Author Topic: Peter's list of basic stuff  (Read 1382 times)

Offline Peter

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Peter's list of basic stuff
« on: October 04, 2008, 10:38:46 PM »
I will be adding basic gameplay mechanics to this thread whenever I get bored - mostly just for reference, not for debate.


Racials Tactics

Every race gets two different racials at rank 11 and 23. These are unique, passive, and are mostly chance-based. The exception is the dwarf that gets two passive that provide a guaranteed that is not chance-based.

Every race gets a resistance racial at rank 17 with the same strength. Resistance racials are of little general but might be valuable to swap in once in a blue moon (or in resistance based PvE encounters should there be any or to counter a group of sorceresses focusfiring you down with corporeal damage or something outré like that, but sorceresses do both corporeal and spiritual, so is it really worth using a tactic slot for if they have even half a brain between them?).

These racials tactics are, in general, not very good compared to class/spec specific tactics, but there are a few good ones amongst them of at least situational usefulness.

All damage/healing numbers in the tooltips are for rank 40 without any talents, masteries, INT, or WIL affecting them.

High Elf
11 [spell]818[/spell]
25% chance to apply a tiny non-stacking DOT when hitting. Only to be used when you have no tactics available that actually supports what you are doing.
17 [spell]819[/spell]
Increased elemental resistance.
23 [spell]823[/spell]
10% reduced chance to be defended against. Might be useful - math not yet done.

Dwarf
11 [spell]713[/spell]
Recover from stuns and knockdowns 50% quicker (duration of immunity is not reduced from original value). Since the number of stun and knockdown abilities out there on the PvP battlefield increases with rank, this looks like a decent PvP talent throughout the game.
17 [spell]714[/spell]
Increased corporeal resistance.
23 [spell]716[/spell]
Increased armour by fixed amount (probably most useful to those not so tough and grudgebearing)



Empire
11 [spell]779[/Spell]
25% to get a small damage shield for 10s whenever attacked - can occur only every 3s. Looks decent for the level at which it is achieved.
17 [spell]777[/spell]
Increased spirit resistance.
23 [spell]776[/spell]
Whenever you are healed, there's a 25% chance to get healed a tiny fixed amount extra. Hard to imagine anybody not having better tactics to use than this by level 23.



And an honourable mention: GREENSKINS!
11 [spell]760[/spell]
25% chance when hit to detaunt the one hitting you and causing him to deal 25% less damage to you for 5s, broken if you hit him. This looks nice for melee in PvP.
17 [spell]756[/spell]
Increased spirit resistance.
23 [spell]758[/spell]
25% chance to get +30% runspeed for 5s when hit. This looks awesome for squishies.



Notes on AP Regen, GCDs
To do.


Notes on DPS, HPS, DAP, and HAP (with a glance to GCDs)
To do. Not as relevant as usual due to PvP focus.


Whining
To do.

« Last Edit: October 04, 2008, 10:44:48 PM by Peter »

Offline Peter

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Re: Peter's list of basic stuff
« Reply #1 on: October 04, 2008, 10:45:16 PM »
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Offline Jarkko

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Re: Peter's list of basic stuff
« Reply #2 on: October 05, 2008, 10:15:47 AM »
I think Emperors ward is one of the best tactics available in the whole game. In scenarios it is invaluable (can cap the flag etc even when people are hitting you or you have dots on you) and when you use channeled abilities (for example [spell]8244[/spell], [spell]8087[/spell] or spells with long casting time (like for example [spell]8166[/spell] ) you can safely use them after the ward procs no matter if you have dots on you or some pesky evil git hacking you. After it became available in beta (sometime in June IIRC) I have never had it unslotted on my Empire toons :)