Found this guide to armor. Some good info.
http://forum.mmosite.com/topics/245/...=1250791553881
Found this guide to armor. Some good info.
http://forum.mmosite.com/topics/245/...=1250791553881
90 percent of this game is half mental. -Yogi Berra
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.
Last edited by Vasan; 08-20-2009 at 04:07 PM.
Vasan
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.
"Oh, hell no," Kylar said. "You cannot fly. Tell me you can't fly."
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.
"Oh, hell no," Kylar said. "You cannot fly. Tell me you can't fly."
I suppose, but it wouldn't be good damage even so.
"Oh, hell no," Kylar said. "You cannot fly. Tell me you can't fly."
Except if you don't focus on survival stats, mostly HP, your gonna get rocked.That should be interesting. Healres could (in theory) focus on damage output.
Sometimes in raids there is fire.
You have to not stand in that fire.
Healers and SM alike are HP stat classes when it comes to socketing ( for PVP that is)