Wizzy AA Question.

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Start with things that increase your dps. When you're done that, get things that help you stay alive longer.
 
Well I am fairly sure I have everything that can increase my dps by any meaningful amount. I think next I should get the aa that decreases interrupts. After that I am not sure. Where should I start for AAs that help me stay alive longer?
 
no fizzle aa is awesome even more awesome if you 2box, natural durability before resists, resists before stuff like lightning reflexes and buy sta whenever you get bored of saving up aas to buy the last rank of something, and then you can do like 10% aaxp while you grind codexes to buy bullshit like dexterity and metabolism and waterbreathing and arcane grip

also make sure to buy hidden strength as you get the gear to use it but not before since it wont do anything except make your aas spent fomelo field go up
 
If we were going to nerf something out of existence and implement a mechanism to re-spend the exp, it'd probably deal with the Codex of Power line.
 
Only thing that bugs me about the CoPs is that the benefits aren't so even between classes. (i.e. - some benefit from multiples of pet dmg, spell dmg, heal %, and melee dmg, while some only really benefit from one)
 
Only thing that bugs me about the CoPs is that the benefits aren't so even between classes. (i.e. - some benefit from multiples of pet dmg, spell dmg, heal %, and melee dmg, while some only really benefit from one)

no matter how they do them, someone would probably get screwed
 
no matter how they do them, someone would probably get screwed

Oh yeah, there's no simple solution by any means unless somehow they made them adapt to whatever class was doing them, and I'm sure that's way too much trouble (and would probably screw with balancing anyway). They've worked for a long time with little complaint besides the whole "this sucks, my xp bar isn't moving" deal, so really it's not worth tampering with imo (especially seeing how bad the mop changes had people flipping out). I just know personally they'd help my sham a whole hell of a lot more than they're gonna help my monk imo.
 
No. They are vital to every class (cept chanters imo) pretty equally..

On my monk I dps or I pull (and if I'm pulling I'm not dpsing nearly as much as another dps class at least in a lot of situations). If I dps 4% dps per codex is awesome. If I pull 4% per codex to anything means nothing to me.

On my shaman I heal, debuff, or dps. 4% per for spell dps is awesome. 4% per for heals is awesome. 4% pet dmg per is awesome. Only when I debuff does it not matter, and barring resists, that's a fraction of most fights.

On a bst the 4% per would be huge for pet dmg and for melee dps (maybe even pet heals?)

On a chanter as you mentioned 4% melee...nothing...4% heals....nothing...4% pet dmg (I don't know, do chanter pets even do that much? not my area of expertise)...4% spell dmg...maybe a little...

On a cleric 4 % melee...only if they're soloing...4% spell dmg...not much if anything...4% pet...nada...4% heals...awesome

and of course 4% per for wiz dmg or cleric heals or rogue melee, etc. etc. is as important if not more than two of the things applying to some other class probably, but I just don't feel it balances across every class.

Guess we'll have to agree to disagree. They're important for everyone yes. Don't get me wrong. Just imo the importance differs from class to class. It's not even that big a deal tbh. Anyway, I didn't mean put logs on the codex derail fire so...
 
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