Cold Focus for DPS classes

jew_nose_it

Dalayan Master
As of right now there are hardly any cold focii for DPS classes. There is only ONE 7% Cold focus (http://wiki.shardsofdalaya.com/index.php/Sash_of_Sorrow) item for DPS classes. There are several 6% items but they are all from PoFrost. I don't think it would be out of line for one or two 6% focus item to be inserted somewhere in T10-11. There are a lot of items with cold dmg on them (http://wiki.shardsofdalaya.com/index.php/Earring_of_Cold_Consideration) that could instead have a 7% or 6% focus on them instead.
 
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I like the big cold damage on that earring dont cave in and change it! Where's the fire focus for melee dps huh? Thats the real question. Just get a sorrow belt already.
 
I have a quote somewhere where Zaela says that melee dps (and tanks) already have too many foci, atleast in her eyes. I'm too lazy to find said quote though.
 
they exist, it just makes it so you have to make gear choices to have them. they aren't required, especially for melee

anyways with regards to this situation, blazewind ring was literally created to fill the hole. incentive to progress i guess?
 
I have a quote somewhere where Zaela says that melee dps (and tanks) already have too many foci, atleast in her eyes. I'm too lazy to find said quote though.

This.

Seriously stop asking for stuff to be added to items that have been in the game for over 2 years, especially when there are other options available.
 
they exist, it just makes it so you have to make gear choices to have them. they aren't required, especially for melee

I don't really feel this is true if you are trying to get every smidgen of DPS out of your class. As a ranger having a good cold focus is pretty helpful as we have 3 cold damage nukes.
 
I regret that Jayelle made Pauldrons of Ferocity and especially that I made Salus' Reckless Pauldrons based on their precedent. Without these two items, raid-level melees wouldn't have the expectation of having Damage Increment type stuff at all.

My main beef with melees and focus effects is that melees already get the bigger piece of the scaling-with-items pie without them. For the most part, when casters get stuff that is made for melees--haste, weapon ratios, melee procs, ATK, weapon skills--all it adds up to is an exp group toy. But when a melee gets stuff made for casters, it's absolutely integral and don't you dare take it away. It's not enough that haste and weapon ratios already scale way, way better than focus effects and whatnot. Melees get it better, and then on top of that they get what little casters get too, just to rub it in.

Precedent sucks. Can't just make an item with a one-time, special bonus stat. Once something makes it onto an item for class X, it's not a bonus. It's an obligation. Class X had better be able to maintain this forever without having to wear a single item below their current tier.

If I could go back to when I was newbie item designer I would avoid putting focus effects on melee-usable gear at all (except maybe pet focuses for Beastlords since that's pretty integral, although Beastlord pets could be done better in general without them...) and avoid the whole mess. Even more recently when I made casting skill mods do stuff--purely to give casters more useful things to look for on items--I made the same mistake of making them work for melees and procs and all that. And then based on the precedent of those Marza made overcap dual wield and double attack do extra beneficial-for-melees-only stuff for yet another screw you to casters concerning items.

So yeah. Just to say it again: precedent sucks. But there's no turning back once you've made one mistake in the realm of item balance. Someone can put whatever focus on whatever melee stuff at tier whatever, but it won't be me.
 
If I could go back to when I was newbie item designer I would avoid putting focus effects on melee-usable gear at all (except maybe pet focuses for Beastlords since that's pretty integral, although Beastlord pets could be done better in general without them...) and avoid the whole mess. Even more recently when I made casting skill mods do stuff--purely to give casters more useful things to look for on items--I made the same mistake of making them work for melees and procs and all that. And then based on the precedent of those Marza made overcap dual wield and double attack do extra beneficial-for-melees-only stuff for yet another screw you to casters concerning items.

I can see where you're coming from and I understand your point rather clear. However, I think it is important to note that casters do the same exact thing.

Let us take a look at this item Piercing of the False Avatar.

I will take a good guess and say this item was designed mainly for clerics to have an upgrade from Confine of the Rushing Stream. I say mainly clerics because Shamans and Druids can use Belahfri, Plates of Brutal Impact. Anyhow. Wisdom casters think its amazing to have max melee crit. With Confine having +5% crit it was not super hard to hit the 10% max, since Supreme Charm of Magic also has 5% melee crit. The Piercing of the False Avatar originally has zero melee crit. So clerics where getting the item and still using Confine, the item that the mask was created to replace, to still have capped crit. Later melee crit was added to the mask so the Confine could finally be put into the bank for good.

The moral to this story is: Everyone likes to have cool stats. Cool stats make the game more fun to play. I don't feel that Melee should be singled out to be huge cry babies that feel they should have it all, just look at the 100% haste on the Belahfri legs I linked above. All classes needs to get off their house and realize that Casting Focuses and Casting Skill Mods are still no where close to important for melee as they are for casters, and the same can be said for Melee Haste and Melee Skills Mods for casters. That being said, I feel both should get them because its cool to swing dumb fast and see big numbers.

EDIT: I think it would be cool to make a melee weapon with a cold focus that would be good for Rangers, Druids, and Wizards.
 
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