Insignia of Newport

iaeolan

Dalayan Elder
Would like to ask for a second look at the dps version of ring V for possible balance, I feel a bit lacking when looking at the other 3 rings.

All 4 ring shave the same stats except 2 'specialized' stats which are unique to that ring, they are the following.

Tank
Damage Reduction +2
Aggression +2%

Caster
Channelling +2%
Damage Increment III

Priest
Alteration +2%
Healing Increment III

DPS
Aggression -1%
Critical Strike +1%

I would like to point out that that critical hit mod does not work unless you either use a current combat ability that can crit (rangers w/ archery, rogues w/ throwing) or have point in the critical hit AA.
The minus aggression portion of the DPS ring in great, but maybe keep it more in line with the rest by making it -2%?
Instead of critical strike mod, possibly something every listed class can use, such as a dual weilding mod, possibly offense.

Thoughts please?
 
+ offense is kind of a touchy bonus but I'll see what I can do to make the ring more comparable to the others.
 
killspree said:
+ offense is kind of a touchy bonus but I'll see what I can do to make the ring more comparable to the others.

was thinking that myself.. when first pondering i was thinking +damage... but that gets out of hand...
kinda hard to stick to dps'ish stats which are shared between the classes yet not make it absurd.

Thanks for the consideration, though.. look forward to see what ya think up for it ;)
 
My personal thought was that that should be bumped up to a +2% that works regardless of whether they can crit or not. But of course, when they do get AA's or whatnot, it adds that 2% on(if they still wear the ring) The same should go for the caster and healer rings. Do you know what +2% does to evocation? NOTHING 2% of our skill adds like 2 points so out of about 99,999,999 casts 1 less will fizzle than normal? Hmmmm.

I was thinking that it should be the same as with my dps ring idea. Change the +2% evo and alt mods on pure caster and healer rings to be +2% spell crit and +2% heal crit. The effect is very little but it gives lower levels that get the ring a chance to have a nice little 'boom' in there. Trust me, getting a crit is a special thing ;)

Anyways, just an idea.
 
millenimy said:
My personal thought was that that should be bumped up to a +2% that works regardless of whether they can crit or not. But of course, when they do get AA's or whatnot, it adds that 2% on(if they still wear the ring) The same should go for the caster and healer rings. Do you know what +2% does to evocation? NOTHING 2% of our skill adds like 2 points so out of about 99,999,999 casts 1 less will fizzle than normal? Hmmmm.

I was thinking that it should be the same as with my dps ring idea. Change the +2% evo and alt mods on pure caster and healer rings to be +2% spell crit and +2% heal crit. The effect is very little but it gives lower levels that get the ring a chance to have a nice little 'boom' in there. Trust me, getting a crit is a special thing ;)

Anyways, just an idea.

i would say the lower end value of channeling or alteration skill is to offset how goo the healing increment and damage increment are. 1 really good focus w/ 1 decent but not all effective skill up. the DPS one is a fraction of aggro reduction and a fraction up to a skill most dont get until 59+ and at least 8 aa.
 
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