .
But I do not know if 16 in the constitution is sufficient or if I can increase or decrease at the expense of other stat .
any help is valuable and appreciated .
thank you
2% to hp - best case scenario that would be ~30k*0.04=1.2k hp = 1 radiant so if you get constitution you would get like 2 radiants in def slot. if you go for wisdom that would give you 1% control +1% +1 control resist.
Since 1 - trappers does not benefit from constitution in no other way than hp.
2 - traper synerge with increased control duration, damage boosts and never ending rotation
wisdom looks way more promising than constitution.
+ I would recommend getting one dump stat like intelligence - 8 and increasing dex if you are able to. Trappers can easily reach never ending encounter rotations so that little increase in cd reduction is insubstantial.
Further more conrol resist is great stat for pvp so i further recomend wisdom if you chose to build for pvp
Hard question considering the race.
both takes dex as primary and const vs wisdom - i would chose wisdom,
def<crit for hrs(maybe more beneficial to combat hrs, but curenlty i dont think def is that good unless you are a rogue)
5%healing +3%power ~= 10% crowd control ressist.
so i would say dragonborn.
and dragonboard makes literally no sense.
since crit caps at 2k and you can reach easily 3k with black glyphs.
duly note: red glyphs do not work with roots (which are 70% of your damage)
power is not that important, 3% more makes no difference
3% more deflect does the difference tho, and 10% cc resist is lovely.
the game rng is ****ed up so all this problem about critical chance just does not make sense. 40% with serpent stacks is enough
and the other general rule is the more hp you have the better is.
however sandstorm to name one plays with higher wisdom...it's all up to preferences
my build has like 46k hp which are always helpful, 3/4% more crit...maybe it can be somewhat a damage boost but roots damage do not stack.. so when you get a crit the following can be not critted so really for me it makes no difference
hp - never caps, crit rating caps - therefore i would say its better to increase the caps. The stat increase gained from abilities - increase the cap as the diminishing returns only affect ratings not the stat itself.
lets get a bit into calculations.
dragonborn-
wis +2 + 3% crit + 3% power + 5% bonus healing = +5% to crit + 2% cc resist + 2% to control str +3% power +5% bonus healing=
+5% to crit -> (presuming you go for late game pvp and p.vorp + crit sev boons >130% crit severity) = 6.5% dmg boost
+3% to power ->assuming you will reach about 10k or more power -> 300->2% dmg boost =>
8.5% dmg + 2% cc resist +2% cc str 5% healing
halfling
+2 cont + 10 cc resist + 3%def=4% to hp, +1.5% dr + 11.5% cc resist
lets say cc str = cc resist
and 5% healing = 0.4 % lifesteal - if we asume its 1v1, typically it would be a bit more valuable since there are other sources of healing.
so we have differences of:
8.5% dmg (even more if its works multiplicatly)
0.4% lifesteal (0.8 if no healing depresion assuming you got about 15% lifesteal which you can get if you reach the lifesteal cap)
vs
4% hp (up to 2k hp if not sure how its possible though you would need 50k hp for that and considering max radiants in def slots are ~5 if i am correct that would go for about 6k extra hp with all 10lvl rads, and at lvl 60 you have about 20k hp with no gear gear adds about 5k so i dont know how you go from there, And since a good player should kill more then be killed dmg boost comes to play more often then hp, furthermore - ranged classes have the advantage to easier dish out dmg and avoid damage due to the range.))
7.5% cc resist - does not work on prones and dazes currently
1.5% dr that does not work on d.o.t
And basically that's what you are working with - if your play style - hit from afar, engage to finish - retreat go for dragonborn
if you prefer going for close area combat - halfling
Personally i value dmg more as i am of the first type
Additionaly, hp, stationary stat - activates once per resurrect(sustainability of hr quite low in pvp unless you have healer and then bonus to healing is better further promoting dragonborn) - dmg, dr, lifesteal is accumulative plays role every time you hit/are hit
CC resist is nice however it does not effect dazes and pones, since trs use dazes and dominate this meta its not as useful as it could be, and since they would still one hit you so it doesn't matter if you have more health.
In conclusion i would say they are both good choices, however i would choose halfing for earlier stages of pvp and dragonborn is for late gear levels.
Considering the comment about crits not that good with roots - you still need high crit to get the bonus on root dmg, so it has the same dmg boost effect and statistically it should work however i can't guarantee if the RNG is working corectly, secondly from what i know people only use 1 root skill(constricting arrow) and two other non rooting skills - their dmg increase is also dependent on crit.
Comments
Since 1 - trappers does not benefit from constitution in no other way than hp.
2 - traper synerge with increased control duration, damage boosts and never ending rotation
wisdom looks way more promising than constitution.
+ I would recommend getting one dump stat like intelligence - 8 and increasing dex if you are able to. Trappers can easily reach never ending encounter rotations so that little increase in cd reduction is insubstantial.
Further more conrol resist is great stat for pvp so i further recomend wisdom if you chose to build for pvp
Hard question considering the race.
both takes dex as primary and const vs wisdom - i would chose wisdom,
def<crit for hrs(maybe more beneficial to combat hrs, but curenlty i dont think def is that good unless you are a rogue)
5%healing +3%power ~= 10% crowd control ressist.
so i would say dragonborn.
other suggestions ?
since crit caps at 2k and you can reach easily 3k with black glyphs.
duly note: red glyphs do not work with roots (which are 70% of your damage)
power is not that important, 3% more makes no difference
3% more deflect does the difference tho, and 10% cc resist is lovely.
the game rng is ****ed up so all this problem about critical chance just does not make sense. 40% with serpent stacks is enough
and the other general rule is the more hp you have the better is.
my build has like 46k hp which are always helpful, 3/4% more crit...maybe it can be somewhat a damage boost but roots damage do not stack.. so when you get a crit the following can be not critted so really for me it makes no difference
lets get a bit into calculations.
dragonborn-
wis +2 + 3% crit + 3% power + 5% bonus healing = +5% to crit + 2% cc resist + 2% to control str +3% power +5% bonus healing=
+5% to crit -> (presuming you go for late game pvp and p.vorp + crit sev boons >130% crit severity) = 6.5% dmg boost
+3% to power ->assuming you will reach about 10k or more power -> 300->2% dmg boost =>
8.5% dmg + 2% cc resist +2% cc str 5% healing
halfling
+2 cont + 10 cc resist + 3%def=4% to hp, +1.5% dr + 11.5% cc resist
lets say cc str = cc resist
and 5% healing = 0.4 % lifesteal - if we asume its 1v1, typically it would be a bit more valuable since there are other sources of healing.
so we have differences of:
8.5% dmg (even more if its works multiplicatly)
0.4% lifesteal (0.8 if no healing depresion assuming you got about 15% lifesteal which you can get if you reach the lifesteal cap)
vs
4% hp (up to 2k hp if not sure how its possible though you would need 50k hp for that and considering max radiants in def slots are ~5 if i am correct that would go for about 6k extra hp with all 10lvl rads, and at lvl 60 you have about 20k hp with no gear gear adds about 5k so i dont know how you go from there, And since a good player should kill more then be killed dmg boost comes to play more often then hp, furthermore - ranged classes have the advantage to easier dish out dmg and avoid damage due to the range.))
7.5% cc resist - does not work on prones and dazes currently
1.5% dr that does not work on d.o.t
And basically that's what you are working with - if your play style - hit from afar, engage to finish - retreat go for dragonborn
if you prefer going for close area combat - halfling
Personally i value dmg more as i am of the first type
Additionaly, hp, stationary stat - activates once per resurrect(sustainability of hr quite low in pvp unless you have healer and then bonus to healing is better further promoting dragonborn) - dmg, dr, lifesteal is accumulative plays role every time you hit/are hit
CC resist is nice however it does not effect dazes and pones, since trs use dazes and dominate this meta its not as useful as it could be, and since they would still one hit you so it doesn't matter if you have more health.
In conclusion i would say they are both good choices, however i would choose halfing for earlier stages of pvp and dragonborn is for late gear levels.
Considering the comment about crits not that good with roots - you still need high crit to get the bonus on root dmg, so it has the same dmg boost effect and statistically it should work however i can't guarantee if the RNG is working corectly, secondly from what i know people only use 1 root skill(constricting arrow) and two other non rooting skills - their dmg increase is also dependent on crit.