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Cillbo
08-20-2009, 02:04 PM
Found this guide to armor. Some good info.

[/URL][url]http://forum.mmosite.com/topics/245/200811/28/268,1.html?time=1250791553881 (http://forum.mmosite.com/topics/245/200811/28/268,1.html?time=1227864450#tip2201)

Vasan
08-20-2009, 04:57 PM
Generally better types of armor are much, much better so you want to use the best type you have access to, and not say use cloth in place of the chain you could wear.

I don't believe magical power adjusts healing rates (which is lame), someone correct me if wrong, but would be interesting to see how (or if!) wearing cloth in pve would assist a healer via mana regeneration.

Thanks for the link, it's shows pretty well why my little mage/sorc was getting rocked by melee damage to the point of me kiting everything.

Drakhon
08-20-2009, 05:12 PM
You are correct that Magic Boost does not increase healing, but it doesn't seem to matter much. Damage output and damage mitigation progress at similar rates, so healing staying the same makes sense. Also keep in mind that in 1.5 damage is just flat reduced by 40% in PvP (compared to 20% now) - not that that changes scaling, but you can compare to PvE.

Vasan
08-20-2009, 05:16 PM
You are correct that Magic Boost does not increase healing, but it doesn't seem to matter much. Damage output and damage mitigation progress at similar rates, so healing staying the same makes sense. Also keep in mind that in 1.5 damage is just flat reduced by 40% in PvP (compared to 20% now) - not that that changes scaling, but you can compare to PvE.

Suppose the only healing buff is the cleric line of self healing boost, unless I've missed something.

aishrod
08-20-2009, 05:52 PM
So far there are no stats that increase healing.

On the other hand when you enchant an item, a +10 item level 10 will be better than most level 18-20 weapons you find in terms of damage 9 perhaps not stats though).

On my glad had my halbred +10 and Its damage output was equal to that of a green level 17 item.

Drakhon
08-20-2009, 06:34 PM
Suppose the only healing buff is the cleric line of self healing boost, unless I've missed something.

As far as I know, yes.

It's a different way of handling comparative progression and requires a change of mindset to accept - healers have to focus on survivability and endurance because there is nothing else to focus on.

Cillbo
08-20-2009, 07:14 PM
As far as I know, yes.

It's a different way of handling comparative progression and requires a change of mindset to accept - healers have to focus on survivability and endurance because there is nothing else to focus on.

That should be interesting. Healres could (in theory) focus on damage output.

Drakhon
08-20-2009, 07:29 PM
I suppose, but it wouldn't be good damage even so.

Rayhort
08-20-2009, 09:22 PM
That should be interesting. Healres could (in theory) focus on damage output.

Except if you don't focus on survival stats, mostly HP, your gonna get rocked.

aishrod
08-20-2009, 09:44 PM
Healers and SM alike are HP stat classes when it comes to socketing ( for PVP that is)

Vasan
08-20-2009, 11:13 PM
Why not melee or magic defense?

aishrod
08-20-2009, 11:17 PM
Having the HP is more valuable. If its melee or magic defense then you are more "specialized" than if you add purely into HP.

Cillbo
08-20-2009, 11:20 PM
I just meant it was a possibility to max damage. By no means was it an endorsement.

Gisli
08-20-2009, 11:39 PM
I'll be doing HP, for sure.

Rayhort
08-21-2009, 12:47 AM
Armor looks (http://aion.mmosite.com/guide/suit.shtml)

Vasan
08-21-2009, 08:42 AM
Having the HP is more valuable. If its melee or magic defense then you are more "specialized" than if you add purely into HP.

I think it would depend on the actual values of the items being socketed, in so much as you would need to look at the health added, the actual health added through increased damage mitigation, and what type of damage you really suffered from more. Long story short, I think the chances of a complete magic resist might offset a few more health manastones once you've reach a higher level of health (someone similar to how toughness, armor and resists worked in war).

That said I only seem to be finding manastones that increase magical resistance by 12, which I think would be very useful at least throwing a few on if you are getting hit by lots of sorcs and of course the nasty cleric ae's. It does seem like physical "resist" is increased by plusing your armor.

If it's really does turn out to be as simple as stock up on health manastones, I think they need to tweak the system more to allow for more variety, even if the lack of choices might be healer centered. Unless you are Tillpo of course who I am sure will be busy stocking up his attack stones!

Rayhort
08-21-2009, 01:59 PM
It's more a question of how much HP you get from the gear. If the gear is high enough level to let you survive the ranger and assassin 1 combo kill chains then yes it's definitely better to go for magic resist, though that is mainly to avoid CC. From what I have read though that wont happen until you have really good abyss gear for the % minus to damage taken.

aishrod
08-21-2009, 03:41 PM
To give an idea of how much HP stones give, at level 15 I was getting +40hp (white) stones. In a full set of greens thats what 12 stones you can use, maybe more? So given the average combo of my glad being 200-300 ( non crit) on a player or so, adding in 480 hp would be a huge help in getting enough time to throw in a pot, or have the cleric/chanter throw you a heal.

Gisli
08-21-2009, 04:08 PM
My understanding is that, at high levels with good mana stones and lots of slots, we are potentially talking about upping your HPs by a couple thousand. Much like in Warhammer where you can pour in a couple thousand HPs with wounds talismans.

Vasan
08-21-2009, 04:18 PM
With the underlying premise being there is no melee defense manastones and that magic defense isn't really needed as much, gotcha. So it's either health stone, health stone or health stone.

Meh, the illusion of choice. Think I am going to miss the system of balancing wounds, toughness and resists versus wisdom and healing power versus the Aion system of just add more health stones since nothing else matters. Least you can tinker on your gear for slightly more physical defense, thought the cap to that seems to be about + 180.

Heh wonder if the bulk of dps is going all out glass cannon stone socking, like they did in War.

Rayhort
08-21-2009, 07:37 PM
Heh wonder if the bulk of dps is going all out glass cannon stone socking, like they did in War.

If they do they will be free AP for any group that runs two healers.

Gisli
08-21-2009, 07:57 PM
Just because clerics should be socketing HPs does not mean that all classes are so limited in their options. What makes clerics different is that no stones will improve their healing, and their damage is irrelevant. Which means there is nothing ability-related that is worth doing. That doesn't leave much for them other than to bulk up on defense. All other classes will have an interest in how they can improve their abilities.

Vasan
08-22-2009, 08:58 AM
Just because clerics should be socketing HPs does not mean that all classes are so limited in their options. What makes clerics different is that no stones will improve their healing, and their damage is irrelevant. Which means there is nothing ability-related that is worth doing. That doesn't leave much for them other than to bulk up on defense. All other classes will have an interest in how they can improve their abilities.

Well I did agree the lack of manastone choices did seem rather healer centered but realistically the lack of choice might be self imposed rather than strictly game imposed.

Still I bet there will be a lot of clerics out there stacking magic power for smiting and the like (voice of destruction mabbe, pain link for sure), and alot of chanters stacking parry and melee crit. For damage bybrid healing classes, there will be a greater choice of what manastones to use.

Gisli
08-22-2009, 10:16 AM
That's how you know which clerics to avoid. :)

Chanters are different from clerics. I don't know so much about them. But I don't see how parry could be a bad idea, and I thought they were supposed to be doing damage anyway.

Vasan
08-22-2009, 11:16 AM
Yeah will be interesting to see what people make of the various very different parts of the chanter. Light dps, light healing, utility buffs it's an interesting combination of abilities much like the sm.

Kalagg
08-25-2009, 01:45 PM
That's how you know which clerics to avoid. :)

Chanters are different from clerics. I don't know so much about them. But I don't see how parry could be a bad idea, and I thought they were supposed to be doing damage anyway.

Chanter is an interesting one. If you go staves for offense you want hp/melee crit/parry. If you go mace/shield you might want more defense and mana. I look at it as any good chanter will be carrying both weapon sets and switch according to the proper situation.