Classic WoW Paladin Gearing Update for Spell Power Paladin
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- Опубликовано: 22 авг 2024
- Lot of people asking questions about the gearing, so here you go for Phase 3 and 4
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I've been running with Edward the Odd and slightly downgraded gear (I'm missing t2 belt and just using the Orb of the Darkmoon right now, although I do have two piece PvP if I want to spring for more spellpower), but otherwise a fairly similar gear setup.
I've just been running this in a fairly stock holy-reck build and things have been working well. One thing to note is that no seal except Command works versus absorption shields -- thus, warlock's sacrifice and priests' PW:S makes it super difficult to break through at times. Otherwise, the pushback with a fast weapon and SoR (which does appear to double pushback) is crazy, and being able to just use Rank 3 SoR is insane for mana.
Another mana trick, mostly for fighting against those mana burning priests, is rank 4 Flash of Light with Burst of Knowledge's active: It's free, your five-second-rule restarts, *and* illumination still gives you completely free extra mana back any time you crit.
Against mages, a surprising MVP for me (I've not been able to land an ashkandi or sulfuras or anything of the sort) has been Jeklik's Crusher. Its stats suck, but it has a 20% proc rate, and it can proc itself. It also uses your melee crit rate and can proc weapon enchants -- so if you're looking for a weapon that can RNG a mage out after infinite stalling, it's served me well (I've had a freak win off one hit and one SoR tick proccing it four times, one of which crit). I don't think it's necessarily super good, but it feels nice to use and I've gotten some incredibly lucky chain procs resulting in ret-reck style one-shots in a low-damage holy reck suit.
Getting Ring of Reckoning and Dragon's Blood Cape has been huge though -- that 5k hp makes a world of difference in caster matchups, even if it's hard to notice at times. I'm looking to use Nef's head for the necklace as well, to the same end.
ZHC with precast consecrate and just using SoR rank 3 to keep it at 12 charges has been amazing, as well. Scrolls has been great, and I also enjoy swapping in resists (even ward of the elements at times) in the trinket slots, or tempestria's in the neck slot. Just in general I've been pleasantly surprised at how winnable some matchups are with holy reck at the time being.
thank you for this comment. Lots of fun things coming out to help us paladins find fun in classic lol
Good info my man, I will be sure to pass it on to Drakova, see what he things, and put some of it in a later video I am going to make. I am CONVINCED at this point that paladin is the most complex class in the game. Easy to learn, hard to master style, and my personal goal in these videos is to try to get a solid brick of just raw, "all the info you need to know both from my perspective and to make your own decisions" all in one place.
None of us paladins have all the info nor can any one of us test everything so its great to hear things other people have tested. I will have to go test that SoR double pushback because I have seen things that indicate this but never knew what was happening exactly. Like warlocks taking 4s or more to case a fear spell off of SoR Flurry axes hits and I try to math out WTF is going on and I couldn't.
As for the lock and priest bubbles I am pretty sure you get SoR damage into the bubbles but I know you don't get JoL or JoW back from it. For this reason if I am even going the JoL or JoW route vs say a priest or lock... I tent to want to hole JoSoR back a little, figuring that the loss of DPS is worth breaking the shield faster to get the pushback rolling. Same goes for crystal charge, sapper charge, nades, or whatever, just breaking that shield ASAP is a viable strat. Back in the day when I played warrior I would hold back WW and MS with a near full rage bar just to insantly get thought the shield so my white hits could generate rage. Same concept applies.
When I get around to the vs warlock video what you are going to is is that the tactic if the SL warlock is using voidwalker is to jump on them, stun them both with Nade, Goblin Mortar, or just stun the one of them that doesn't let the sac happen with HoJ... which one I can't remember and I need to test (lock or void which stun no sac?) and just got HAM on the AOE damage since the void walker takes 140% AoE damage do to soulink. Point being that warlocks either have to sac thier void at 60-70% life or lose the sac cause they got stunned and their pet exploded. After that its a nightmare for them to get out second void and even if they succeed in getting that shield you just beat them to death with Mithirl insig.
But yeah nuff talk let me just go make a video. Keep me informed anything else you got tested. Me and Drakova wondering if ZG hero charm and Scrolls of Blinding fuck you can be used same time... cause on private they could not... if so... ooooh myyyyy
From what I can tell, what's happening is that SoR is also providing pushback (possibly due to coming a batch later than its attached attack).
With regards to shields, I've been having the opposite happen to me; I get returns from judgement of light/wisdom but not from the seal as long as the autoattack is completely absorbed. If it's broken, then SoR goes through (so reckbombs are fine as they tend to break any shield of the sort), but otherwise, no seal other than command goes through, although seal of the crusader can't be "blocked" in the same way.
One mace I've been experimenting with a little is Serenity (purge on proc), but it doesn't seem to have a great proc rate, so I try not to rely on it too much.
I've got scrolls and ZHC, so I can test in a bit if they share a cooldown; haven't tried because I just assumed they did.
@@danielwest7396 yeah drakova says it x2 pushback as well. Says that firey enchant procs pushack and suspects frost oil lifesteal procs also pushback.
Btw, what is your FoL cast time when scrolls are rolling... kind of a big deal. "Oh did you just instant cast a spell? Are you in a 1.5s global CD? Here, like me FoL at 1.11s , get it off and then watch you fail an interrupt... LOL"
Haste is 1/1+n, so (100/133)*1.5 makes for a ~1.13 second FoL. Flurry axe with scrolls on is fairly silly. In group pvp just pre-emptively popping bubble to spam holy lights with scrolls on has been pretty great as well.
Scrolls and ZHC do share cooldown as it turns out, which makes sense, given that MQG also shares a CD. Well, not share a CD per se, but you can't use them at the same time.
Yikes the upload quality is terrible! I can't read anything. Will have to look into fixing that... for now just use the link in discription + my blathering.
What do you think about Voice Amplification Modulator resistance to silence effects +7% + Murmuring Ring 5% X2 + Aura 15% vs mage ?
classic.wowhead.com/item=18345/murmuring-ring
classic.wowhead.com/item=16009/voice-amplification-modulator
@@Nikolay1114 I think that on private servers my improved con aura that gives me 15% additional chance to resist silences doesn't do fuck all. The counter spell and school lock is arcane not a silence. Resisting the 4s or so silence but I am 10s holy school locked means nothing to me sadly.
@@pallytime2156 Dragonslayer's Signet ring isn't better than Band of Servitude ? More stats + 10 fr
Nice video! Question, do we need spell hit for the build?
Would LIKE spell hit...yes... need no.
Its a low priority stat. When you see RESIST... that is as MISS to do lack of hit.
Most of hour abilites use Melee hit.
well, im a r13 pala and can assure you, when you talked about the flurry axe enchant swaps etc, spellpower DOES NOT i repeat DOES NOT increase your heal, it specificly says spell damage not spelldamage and healing like every normal items says, that said it would be a waste of a few gold if anyone goes for the spellpower enchant for healing
cool good to know. Can you tell we never use that enchant lol?
@@pallytime2156 23:46 from a healing perspective they almost doing the same* your words not mine, the only time spellpower is theoreticly better is if you are just healing, also your words not mine
That's weird,i just put a +30 spell damage enchant on my aurastone hammer and it my healing and spell power increases...
This video was very useful for me. I'm almost at 5k health and in pvp like alterac valley I'm tanky af. Like the fact that I'm alive means for example destroying a horde tower because I stayed alive and could protect the flag. That happened yesterday in an awesome way. I was rlly surprised how I was still alive because I was getting hit a a lot and still managed to destroy the tower and 1-2 horde players. Crazy. I stayed like 15 min straight alive in av. I even had a guy whispering me WP
I'm currently 33/18/0
Great video you on discord? I'd love to talk pally strats with you sometime
i wanna see the video of that resulting conversation lol
Hey pallytime! For a fresh 60 holy reck do u think it’s worth it to try to go for the soulforge set to hold you over? Your vids are very helpful. I’ve been binging them over the past 2 days or so lol.
I think soulforged is not phase 1 but I could be wrong. One of those is and one of those isn't. With the new RANKING system (basically you can't go DOWN in rank anymore, if you are rank 12.9 and F off for 6 months, come back, = Rank 12.0) Rank 10 is the best set early on to go for.
Bits and Bobs out of BRD, some mail pieces with spell power, can hold you while you pvp for rank 10.
@@pallytime2156 sweet! Thanks for the reply. For right now I’m playing on era, which is probably gonna be relevant for the foreseeable future as new standard servers are not coming with the hardcore servers at the end of the summer. Having a blast with the stam int build you made a video on. Not 60 yet but I’m trying to do research on easily/somewhat easy to get gear as a fresh 60 for holy-reck.
@@Nistrin Ahh, well, Era is get T1 with Dark Iron Ring, Dragon Blood Cape. T1 is an odd-ball set because offensively its MEH but defensively it has INSANE HP even for Era you can easily hit your 5150hp break point.
On fresh it just makes you SUPER unkillable but the Rank 10 is better.
I perfer to point fresh PvPers towards gear that gets them their HP break-point over lethality. It will cause you to LEARN proper play, and get good with Time on Target. From their you can just upgrade your DPS.
If you try it the other way around you will learn the wrong lessons. But this way you might experiment a little going ++Damage for -HP and learn VERY quickly what that's a BAD idea.
T1, High HP Gear bits and bobs, Goblin Mortar, PvP Trinket, Gnomish Netomatic, Niffty Stopwatch, and swiftness / HP pots are about all you ever need to kill most people even in T1 on Era.
I prefer x2 Fire Resist Enchants even on T1 but the stam is good too if you can't hit the break points.
@@pallytime2156 cool thanks for that. I was also thinking something like a spellpower shockadin build. something like 31/0/20 but skip out on seal of command and poj and put those points into eye for an eye. or maybe just your standard shockadin with command.
@@Nistrin I think HS sucks balls but it MIGHT just not be my cup of tea. A LOT of people like it. Shock is best used defensively mostly. The added HP every 30s can help. Mind you HS hits for like 600 and heals for 500 in my gear... on a 30s CD.
It comes at the cost of Reckoning and I struggle to identify which is better honestly.
It has REALLY good Time on Target because its another tool you can use to keep targets in combat / batter them down at range.
Reckoning by contrast can just KILL or do so much damage that enemy has to use Healing Pot, causing you to be up Swiftness pot = Great Time on Target.
Even Edward the Odd bombs, say vs Shaman, have a 30% chance to proc the weapon = Full instant heal. Which is useful.
I think its just one of those "either works" things honestly.
Hi,
first of all (and i commented this on one of Drakovas videos recently as well): This channel is pure gold! Thanks a lot for all your time and effort :)
One Question: As a casual player (MC/Ony/ZG pugs) who is not going to see BWL any time soon but is about to hit rank 7 this week: How good is the blue PvP Set as a Spell-Power 1h Pally alternative to T2? It seems quite nice, but missing a ton of Resistances in comparison. Or would it be better in that case, to just go the T1 "no spellpower / more physical" route? (edited) Thanks a lot in advance.
I reckon the PvP gear is a lot better than T1. You could possibly pug BWL, i've been pugging it fine on my alt, my server has numerous bwl pugs running every week. If you play holy in bwl its as easy as spamming flash of light on the main tank!
The Blue Rank gear isn't that bad, I have some of it mixed in with the other pieces that I have got going. The big question here IMO is All blue Rank Gear vs Mixed Blue Rank and Dungeon gear vs T1 gear.
Being experienced I have gone for Rank 8 blues and whatever else I can possibly get my hands on but a lot of people sware by leaning heavily on the T1 gear... which I can totally see.
Your dps will be shit but your endurance is rather impressive with T1 being even more of a endurance set then T2. With Rank 1 Heals and Mug of Hurt you can really get some work done.
Best advice is to get it ALL... start with R8 gear for the two piece chest and boots, have your dungeon peices that are decent even if they are not plate, all the T1 and just see what you like most.
@@pallytime2156 Thanks for the additional Info.
This might be another noobish question, but how come T1 is regarded as "even more of a endurance set" as T2. It has the same ammount of Stamina, but T1 is behind on Armor, Int/Mana and +Heal. Is this all about the Set-Bonus Effects, or am i missing something else?
Thanks again ... And i will try to just get it all :D
@@Ant12468 Thanks for the encouragement. A bit more healing catch-up-gear form ZG and i might try a BWL Pug. If even alts are puggin it i think ill manage :D
@@peterbaumann9255 Better way to loot at it is that T1 has all the same durability stats as T2, minus some armor, just none of the spell power. Factor in that it's 3 set bonus is nothing to sniff at, its resists are pretty good being Fire and Shadow, and you can mix it well with other peices such as rank / dungeon gear and she's not bad.
Really at first paladins just want raw stats and T1 has a lot of raw stats. Personally I favor a mix of Rank/dungeon gear while getting my T2 and avoiding T1, but considering how EASY and FAST a new player can get T1 now... I would say start there. R10 might be better thought let me check real fast...
Yeah, no your right, R10 gear is good. Its the HP you really want to keep high... and as you can see your HP is around 4800 where as HP with T1 is around 5k... less with different rings and caps then I am using... But its the loss of the reists and the 3/8 peice set bonus of T1 that tells the tail... you do get +130 spell power though.
So conclusion is that R10 = good well rounded tanky / damage dealer... but T1 with its set bonuses and resist is tanky AF under a lot of conditions.
If you compare T1 to T2 they are about equal until you look at 1 having Spell power out the ass but the other has 76.66% chance to proc 61 heal on hit and an accosional 8 piece heal. It just has more in combat HP... where as the T2 is a good mix of HP, Resists, and Damage. Think of T1 not at 5k hp but more like 5400hp with just a couple procs.
Damage = tankyness though... so I still say T2 is better for sure. But T1 is no joke. The 8 piece proc rate is bad I hear though so maybe this is just private server info talking.
At what point do you think is better to stop increasing HP and instead increase SP? For example once you hit like 5100 health and you could choose between a ring with 30 spell damage or a ring with 20 Stam would you still go for like an extra 10-20 hp? Also considering you already reached 300 SP with your gear. My question is basically if there's a limit of HP for paladins or if I should sacrifice damage for even more hp even with already 5k hp
I JUST GOT MUG O HURT
Why don't you use weapon swap macros? this is kinda simple.
@Pallytime215 how does lok'amir fit into all of this? With its huge bonus spell damage and 2.1 speed that was some type of sweet spot you talked of?
Shit did I fail to reply to this? I just got done replying to a comment about lok'amir with MATH, hold my beer style. Peaceblade using it so people asking. Short answer... might be good vs 2 handed enemies because the fast weps give more parry haste. From a dps perspective numbers came out 1130 SoR damage in 20s vs 1520 damage (flurry axe)... TWO 130 damage frost bolts vs THREE 105 damage frost bolts (forst bolts being an oppotunity to heal / consecrate)... +86 SoR judgement damage in same amount of time... and the math just works out to Flurry axes being a better dps weapon, and better tactically with more spell pushback, more slows, more procs. With Holy shock might might be different, no idea but clear winner is Flurry. Also Flurry is 400g on AH while Lok is god help you trying to get.
why flurry axe instead of 200% spell scaling Ancient Hakkari Manslayer?
procrate for that axe is horrible, but i didnt know it scales 200% thanks for that info
Based on you choosing flurry axe for everything, I'm guessing none of the weapons you showed in the basic gearing video scale with spellpower?, or they do and its just not worth it?
The first video I made when I came back titled Classic WoW Paladin PvP info has all that info.
@@pallytime2156 thank you I'll check it out!
why do we take lifestealing instead of spellpower enchant (or anything else) since lifestealing doesnt scale with SP? apologies if that is part of the video i watched the whole thing 2 weeks ago but cant remember if you addressed why lifestealing is number uno for sure in pvp
Its not number 1. It has 1 proc every 6.66s of swing speed with SoR as SoR does x2 it. Statistically this does more work then +30 Spell power. The spell power does more damage but HP is more valuable. The thing that pushes it over the edge for lifesteal is that the shadow bolts that fly out can kill grounding totems and have a 2/3 chance to give back mana from Judgement of Wisdom, but not Light. So its just tactically nice. Ideally you will have multiple weapons for different purposes, Lok'emere for healing with +healing, Flurry axe with lifesteal for dps and sustain, MugOhurt with chilly enchant for slowing your target.
@@pallytime2156 i see thank you very much.. i have the problem of choice right now cause i want to put spellpower on my flurry axe for aoe farming purposes but in pvp as you described it, lifestealing seems more useful, ideally i would want 2 flurry axes i guess :D
@@chaoticneutral1090 nah you want lifesteal for AoE farming, you get more mana back. It's heaven.
What do you think of the combo band of servitude and ring of Blackrock?
you're awesome!
I know all these this vs this wep questions must be getting annoying but whats your opinion on Ironfoe?
From the data I have it is a decent well rounded weapon for a reckoning paladin, no so good for a non-reckoning as you lose much of the benefits from its slow speed. It can be seal twisted R1 crusader into R3 SoR for some truly scary damage but you have to pick your timing for such a thing because getting caught in a GDC when you might once to cleanse or freedom is bad. Good spike in DPS if you know when to use it though.
I don't have ring of reckoning but I have dark iron ring and Seal of the archmagus. Which one should I keep?
Dark Iron and Reckoning are a thing. You will get Reckoning ring eventually its kinda BiS even in Naxx so see about getting it.
Hey Pallytime, is there any chance that you can address how to deal with no longer having the capability to stack reck charges and reckbomb someone?
u can still stack reckoning . and reckbomb. People i do this all the time. just spam sit button.
What's your opinion on getting spell hit capped for pvp for a 31 holy that wants to spam JoR and Holy Shock? I mean hit points or spell hit capped? This wouldn't be a problem if I could get my hands on nelth tear from nefarian and wear it with ring of the fallen God from cthun. I'd love to have that combo and use archimtiros, dragons blood cape and the neck reward from nef head. You get like 300-350 extra hp. With blessing of kings you can get like 5,5k hp which is insane. Will let you survive all that burst damage from Magee and shamans I bet
But in case I don't get nelth tear should I just ignore the fact im not spell hit capped, lose a bit of SP and int and instead get and extra 300-350 hp? Is it worth doing this?
Missing a holy shock hurts a lot for me but if the hp is more important then I'm down
I wanna try 31/13/7 again, now that I'm full tier 2. Still no lok amir but I have hakkari manslayer + malistar/skullflame
BTW does lifestealing cause pushback? I'm thinking of enchanting it with 30 SP. I've been using lifestealing. Never did a 30 SP enchant
You can test it an ask around but I am pretty sure that most paladin spells are already max hit capped. The game devs being nice enough to make us NOT have to worry about that.
Secondly no knowledgeable paladin ever talks about their HP total with kings as there is almost no combat scenario where kings will not give way to freedom or other buffs. Blessing of Sanctuary, Freedom, and Might are you bread and butter buffs. Kings has the issue that it doesn't give immediate benefits upon casting, especially if recast after a freedom... Sanctuary however, does, from a defensive HP perspective.
HP break points for paladins are 4800... 5000+... 5300. Ideally you want just over 5k. I have 5060hp give or take and my combat log 8/10 times says "50 damage taken (600+ overkill) you died" Which is EXACTLY what I want it to say upon a death.
What about Don Julios? Has 11 stam
I think in one of my videos... the gearing video... I talk about how I am not so concerned about my lack of +hit... but don is fine if you got nothing better.
very informative video! learn a lot. BTW, I am from China, lol.
I am living in china currently. Married a HK girl and her career took us Mainland
I got cape of the trinity yesterday. I think it's overall better than dragons blood cape don't you think?
Yeah I got 1 too, I would agree. Dragon blood however is still a cape you would want with something like fire resist on it. Fighting a shaman the extra resists and stam are worth more then the spell power. I still want one, it just much less needed now that I have trinity. Nice too cause no one else in raid wants it.
@@pallytime2156 I was surprised that I was the only one who rolled for trinity
@@pallytime2156 there's a cape with 21 Stam and like 20 shadow resist that drops in Aq40 from sartura I think
@@pallytime2156 cape seems not to drop for me. Haven't seen it in a while
@@miguelanessoares7039 yeah you would think they some spell caster out there would value all that stam, but if you look around there are SOOOO much better caps for them.
Can anyone explain what is he talking about? Warriors charge you and MS for 2k and shamans wipe you with their 2x crits, but this guy talks about some lvl 41 weapon procs, as if that was supposed to let you win xD We need some way to quickly delete horde before their reinforcements come, not taunt them with toys.
You know I have vs warrior and shaman guides right? Just a few points to highlight from those videos on this subject. 1. BG's and 1v1 either in the open world or under dueling conditions are different animals. The 1 handed paladin style is usually healing in BG's and if reckoning often healing with a two hander to have something to do with crit charges and when counterspelled. My latest video is me and Drakova going into detail on what we think about paladin healing in BG's.
Anyways, let talk the 1v1 then. Shamans actually crit for 5k which is there stun burst combo. LB's do about 800 damage base with 1600 crits, Earthshocks do about the same, chain lights come in for about 3k average when single target so you are looking at taking 4600 nature damage from elemental overlord chain light into earth shock crit combo alone, to say nothing of the LB and possibly fire nova totem you took even before that. It's and interesting matchup that the guide explains better honestly. 1 handers are strangely preferable either do to the increase in resist and stamina you get from a shield or better yet, the skeleton offhand summons, medicen pouche, skull of impending doom... stuff like that. The two handed style vs shaman is a different can of worms that honestly only Drakova knows how to do and to this day I still don't get how it works.
My general strat is to be as tanky defensive turd as I can be to survive the burst and then beat them to death with MugOhurt. Being able to quickly swap from a two hander to more resist / stamina based weapons really helps. One of the biggest weaknesses of shaman game play is the number of resist checks their burst has to go through. They can BARELY kill you with say LB >> NADE >> CL, ES combo... totaling out to 800 + 400 + 3000 + 1600 = 5800 damage. If you are sitting at 5100hp and whiper root or heal pot the LB damage you can see how tight the kill combo is damage wise. To make matters worse for them they their damage has to run through 6 resist checks, 5 nature 1 fire. So 5100HP, proper play and a good bit of resist makes the matchup fairly easy.
There is also line of play using speed boots, nifty stopwatch, skull of doom... any one of those and PvP trinket were you run at them get them to use their nade and go for the trinket nade into judge to remove grounding totem into 6s stun into RUN and waist thier CD's, swap gear, go back... or just trinket nade, turn and RUN fast as hell other way. You will take the CL to the back for 3k damage but not the Earth Shock follow up. Drop combat swap gear, come back in again. You have no traded Speed-boots, PvP trinket for their 3m CD burst and 1 of two possible stuns AND you got to gear swap into something more appropriate to deal with a shamy. Personally I would come back in with a nifty stop watch and come in hard to stick it to them with MugOhurt but many options sudden there.
If I get jumped or I am in a BG the play usually is to get into Skull of Doom while kiting back to by time, eventually I need to stop and heal which is where the nade / death combo comes in, if skull is of 30s swap CD awesome we poping pvp trinket and doing the run-swap-attack tactic if not still running is just fine you keep alive either way with whipper root pot heal.
Point is find some way to survive the burst, heal to full and then go back in on them fast and hard to beat their dick off. Check out the guide for more on it. The Seal of Justice stun into HoL light heal with reckoning is a big deal and might make the two hander style work really well.
Warriors are simple. If two hander you need to have mitigation gear such as parry or you get cut to pieces via sunder armor. 1 hander is preferable vs warriors do to just how much shields and arm screw up warrior mechanics. Video shows this rather clearly.
What sepc are u using? I'm currently 33/11/7
I made a video on just that yesterday
Flurry Axe vs Hakkari Manslayer. Any big difference?
Flurry Axe is about a 15% proc rate or more per hit with SoR, factoring this its speed is ~1.3 seconds, if you go crunch the numbers you will find that Flurry axe is throwing down more dps at 16 attacks in 20s vs Manslayers 10 even with the procs. Manslayer heals more so there is that going for...
I go in detail on it in classic wow info video the really long one at 1hr 40m.
Flurry axe also has some scary pushback potential. But I personally hold the two weps to be about around the same performance level.
The health u drain is also nice for sustain. 300 damage means 30 stamina. BTW what about lok amir? 2.1 speed and the 84 SP? Worth getting or not?
@@miguelanessoares7039 I think its fine with Deep holy but I suspect it's kinda Meh for Holy Reck. Math wise it is inferior by a good bit to flurry axe.
I wreck mages with HS build. Just slap on resist aura, spam cleanse and hof, switch to a 2h. Shock to heal so you don't get silenced. Ezpz
wouldn't you want some +hit gear like ony neck? otherwise you're stuck at 3%
Drakova tried to convince me of this for some time, but in the end my argument of "I have a 2% miss chance in pvp, that's 1 miss every 50 auto attacks... won out"
The argument basically is... if you are going for the kill with a reck bomb then you are stupid for not having 5% hit... which I 100% agree with... a 10% chance to miss the bomb + dodge, parry, whatever = BAD.
However with the faster weapons the odds even out more... kind of like rolling a TON of dice vs rolling only a few. The few can fuck you wildly, but the many tents to even out mathematically. Point being, its really not that bad to miss 1 attack in 50 attacks with flurry axe... or 2 in 50 if you are unlucky. Missing 1 two handed attack... well rarely is there a good time for that.
@@pallytime2156 and you can still get crit/hit gear on high stam items. sentinal lamellar pants from WSG rep in phase 6 is like 23stam with 1% hit/crit with 25 healing power. In phase 4, darksoul leggings is 2% hit, with 25 stam which you lose out on the SP/healing power, but aside from pvp rank blues, not much out there for the casual gamer.
This argument goes in the reverse favoring capping your hit chance if we talking about a reck bomb centric fighting style, because now you are looking to do 30+ seconds of swing time in a matter of 3.8 seconds or so... and that 12% or so chance to miss on the bomb + auto suddenly becomes unacceptable.
@@stevenpitera8978 Sorry fail reply there... Was explaining how with a flurry axe at 1.3 speed and a 2% miss chance = 1 failed attack every 65 seconds of swing speed. Factor in that most combats will only see my swinging on a target for about 30s... then realizing that I am just as likely to go entire 1v1's were I do not miss as I am to go rounds were I miss 1 time... and I suddenly would rather go with the raw damage and stat increase approach over % hit.
On top of this is the amount of time you spend actually hitting your target vs chasing, running, or healing... and suddenly raw stats (int, SP, Stam) just become superior.
Shit changes when dealing with two hander though, but I explained it poorly then fucked up a delete posting it instead... I say 30s swing time like it means something... it doesn't... its more about RNG and a 12% chance to just FAIL your one shot to kill a target that you are focusing your entire compate style around is just not something you want in play. But for fast 1 hander? Nahh, 3% hit and your good my man.
@@pallytime2156 makes sense! You'll be swinging and SoR DMG is unresisted in that it can't be partied/block/dodged. The reverse logic is kinda the same for unyielding fate; for every 100 fears you'll resist 10, makes it seem less impactful and you would rather grab 4% Divine strength or the extra Mana Regen with imp wisdom. Hell, even 6% extra base DMG sor!
Mages are a real pain