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CTC Capped: Now What
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Post by
818570
This post was from a user who has deleted their account.
Post by
dslg604t
Stamina.
Post by
Ahrendel
You have two choices. Stamina or Avoidance by increasing Dodge/Parry.
Post by
Nooska
There are actually 2 choices;
1) Stamina
2) Avoidance
3) Threat/damage
1 is, supposedly (the voices that claim this I trust) the way to go untill you (again) have "enough". Going for avoidance seems like a pure loss, while a parried or dodged hit is indeed 100% mitigation, it is only an effective 70% mitigation because is is being reduced from a block rather than a full hit Add to this the diminishing returns on parry and dodge, and the superiority of mastery to begin with.
So, go for stamina in your gemming (can go for socketboni with mastery/dodge/parry/(str) combinations) switch your mastery trinkets for stamina ones if you are able, and reforge for hit/exp as those are the biggest increases in both threat and damage done.
Post by
dslg604t
There are actually
2
choices;
1) Stamina
2) Avoidance
3
) Threat/damage
LOLWUT
Going for avoidance seems like a pure loss, while a parried or dodged hit is indeed 100% mitigation, it is only an effective 30% mitigation because is is being reduced from a block rather than a full hit Add to this the diminishing returns on parry and dodge, and the superiority of mastery to begin with.
Blocks block for 30%. So it's 70% increase (not including HS). And mastery is only superior because it gets you to the CTC Cap faster. So once you're at the cap...
Post by
Fetzie
Stamina.
You will not see a significant drop in over-all damage taken by gemming for avoidance. You have got your EH boost by hitting block cap, now you boost it even more by increasing your maximum health. There are also plenty of tank killers in Heroic Dragon Soul (Stomp, Psychic Drain, Void Bolt, Focussed Assault, Devastate, Impale) that could not care less about your 2% avoidance increase - in fairness, they also disregard block. All they care about is your maximum health and possibly your spell resistance.
Post by
Nooska
Going for avoidance seems like a pure loss, while a parried or dodged hit is indeed 100% mitigation, it is only an effective 30% mitigation because is is being reduced from a block rather than a full hit Add to this the diminishing returns on parry and dodge, and the superiority of mastery to begin with.
Blocks block for 30%. So it's 70% increase (not including HS). And mastery is only superior because it gets you to the CTC Cap faster. So once you're at the cap...
That was a typo ofc, it has been corrected, but lets see;
Parry/dodge (ignoring DR) is 1% damage reduction per 179 rating.
Mastery is 2,25% * 30% damage reduction per 179 points, or 0.675% damage reduction.
Now factor in diminishing returns on parry and dodge which are getting quite severe as you approach and go past CtC.
Going with my own gear, I need 213 dodge rating for 1% dodge and 242 parry rating for 1% parry. That means that in reality I gain 0.84% damage reduction from 179 dodge rating, and considering it is reforged from mastery, I only gain 70% of that, so in reality I only gain 0.588% damage reduction - and thats using dodge with parry its even worse, with only a gain of 0.518% .
It is far more efficient to not go avoidance and go stamina untill you reach the point where more isn't useful - then go threat/damage.
When I say threat here I mean establishing threat, not holding it. If you miss/get dodged/get parried on your first two CS decently geared dps can easily rip aggro off you in the beginning. Hit/exp helps you establish aggro - and deal significantly more damage during the encounter. This is only enhanced in 5mans where most dps are overgearing and "impatient".
Add to that that dps is the requirement of most DS encounters where either matters and that healers have geared up as well, and damage / threat stats will be even better.
Post by
hatman555
possibly your spell resistance.
Spell Pen gems were always in the game. How awesome would it be, if there were Resistance gems also. You could have them have colors too.
Yellow -- Holy Resist
Red -- Fire Resist
Blue -- Frost Resist
Green -- Nature Resist
Purple -- Shadow Resist
Orange -- Arcane Resist
Kinda like a
Void Sphere
but more up to date. AKA +30 resist or something like that. Lol, I would blow so much money on regemming gear for each content fight =P
Anyway, after I hit 102.4 ..... then what?
For this content patch, Stamina. There is just too much Magic damage, Dots, and other fun stuff, that additional dodge and parry just won't be effective against. Sure, once you find the point where you think your comfortable with health, you can start socketing a bit more avoidance, but at that point, your gear is going to be giving you so much, you'll just want to go back to stamina anyways.
Cheers,
Hat
Post by
818570
This post was from a user who has deleted their account.
Post by
818570
This post was from a user who has deleted their account.
Post by
dslg604t
I was thinking of putting Landslide, but would like some feedback from the Yoda's on here.
Up to you. If your raid group is strugging with enrage timers, going with a +hit or Landslide enchant might help. Otherwise Windwalk is still viable.
Post by
Fetzie
I was thinking of putting Landslide, but would like some feedback from the Yoda's on here.
Up to you. If your raid group is strugging with enrage timers, going with a +hit or Landslide enchant might help. Otherwise Windwalk is still
the best
.
Bolded/underlined the change :)
Post by
dslg604t
I was thinking of putting Landslide, but would like some feedback from the Yoda's on here.
Up to you. If your raid group is strugging with enrage timers, going with a +hit or Landslide enchant might help. Otherwise Windwalk is still
the best
.
Bolded/underlined the change :)
Not if you aren't hitting enrage timers.
Post by
Nooska
Also
Windwalk
is providing negligable benefit randomly.
Its effetc is diminished in that it doesn't help towards CTC, and going back to my own stats (which are not the highest DR as we are only 1/8 hc so far) 600 rating provides 2.8% dodge randomly for 10 seconds - ignoring that the 600 rating in itself will have more DR affecting it.
Thats 2.8% chance in the 10 second interval to convert a block to a dodge, or 1.96% damage reduction on average for 10 seconds. It is nothing the healers will notice, and nothing you will notice - at this point in time it will most likely simply covert healing taken to overhealing - there are no decimation strikes in DS, no (almost) killing attacks to be dodged or parried (or blocked) - thats why dodge/parry is so unattractive when you are ctc capped - convert dodge and parry to stamina, hit and expertise to have a higher healthpool for soaking the unavoidable damage, and doing more damage to help get the boss down faster.
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