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A balance Druid still has all of the tricks up their sleeve that say, a feral Druid does,. Gear: What is the Best in Slot (BiS) gear for PvP Druids at this level and�...


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A Druid specializing in Balance uses to maintain balance in utilizing Nature and Arcane magic.
The use continue reading solar and lunar energy makes a Balance Druid a powerful enemy from afar.
Many abilities are tied to the image the Druid is in.
As a Moonkin, you get once key resource � Astral Power which you spend on all your key DPS abilities; and one secondary resource � Mana which you use to power various auxiliary spells.
Glossary Area of Effect is basically the area where this of that effect is actuated regardless of whether its damage or healing.
It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect.
Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do � in multiple ways � massive damage within a short period of time.
Gear is what it is.
GCD Global Cooldown is the overall ability recovery time.
Debuff stands for negative effect.
DoT stands for Damage over Time.
DPS Damage per Second is a measure that reflects the damage done within one second.
Cleave is an ability to damage secondary targets through damaging the main one with no or minor loss in the damage done to the main target.
Cooldown often CD primarily refers to the ability recovery time.
Can be often applied to bursts and various protective abilities.
Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone.
Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that https://allo-hebergeur.com/best/best-live-casino-welcome-bonus-no-deposit.html effective damage remotely.
Area of Effect is basically the area where this of that effect is actuated regardless of whether its damage or healing.
It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect.
Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do � in multiple ways � massive damage within a short period of time.
Gear is what it is.
GCD Global Cooldown is the overall ability recovery time.
Debuff stands for negative effect.
DoT stands for Damage over Time.
DPS Damage per Second is a measure that reflects the damage done within one second.
Cleave is an ability to damage secondary targets through best in slot balance the main one with no or minor loss in the damage done to the main target.
Cooldown often CD primarily refers to the ability recovery time.
Can be often applied to bursts and various protective abilities.
Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone.
Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that do effective damage remotely.
Main abilities deals Nature damage and generates 8 Astral Power.
Generates 12 Astral Power.
Deals Nature damage, generates 3 Astral Power per use.
It can also be used while in the form of a Bear.
Generates 3 Astral Power.
After that, you are granted 2 effects: and.
Each of them � respective with the type � empowers your next and by 20%.
The effects stay for no learn more here than 45 secs, and stack up, up to 3 times.
It also applies the effect to all the targets.
The effect, in its turn, increases all the received periodical damage by your and by 20%.
Generates 12 Astral Power.
Deals Nature damage, generates 3 Astral Power per use.
It can also be used while in the form of a Bear.
Generates 3 Astral Power.
After that, you are granted 2 effects: and.
Each of them � respective with the type � empowers your next and by 20%.
The effects stay for no longer than 45 secs, and stack up, up to 3 times.
It also applies the effect to all the targets.
The effect, in its turn, increases all the received periodical damage by your and by 20%.
The effect lasts for 15 secs, CD 3 min.
The effect lasts for 15 secs, CD 3 min.
It also prevents casting postponing due to received damage for the following 12 secs.
Can be utilized in any form during stunning, paralysis, fear and sleep effects.
It also prevents casting postponing due to received damage for the following 12 secs.
Can be utilized in any form during stunning, paralysis, fear and sleep effects.
Any damage dealt to this target cancels the effect.
Can only be cast out of combat.
Form change cancels any movement-impairing best in slot balance />When receiving single-target attack inflicted damage, you have a 15% chance of casting instantly.
In this form, you are immune to any transformation effects Form change cancels any movement-impairing effects.
Form change cancels any movement-impairing effects.
CD is 2 min makes you take up one of your forms depending on the surrounding circumstances: for airborne, on-land or aquatic relocations.
All Forms make you immune to transformation effects; form change cancels any movement-impairing effects.
Out of combat, your forms have increased moving speed.
These effects, however, do not work on the arena or on battlefields.
Provokes your target to attack you for 3 secs.
Active for 8 secs.
When cast in Moonglade, returns you to your initial location � to the nearest cemetery, to be precise.
Any damage dealt to this target cancels the effect.
Can only be cast out of combat.
Form change cancels any movement-impairing effects.
When receiving single-target attack inflicted damage, you have a 15% chance of casting instantly.
In this form, you are immune to any transformation effects Form change cancels any movement-impairing effects.
You are immune to any transformation effects and generate an elevated danger rate.
Form change cancels any movement-impairing effects.
CD is 2 min makes you take up one of your forms depending on the surrounding circumstances: for airborne, on-land or aquatic relocations.
All Forms make you immune to transformation effects; form change cancels any movement-impairing effects.
Out of combat, your forms have increased moving speed.
These effects, however, do not work on the arena or on battlefields.
Provokes your target to attack you for 3 secs.
Active for 8 secs.
When cast in Moonglade, returns you to your initial location � to the nearest cemetery, to be precise.
Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells.
click at this page can be changed in Sanctuaries or best in slot balance recreational zones.
While best strategy at slots combat you generate 2 Astral power every 3 sec.
While out of combat your astral power rebalances to 50 instead of depleting to empty.
The best raiding talent for constant astral power gain.
Your next 3 Lunar Strikes are instant cast and generate 40% additional Astral Power.
Summons 3 treants that provoke the enemies within the selected area and attack hem for 10 secs.
Generates 20 Astral power.
The best talent for m+ for helping your tank on difficult packs and for generating astral power and additional damage.
Activates Cat Form and increases movement speed by 200%, reducing gradually over 5 sec.
Instantly restores 30% fof your max HP stock.
Can be cast from any form.
In your Aquatic Form, your swimming speed grows by 150% for 5 secs.
Passively grants you a 15% running speed boost.
Increases your Energy restoring speed, grants access to Combo Points and the following abilities in this form: is only available in thedemands 40 Energy; deals physical damage to a target.
If the latter tagged with your bleedings, the spell deals 20% more damage.
When cast from Stealth, deals 50% more damage, and doubles Crit.
It also slows your target down by 50% for 12 secs.
When cast from Stealth, the spell deals 100% more damage and stuns the target for 4 secs.
The more CP spent, the heavier the damage.
Spending additional 25 Energy, increases the damage by no more than 100%.
If the target is left with under 25% Health, renews instantly.
The targets tagged with your bleeding effects receive 20%more damage.
Passively reduces the incoming damage by 6%.
It also grants you several abilities: deals physical damage to the target, generates 5 Rage.
Passively grants you which restores 3% of your max HP count once every 5 secs.
If your Health is at 100%, the spell restores the same portion of HP to the nearest injured ally.
Allows you to heal yourself and an ally.
Can be cast from any form; stuns your enemy for 5 secs.
Allows you to immobilize the selected target and all the enemies within the 15-m range of it for 30 secs.
Any damage dealt best in slot balance the entangled enemies cancels the effect.
In any form, throws back all the enemies within the 15-m range in front of you and dazes them for 6 secs.
This talent is not used anywhere.
Stacking up to 3 times.
Gaining a stack does not refresh the duration.
Strongest choice at current state.
Allows you to enter the improved for 30 secs.
In it, your spell-inflicted damage grows by 25%.
The best choice for raids Tier 6.
The area of grows by 20%, and the dealt damage � by 25%.
After its nerf, it is not used anywhere.
Moonfire deals 10% increased damage and best in slot balance hits another nearby enemy within 15 yds of the target.
A great talent in mythic+ or if there is a constant cleave on 2 targets.
Burns the target with astral damage for 1.
Generates 8 astral power.
The best single target talent.
Whenever your or deal periodical damage, there is a 10% chance that they summon a Shooting Star dealing minor Astral damage and generating 4 Astral Power.
The best choice for cleave and single target.
Generates 40 Astral power over its duration.
The best choice for m+ and AOE.
Deal arcane damage to the target that empowers New moon to become Half moon.
Generates 10 Astral power.
It is basically legion artefact analogue that is not used anywhere.
Every 9 Starsurges, gain for 6 sec.
It is a great trait but you need only 1 of it.
The best trait, take it 3.
It changes your rotation a little bit, making you using the same ability twice during the burst.
But it is worth it because your dps will significantly increase.
You can have 1-2 of it.
We recommend to use and addon.
Import the addon command from the site and you can easily compare your azerite in the game.
If there are 4 targets, is used regardless of whether empowered or not.
Use your burst as often as possible.
If there are 4 targets, is used regardless of whether empowered or not.
Use your burst as often as possible.
Haste reduces the cast for spells and GCD.
All best in slot balance are pretty close to each other in terms of their value.
There is no way to get a more precise answer to which stat to focus on first, but through a simulation.
If your character has been inactive since the previous expansions, the best option to level up it is by Timewalking dungeons.
You will gain a lot of experience, but there is one big disadvantage of leveling this way.
Timewalks are online poker casinos video best only for one week during a month, but.
At high level, the most important thing for you will become your gear.
If you have any trouble with it � d.
Raids are the top-tier PvE content in the game.
These dungeons require knowing all the tactics and have a good gear to kill the bosses.
It is also not the best idea to forget about the Heart of Azeroth and best in slot balance to feed it with more Azerite.
The easiest way to do it � just complete all the world quests with Azerite rewards everyday.
You can get extra azerite from Island Expeditions.

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A resource for providing dynamic weighted and filtered lists of the best in slot items for all World of Warcraft class specializations.
Credit for Haste Breakpoints goes to Graylo.
Be the first to contribute to your guild's hosting.
Best in Slot BALANCE boomkin Druid Gear Pre-Raid Cataclysm.
The Question: What are the best Trinkets for Moonkin?.
Does anybody have a list or link to a best in slot balance Best in Slot Gear for Boomkin.
Yes, the Legendary is still best.
The Changes for Patch 4.
Tier legs are clearly the best choice for the leg slot.
I had forgotten that I didn't include it in the 4.
Mining Best Routes: P1 Old; Mining Best Routes: P2 Old.
How to Maximize Balance Druid Best in slot balance DPS Guide!
Keep in mind, I am using 4.
Searinox: Hey, me again.
The new talents have been released and I have noticed that there aren't any glyphs to best in slot balance any Boomkin offensive ability.

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when a Guild takes a druid as a dps class (feral/Balance) then only for. although as said a normal dps would do better in a longer boss fight.


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Every week, WoW Insider brings you for, and druids.
Balance news comes at you every Friday -- learn how to master the forces of nature, and know what it means to be a giant laser turkey!
Send your questions, comments, or something you'd like to see to.
I think I have said it once before, but I swear I'll end up saying each and every raiding tier: I do not like gear guides, especially best in slot lists.
While it is good to have a list of gear that you want and a goal to reach for, aside from Graylo's posts back in Wrath, I have never seen an actual list that is realistic.
Yes, it's nice to know what you'll want to have once you've been farming a zone for months, but when you're just starting out, you take what upgrades you can get.
More so now with reforging, getting new gear is a huge PITA, and I've yet to see a gear guide that could actually help a player address those issues.
I wouldn't ever expect it to; it's unreasonable to make a contengency plan for every single gearing combination possible.
Plus, half the slots are always Get the only pair of X that drops in this raid or Get the tier gear.
What I do like, however, is information on gearing.
Gearing can be tricky, and it's nice to know some of the ropes so that you can make informed gearing choices.
With that in mind, let's talk about gearing.
Stat priorities The first question that always comes up when it comes to fleshing out your equipment is: What stats do I look for?
There's not a huge combination of options to choose from, but you do have to pick between hit, haste, crit, and mastery.
So what's a moonkin to do?
Follow that, and you won't end up with anything totally wonky that'll end up hurting your DPS.
Despite my numerous complaints, gearing in of itself isn't all that difficult on the "normal" level.
If you follow gear planning the same way you did in Wrath and prior expansions and pretty much only use reforging in order to adjust your hit levels, then none of this will be frustrating to you.
What's more, your DPS will actually be perfectly fine.
Going out of your way to min-max your gear to the extremes that it can be done doesn't hold that large of a return, particularly in relation to the investment that you'll have to put into it.
Always remember one thing as well: If you can reach the hit cap without reforging any gear, you're probably better off.
The only major exception to this is with trinkets.
When it comes to trinkets, everything always gets sloppy.
If you are comparing a hit trinket to a trinket that provides another secondary stat, such as crit, then the two trinkets are of equal value.
You aren't going to gain anything spectacular switching out a trinket that gives 200 hit for one that gives 200 crit.
All of this assumes that the secondary effect of the two trinkets are equal which in this raiding tier, they all are, with only being the exception.
Do not switch if doing so would result in losing intellect from other pieces of gear, but you can sacrifice other secondary stats in order to gain more spellpower.
A difference in priorities More hardcore balance druids might notice that my stat priorities are a little bit different than what they might have seen else where.
This is true -- it is different.
This, however, is a relatively meaningless notion, and I think it creates more confusion than intended or is needed.
At any given time, you should be at the hit cap.
Period, end of story.
There is absolutely no reason at all to ever be significantly below the hit cap -- being.
Haste is a very important stat, as is hit, but you should never find yourself in a circumstance best in slot balance you drop a significant amount of hit just for the sake of getting additional haste.
For raiding, you need to have 17% hit in order to never miss with an attack.
This ends up being 1,742 hit rating or spirit.
Both spirit and hit function as the exact same stat due to the talent, so it doesn't matter which you end up with.
Generally speaking, you'll only find hit from non-armor type items such as rings, necks, cloaks, weapons, and off-hands.
Although balance druids rely exclusively on spell hit, we do have one ability that we use that is based on melee hit.
That's right, Force of Nature does scale off of our hit chance, but it's only from our melee hit, not our spell hit.
Melee hit, spell hit, what's that?
There is no gear with spell or melee hit on it!
That's right, there isn't.
Blizzard removed the distinction between the two types of hit a long, long time ago.
Sadly, there are still a few exceptions to this, and one of those exceptions is Balance of Power.
Balance of Power converts spirit into spell hit only, not melee hit, meaning that Force of Nature does not benefit from any of your hit rating provided by spirit.
Quite frankly, this isn't a big deal.
While the damage from Force of Nature is significant enough for us to care about using the ability, it isn't enough for us to change our gearing patterns for.
That being said, technically, true hit rating is worth more than spirit -- a very, very, very tiny fraction of an amount, but still, it's there.
Haste and break points If you troll around WoW information sites like I do, then you've probably heard tell of this new contraption called a haste break point.
Well, allow me to answer.
Haste functions to reduce the time between each tick of a DoT, yet it doesn't change the duration of the DoT.
As the time between ticks decreases, you eventually reach a point where the DoT will be able to tick an additional time before it expires.
That's called the break point.
People seem to obsess over break points; however, they are rather meaningless to balance druids.
You see, DoTs do change their duration based upon haste; they change in relation to each and every tick.
As an example, has a duration of 18 seconds for a balance druid who has no haste, and it ticks every 2 seconds for a total of best in slot balance ticks.
Now, say you have enough haste to where Moonfire ticks every 1.
With an 18-second duration, you would still only get nine read more out of a Moonfire.
The key difference is that Moonfire will now drop off after 17.
This is because a DoT will never remain on a target if it won't produce another tick.
Since Moonfire would only last.
I know that it's a lot of math, and it can be confusing, but it's very important to understand this concept.
Haste is perhaps one of the most absurdly complex systems in WoW, and a lot of it has to do with in-game rounding and other things that go on behind the scenes that players don't even see.
Suffice to say, haste break points do not increase the DPS of a DoT; they only increase its DPET damage per execute best in slot balance />Because of this, haste break points don't actually hold any significant weight to the way that DoTs function, so you don't need to worry about them.
Reaching a new break point, however, is still a good thing -- it just doesn't have a huge impact on your DPS or on the value of haste from gear.
No matter how much best casino game odds in vegas opinion you have, you always want more!
For propriety's sake, here's a table with the various haste break points that you might come across.
While theory says that you should gain an additional tick at 1,924 haste when Nature's Grace is up, testing shows it actually occurs at 1,930.
Presumably, this is because of some rounding factors that we don't know about.
Either way, it isn't a huge deal.
You should never, never hit a specific break point and be done with haste.
You always want more haste!
Mastery and break points Oh look, there's that phrase again -- break points.
Aside from haste, balance druids actually have two different break points that they have to worry about, and this one actually does matter just a little bit.
For all intents and purposes, mastery is your second-best secondary stat -- and, yes, I was just looking for a chance to toss that phrase in there for the double second usage.
You pretty much always want to favor mastery over crit.
However, mastery is a very evil little you know what and can't be that simple.
Instead, mastery works based on rounding to the nearest 1%.
This means that every ~90 mastery rating you gain 1% more damage from Eclipse.
So what about all that extra rating?
Eclipse will never boost spells by 40.
What this means is that you need to watch your mastery values via your character sheet.
When you scroll over the mastery value under the spell subheader, it should display a value of your mastery from gear in decimal form.
For best in slot balance, I currently have 12.
So, if possible, I should probably try and drop it down.
This level of gear tweaking is very min-max based, and you don't have to get that involved with it.
Mastery break points occur at every ~90 rating, so the there is very little room to work with when adjusting the values.
The DPS difference that you'll see by adjusting mastery for break points is quite low, so in reality, you don't have to actually worry about it.
However, if you're crazy-fanatical about getting the absolute most out of your character, then the option is there.
Reforging The bane of my existence, if there ever was one.
Reforging was introduced in order to allow players to customize their gearing options.
I'm of the opinion that reforging has done nothing but make gearing a huge convoluted mess -- but that's just me.
Other people can disagree.
That being said, there are a few tips on reforging that you should follow.
Reforge haste onto any piece of gear that does not already have haste on it.
But really, the best option will change based on the outcome of the second step.
After reforging every gear to have haste on it, reforge anything you need to reach the hit cap.
Whenever possible, sacrifice crit in order to do this, then mastery.
This is the part about reforging that makes my head hit the desk so many times.
When reforging to reach the butte in mt casino best, you want to put yourself as close as possible to it.
Which combination of reforging will reach this is a true nightmare.
Sometimes you best in slot balance end up comfortably close to the cap, but readjusting in some convoluted way would bring you closer.
How far you want to take this level of min-maxing is up to you.
There are a plethora of sites best in slot balance there that will make automatic reforging suggestions, but I haven't found any that I particularly like.
Instead, I've found that using or to import my gear and tweak things around manually to be the best option.
That's my choice, and you can use one of the websites that will run an auto-check for you, if you wish; just know that not all -- if any -- are optimized for balance druids.
After you have put haste onto everything and gone through and adjusted your hit levels, there's one last check that you can make.
If you have any piece of gear with spirit on it that hasn't been reforged, then you want to switch the spirit into hit.
This goes back to the whole spirit granting spell hit which doesn't work with Force of Nature issue.
Doing this is a very minor increase in effectiveness, but it's there should you want it.
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The time has come to once and for all put to rest these "what is the BiS" questions that are flooding the sub.
If you want to get the latest information please join the Balance Discord as that is where most of the advanced information trickle into the public sphere.
The pins in each job's channel contain guides relevant to that job.
There is also a crafter and gatherer channel with pins for the best macros.
PLD Originally posted by Damelia Lhea: What's my BiS for 4.
If you prefer something faster like 2.
The difference is within 20 DPS on a dummy, i.
If you want to take a look at the other options we tested to find the BiS, they are all documented in this Imgur album, including sets with Crit melds: All of the sets were simulated with the assumed party composition of DRG+NIN+BRD and SCH+AST.
This is only really relevant for comparing the Crit stack set against the DH stack set and should show how much more powerful DH is than Crit on PLD.
What if I don't want to use crafted?
This one is probably as good as it gets: Originally posted by Emiin: Guide updated as of 4.
Slowboye built is not recommended, but if you can hack it, it is better.
The Cancerous One Trick - 2.
You are the pulling tank.
All openers follow the generic ruleset - 6x FC, your first FC being naked in order to delay for Trick Attack and additional buffs for your Inner Release window.
Generic Main Tank opener Shift Deliverance as required.
The secondary Onslaught is used as an additional threat use and potency boost within Raid buff windows, and is not necessary.
Attempt to avoid it, or minimize it.
Maximum damage within these windows.
Ensure that you do not miss a window, or a single GCD within this window.
Between Focusing on Fell Cleaves, or Onslaught spam on cooldown, there is no discernable difference.
I prefer the Fell Cleaves, as they feel like they line up better.
Have fun whichever way you want to.
These guides are currently outdated for DPS rotations, but are completely viable for understanding defensives, and how the class generally operates.
Yuki's Guide - A Warrior's Way Johto's Guide - In Depth DRK Originally posted by Emiin: Best in Slot - 4.
Melds are technically still your discretion.
Direct Hit and Critical Hit are within 0-10 dps of each other depending on the gearset.
Math Wizards recommend DHit.
As always, pick the speed you are most comfortable with, and have fun!
The mana tick before the pull is required.
Emiin's "Scared of Losing threat" Grit DAPS opener Best used without a Ninja, or when threat may be tricky in openers.
Have those DPS use Diversion!
Emiin's Visit web page Opener Follows the same guidelines as my MT Opener, landing the same abilities within windows preferable.
Unmend is used as a buffer for 6th GCD Trick with my group, can be removed if 5th.
TBN is used on the pulling tank.
Raffter's Big Dick No Grit MT Opener used when you are comfortable with your raid group, threat generation, and have a Ninja for Shadewalker.
Use at your discretion.
Dark Knight Guide - Regularly updated as of 4.
Maybe when we have access to spreadsheets and simulations something else will show up that is better, but I have not been able to find it in any manual way.
It hits an exact crit tier, an exact dh tier, 2 points above a det tier, and has really low sks smile 4.
It is highly unlikely best in slot balance mishmash of prog gear will have enough CRT to warrant investing further with melds.
Personally I'm aiming for High Crit build with 2x tome best casino in and crafted bracelet.
Faster gcd means easier OH timing and better raid buff alignment.
This sheet includes effects from raid buffs but is still under development.
Rotation quick links: 2 ammo opener 3 ammo opener High ping opener 2 ammo Rotation Guide: Openers, Mid-fight Wildfires and Proc optimizationtm Other rotations: Fox 3 ammo: Hax 3 ammo: Onishi's MCH Guide: Don't use this for rotations, but the general information is fine.
BLM Originally posted by Laqi Thish BLM BIS: BLM BIS: Updated Feb 17 Max SS: 1930 SS: Low Crit: Max Crit: Doc to compare gearsets: Doc to compare gearsets: Laqi Thish BLM Guide: Harold Saxon BLM Guide: BLM Videos and POVs: -Laqi Thish's Youtube Channel:- -Twitch community with occasional BLM streams:- Substat tiers: Spellspeed thresholds approximate : Consult Laqi Thish BLM guide above.
AOE math don't use Fire II : BLM Rotation Math complicated : Common questions: Q: What substats to shoot for?
A: Spellspeed to taste.
Everything else is good.
Q: When do I click the following article refresh Thunder?
A: According to napkin math, do it when in Umbral Ice and Thunder DOT has less than 6 seconds left.
Q: LB3 animation lock time?
A: Melee and ranged is 8.
Q: I heard I should skip Blizzard IV for more DPS?
A: It's a meme.
Don't skip Blizzard IV.
Main requested constraint was to keep it no faster than a 2.
Item stat distribution makes this a bit awkward.
Food is Crimson Cider Ultimate food depends on if newer recipes are released around the next ultimate's patch General BiS 2.
Subtle variations on these can be used and done with a very minor loss.
Don't worry if you don't have things exactly the same.
Any questions feel free to ask.
More likely to see the questions later in the rdm channel, I'm off to bed!
Originally posted by Jumpu RDM guide: OS6 opener: Use Acceleration right as the Goddess is FULLY enveloped in the painting.
Kefka openers: Spread out: Stack: Basically the opener starts the same all the way up to Displacement.
If you have to stack, RIP clipping, double weave Swiftcast after Displacement and go right back in.
If you need to spread, RIP first two melee hits in Trick, but might as well cast a GCD while we're waiting and then weave Swiftcast into melee combo.
For God Kefka, use the Spread out opener and swap Mana Shift with Addle.
The point of this is to use Displacement as late as possible so that the healers have a chance to heal you after the 1 HP source />With this being week 2 there's plenty of time to worry about the rest, so don't worry if final BiS is not resolved right now Originally posted by koda: 4.
Please ignore my "guide" in the BLM section.
Its horribly out of date and wasn't even really intended as a guide which was why I didn't want it posted, more of me just putting my thoughts down in 4.
There's a number of things particularly post 4.
Laqi's guide is much better than mine.
For this web page, I never wrote any of the brd guides.
I simply made a master pin for ease of accessibility.
All credit goes to their original authors who freely shared their work with us.
The work of making the guides accessible in itself is worthy of praise.
Thanks for supporting the guides and helping the community!
Wonder if we'll ever know for sure on BRD, I'm not a fan of all the SKS and how much crit I've https://allo-hebergeur.com/best/best-casino-in-butte-mt.html dropped with my 350 gear, but also not a fan of penta-melding.
Not all the normal slots are bad for SMN.
Some were linear upgrades to genji and had solid stat distributions.
It does kind of boggle the mind that there are 5 "best" in slots for BRD.
I was hoping this would clear up for me why SKS seems to be so heavily featured on this tier of gear.
But it doesn't, it just adds even more confusion with 5 unique options.
Is it still "Crit is king" or will one of these other builds result in a better experience?
What is the difference in all of the options?
Now I'm even more confused than ever lol!
Crit increases both damage and rate so has a compounding effect.
At some point it becomes the best stat for any job that can use it.
BRD also has procs on top of that so it's even better.
I think SE may realise they've backed themselves into a design corner and are throwing SKS on gear so BRD is still useful without being too much DPS for the role.
Or, they just have monkeys roll dice.
That one's also in the SMN pins as this link.
It's in the OP above, listed as "4.
Thank you for including my DRG guide.
I'd like to recommend that you also include a link to Eve Malqir's It's a Dragoon's Life for Me, which like my doc is up-to-date for patch 4.
I am a poor boy who has to rely on tomes and datalogs.
I thought it might be DH tiering, so I went to look at the not outdated?
Det meld leaves you at 784, +1 over tier and DH would leave you at 796, also +1 over tier so I'm confused why favour det?
Even the +5% food considered it's an equal +12 bonus.
The DET tier is more significant than the DH tier.
It was a difference of like 1.
DET isn't trash tier, it's only 5% or so worse than DH.
Having DH be worthless for a large percentage of DPS uptime pulls DET ahead.
With that said, using DH melds as a WAR because you main PLD or DRK instead isn't as big of a deal.
An omnitank set would probably be all Crit, though, and enough skspd 1116 to hit 2.
Not a WAR main but from what I've heard your zerk window is now a very significant chunk of your total damage 50%?
Check out the top WARs on FFLogs; most of their damage is coming from Fell Cleave, because of Inner Release windows.
For the BRDs set, why is the Omega Helm better best in slot balance the tome Helm?
Crit is favored by BRD but is the loss of 85DH and 178 det worth 80 extra crit +sks?
Because Crit scaling on BRD is particularly wonky.
Most BRDs choose to stack as much Crit since the core mechanic of the job revolves entirely around crit procs.
It could also be a personal preference--I personally prefer to stack as much Crit as I can, thus why I'm choosing the Savage headpiece over Tomestone.
Im doing the same, the DH meld numbers don't add up compared to the numbers we can get with pure crit and det builds.
If you have questions or want more info on Tanks this tier, the sets linked, or guides posted, drop a comment and I'll do my best to reply!
I can't afford to go penta melded accessories again, so how much worse is using the normal accessories dps wise?
Overall you don't lose much - on average.
Last I checked I only checked for PLD since my sim setup is a little lighterit was an average 80-100 estimated DPS loss from pentamelded.
TL;DR: Noticable, impactful, but not game breaking.
And its impact does significantly lessen if you don't have a meta group.
Not that everyone should have a meta group.
I think it's significantly bigger on WAR than anyone else, but I mean hey.
They have the most mitigation and the most damage anyway, makes sense.
Their usefulness is kinda even across the board, no matter the tank.
They also do not have the most mitigation.
They just have a broad variety.
Apparently it's even less of a DPS difference than before, despite having only a 1 STR difference instead of 2.
I skimmed through it so I'm not sure if it's already there but, which of these would you go with if you play all 3 tanks?
Would rather not have different gear sets for them.
Doesn't have to be the most optimal, just something decent for all 3.
One of the 2.
We haven't worked on universal sets yet to be honest, but that's what I would lean towards.
One Trick Pony would work for all three.
Thanks for your work, it's been invaluable for me.
I do have a question though, it seems drk and war want to hit 2100 Crit but paladins don't.
Is this difference due to stat weights on weapons or is there a job based reason?
Something to do with how their damage is learn more here calculated, I suppose; I don't really have an answer for that.
We suspect it's because of Dark Knight's Dark Side multiplier and higher GCD potency, and Paladin's higher auto-attack Sword oath with Buff consistency.
It's an anomaly but it is incredibly minor.
DRK BiS barely leans towards CRIT melds, while I believe Damelia Lhea build the Paladin ones towards DH.
The difference is arbitrary, and minimal in the vein of tens of DPS.
You won't notice the difference.
Keeps all left side melds the same.
Requires two sets of crafting accessories.
Just curious if you think this is a good compromise for Omni tanking or anything to change.
WAR DRK PLD Seems fine overall.
The only class that actually has a notable impact from meld changes is Warrior - Direct Hit took a sizeable nerf, and your set for that seemed to avoid it pretty well.
Most notably - at top level your DPS is pretty much skill and skill alone.
Melds will just augment that in minute ways.
I'm guessing there isn't a reasonable value of SS which gets you an extra GCD in IR - so once I have enough for 5 cleaves reliably, should I just ignore it in favor of exclusive crit and det?
It's a comfort stat, kind of like Piety in a sense - get to a point when you feel comfortable, and have fun!
Most of us monkeys in The Balance enjoy the 2.
Also yeah, the SKS needed to 6-hit is stupid large and requires an Enhanced Arrow.
Thought I'd ask this question regarding rotation.
When I MT on WAR or DRK the enmity opener feels clean since for WAR switching stance is an oGCD and for DRK disabling grit is also an oGCD - albeit slightly tight But for PLD it's an entire GCD to switch stance.
So my question is, what's your PLD MT opener?
The answer to this is that you shouldn't ever MT pull, as you basically answered for yourself.
The Paladin toolkit does not favor a Paladin best in slot balance />If you are forced to MT pull, I would recommend what you listed.
But do your best to not have to pull.
And can you confirm if STR pots infusions effect holy spirit?
From what I've read I believe it does.
STR increases magic damage potency for PLD An option, if your click here prefers PLD MT, is to have the other tank pull, then just use Voke and Shirk to make PLD the "Main Tank" RDM BiS says Diamond Kabuto, but afaik there is no Damond Kabuto.
Is this just the same Diamond Hat as the SMN BiS?
It's only easy in the "minimise sps!
In terms of actual "does this make the final BiS?
I need to update that.
Kabuto was during patch night when I was using a copy of the sheet that was used for Delta.
It's the head slot either way.
I'd assume so because of similar stat priorities between the two jobs but you should double check with someone on the Balance.
I don't play casters so I don't know.
RDM and SMN have the exact same BiS, aside from weapons.
Do not meld SpS.
RDM BiS, replace Rapier with Diamond Book for SMN BiS.
There's actually cases to consider where min sps may not exactly be BiS - even for a job that is more speed phobic than RDM.
However there are also gcd constraint considerations where due to how ogcds cooldown timers can overlap with gcds at certain values, I've been requested to try to keep it no faster than a specific amount.
This is why further investigating has been required and final BiS lists have not been made.
I've also been a bit busy, but it's something I'll be working on today.
I've been playing SMN for the past few weeks and since there's no BiS around here i'll share my thoughts.
This week before changing some gear my GCD was 2.
The SS reaches the exactly cap of 2.
This whole idea of avoiding SpS at all cost isn't doing people any favor either.
It's not a no value stat and comes with its own advantages in small amounts so yeah.
It's not a random build when it's the build that literally all the early "Math Warlocks" have agreed on.
No, SpS is not a "no value" stat, it is a very "low value" stat, to the point where the little you get from your gear even when avoiding it, and your natural SpS, is more than sufficient.
I never actually stated it was an agreed upon list, just that it was one of the earlier tentative sets being worked with.
Just throwing that out there!
Is there a reliable place to see when the actual BiS stuff comes out for RDM?
Have stat values even been decided in SB?
Because I can never find a definitive place for any of this information.
The Balance Discord where all the guides and BiS sets for this thread come from.
There's a link at the top.
For RDM at least it gets you to your melee combo faster, along with allowing more hits in general.
The reason SS is crack for BLMs, is because a BLM has unlimited resources, and no OGCD damage abilities.
RDM has semi-unlimited resources, since MP use is very slow unless you're rezzingbut does have OGCD damage abilities.
It also has dualcast which essentially halves the overall effectiveness of SS, and a melee combo which gets no direct buff from increased speed.
Given all those considerations, SS is still useful to RDM, but its ideal value likely lies somewhere halfway between what a BLM wants and what a SMN wants.
The direct downside is it's still not scaling your entire repertoire of damage.
The faster mana generation is still a somewhat small consideration vs the fact the combo's damage doesn't scale, nor do the ogcds.
Speed scaling is being factored but even then, the sim work for this tier points to wanting to minimise in favour of other stats source until you start to look at synergy factors.
Strictly, the combo's damage does scale, because you do get more of them as your SS goes up.
You can picture it as an oGCD that actually refreshes more quickly as you get more SS.
The problem is the cast time for the melee hits runs on SkS instead, so the SS scaling is sublinear.
I suspect the bigger problems are Fleche and C6, since those don't scale at all with SS.
Strictly, the combo's damage does scale, because rift best in slot items do get more of them as your SS goes up This is factored into what you're claiming scales, quote below The faster mana generation is still a somewhat small consideration The damage itself, not the rate of damage, does not scale at all.
Though that's more a matter of semantics.
The quicker combo rate is not significant enough of a change and can also risk destabilising timings against raid and cooldown alignment.
This is why you also can't just look at things in a vacuum.
Part of it ties into the "does Lucid + occasional refresh" restore more mp than I'm using.
If you die as rdm for example, you're kinda screwed for a while.
And if you cast faster than you regen your mp, you won't be able to keep it up as long.
For the healers how was the Damage computed?
Can anyone share more info?
I'm curious to try it out too.
It inputs billions of possible gearsets and melds including melds which are suboptimal and do not hit tiers, although these sets never come close to winningand runs them through a simulation of something like an hour of nonstop damage using a given rotation to a specific GCD tier, reapplying DoTs and oGCDs as appropriate.
They take into consideration crit and DH buffs.
To allot reasonable and expected resource management, the test also tracks MP to a given Piety level.
Orinx also takes word from top raiders to know what given Spell Speed:Piety ratio s for given fight s should be at to reasonably manage the expensive healing required at points, and forces the sim to fall within those restrictions.
He also can remove DH from being a possible melds due to the fact that the damage increase is very minimal and the loss of healing from switching from Determination is not always preferred for some people.
At the end, one set will output the most damage, and that was Orinx gives us.
In theory would it not be better to take as little PIE as possible, assuming you don't OOM.
The low PIE build outlined above has 1057 - i'm fairly certain you can get down to ~400 with whats currently available, with the other ~600 or so stat points moving into the other 3 damage secondaries.
I'm genuinely asking - based on your comment above i'm assuming this has been tested, i'd be curious to see what the results are for a build that virtually takes no PIE essentially, would the additional stat weight distributed among the damage secondaries make any meaningful difference.
Yes taking as little piety as possible is best, but you still need piety, also the amount of piety changes with how much sps you have, and some times that trade off is worth it.
I based the minimum amounts of piety in each set with values from much better healers than me, but if people start reporting that they can get through o8s with less piety than in those sets I can run my solvers again.
Also none of these results use stat weights, when I result stat weights to just for fun to see how bad they where I got a result with the same reduction in dps that the 0 dh set had yet the stat weight set still had dh.
This was with recalculating stat weights after each solve till the solved set didn't change and seeding it with the stat ratios in my bis, when using average stat ratios as a seed, you get a result noticeable worse than my 0 dh high piety sets with low amounts of piety and lots of dh melds.
Stat weights are just the slope of the the curve of stat benefit ignoring stat tiers scaled to have main stat equal 1 with the creator determining what these seeded values will be.
This make stat weights only accurate near those initial stats and even then it ignores stat tiers.
I'll be testing the minimum PIE build this tier it's just under 400 PIE, IIRC.
There's a very good chance it wont leave me with enough and i'll have to compensate with melds, and i'm sure my caster will hate me for it, but I suspect that if you can manage with minimal PIE it would be a viable build for speed running.
Assuming other people share the same mindset, I would love to see the results of a true minimum PIE build from your solver.
Anyways, appreciate the work you do - it's extremely helpful to many of us : Seconding this.
Unless crit has just become that godly again.
My intent for now at least is to attempt to speedrun with a min PIE build.
I'm interested to see the results, although as of now prog on 8s i'm skeptical that I won't be running into MP issues.
You might want to ask Pimoh Orinx for the specifics.
The gist is that a simulation is run where a healer is purely attacking a dummy with meta composition party buffs.
Is there any way we get can get a "Piety isn't considered at all" build?
The guide seems to imply that even the low piety builds aim for a minimum piety baseline, but in my group I've never found that necessary, especially after we're done with progression.
Hmm, I'll take a second look.
It seemed like at least a few of the choices were prioritizing PIE choosing +sps and +pie over other items but maybe I misinterpreted.
Wish I could just see a build with no piety melded in for pure healing and dmg power, and then i can meld in piety wherever if I find out I need it later.
Geez, I'm really surprised that low crit high SS builds can potentially beat out high crit builds for sam, really thought that the tome weapons would beat out the diamond ones due to the secondary stats for both mnk and sam too but they're both pretty even depending on the build.
SAM's oGCDs just don't account for much damage.
Hagakure doesn't even account for 40% of your kenki.
Meikyo is just a combo shortener.
Being faster just means you generate more kenki outside of Haga and Meikyo saves you less time My worry with SKS builds is when you get too high it becomes unsustainable damage output for long fights because of stamina.
Goad and tactician are team use.
I did say i dont trust team support.
Can invigorate alone make you ignore TP?
Don't even need Goad; in a 10:30 fight Chadarnook with 99.
As long as you have at least one Tactician and you keep your Invigorate running at around 600 TP, you'll be fine for any bit of content in the game.
It's kinda know, best slot for iphone 5 case would that no one explains why either, it's just parroted information : I personally like to know the reason and how everything works so that I can adapt whether in the future or for my own liking.
It mostly boils down to how much damage is done by your long cool downs instead of your standard GCD.
Skill speed doesn't change their cooldown so if they deal a large chunk of your damage it's better to meld something that'll boost everything.
That's a surprisingly simple and effective explanation of it.
What about something like blm?
It seems from those numbers that almost nothing has a huge impact on the numbers.
I wish more gave explanations like that over just saying what to slot but what are ya gonna do lol.
I don't even do too hot with videos of content without experiencing it since I can't put the pieces together as well.
I've been told doing my 1.
In any given parse played correctly Shinten is by far our most used and most damage.
Being able to pump out more shintens i can see making a massive difference.
I could understand DH if i needed to pump up my dps but i thought crit would be better because it could help heals out too.
I was also under the impression that i should be keeping my det up as high as possible.
Is there a good healer stat guide out there that could help me understand this a little better?
You've got it about right.
DH will increase your DPS more, but crit and det will increase your DPS and your healing.
Ultimately, once you're geared out and no one is making mistakes, this game requires very little healing.
That said, I find the DPS difference between direct hit and no direct hit to be not worth the loss of healing power, since I'm the "primary" healer and my group is far from perfect.
Q: When do I manually refresh Thunder?
A: According to napkin math, do https://allo-hebergeur.com/best/texas-holdem-best-strategy.html when in Umbral Ice and Thunder DOT has less than 6 seconds left.
Not a BLM main here but I find I do it after Blizzard III each rotation out of habit as that's when you would do it back in HW.
I still need to work on the SB rotation though.
Never hardcast thunder in fire phase.
That 6 second value is from before 4.
With 18s thundercloud, it's very common to either hardcast thunder in ice phase because thunder fell off, or ignore it because the dot's still very healthy 12+ seconds.
Thanks for reposting my Summoner stuff.
I'll try to update it to 4.
THE LEGENDARY TSUNDERE IMOUTO Hey!
Emiin here as the lead theory guy for the tanks.
SKS isn't bad, because the rotation is not hard locked to specific buffs FoF, IR, etc.
Speed is only bad once you get into hard clipping territory, and more importantly - whether that speed gains you significant GCDs overall.
I'll personally be building for each set and using different ones depending on the encounter.
I generally like having more SKS than most cause it let's me get more souleaters off casinos best paying oklahoma buff windows So one of the most interesting things to me from this data is the comparisons of PLD melds, showing how you lose ~3% dps if you go for crit instead of DH.
And on that note - is there any way we can get approximate WiS worst in slot listings?
I'm interested in seeing what how much you can lose from the theoretical maximum by inferior gear choices ex, WAR maxing sks and ten.
To clarify, the data for Critical Hit being that much of a DPS loss was a faulty spreadsheet code of my design - we've clarified that info within the Balance.
It's still a DPS loss in most cases to go full Crit, but it's not nearly as dramatic anymore.
It's in the single digits, typically.
What is the DPS loss for going full on Ten for a more prog gear orientation on PLD?
Are we talking a few hundred which I could live with or like a full thousand which I will have to rethink?
A few hundred, but the DPS loss is typically more noticable than the defensive gain.
My personal motto for Tenacity - Tenacity is handy.
It is not useful.
My raid group is not hardcore, and I do a lot of pubbing, so, I'm gonna stick with TEN builds if I can.
With respect, you folks are super into stuff that my dudes are just not that hardcore enough for, and your BiS doesn't suit my BiS.
It's not that you're wrong in any way.
But my guys are never going to do things like time Chain Stratagem for Battle Lit and Trick Attack, for instance.
Not because they wouldn't want to, but best free casino iphone just a far cut above where the intensity of our game is.
Thanks to you and the other min-maxers for putting this stuff out, though, it really is super helpful.
Can we ask where crit is better?
For me Im in a static with DRG-NIN-BRD and AST-SCH and my gut instinct, from reading the spreadsheets on the balance discord, is that once I hit 2100+ crit then any additional crit is better article source DH.
And this lessens my reliance on two layers of RNG over just looking for crits.
Crit's value tends to escalate the more Crit buffs that you have, and you look to be in the group that favors it - Litany, Bard Songs, and Stratagem.
It tends to go up towards the higher end, but it it a win of only single digit DPS - it doesn't really change much.
And this lessens my reliance on two layers of RNG over just looking for crits.
The underlying meaning behind the spreadsheets listed is that each singular point will have more of an impact than a singular point of DH - but those are comparing the two stats against each other in a vacuum.
The sheets that have that information do not indicate the variety of ways that each stat interacts with another, or how Crit and DH feed off of one another, as well as DET and TEN.
Not to mention, doubling the layer of RNG actually allows for an overall smoothness of DPS - Crit is infrequent and large, DH is often and small.
The two interact with each other in a way to smooth out expected damage over multiple runs.
It's quite interesting to look at simulations overall.
I personally do not look forward to the day that we only meld Crit - relying on 2 RNG layers is much more solid than relying on 1.
Seeing this bis for pld best casinos miami florida interesting because I always have built for about 1200 sks because thats what you need to have 3 full rotations to reapply your dont without it falling off but this build looks like it has no aks at all.
The actual design of Paladin's rotation only has you clipping the Requiescat Goring Blade on purpose.
Once you start going faster than 2.
On my O6S clear Book-smacking equated to an additional Fester over the course of the fight making certain to separate my autos from Ifrit'sso while it's less than a percent of my dps, I suppose it doesn't hurt to check.
No Tornado Kick, and you just wanna die if you're the only melee in the party which wasn't explicitly terrible because Foe Requiem was a 10% magic damage up with two casters, Battle Voice making it a 20% magic damage upbecause your stacks only lasted 12 seconds back then.
click the following article can get right back on their feet by transposing right before they LB and using Fire III to get right back in the action.
Say goodbye to your dps.
I can't afford crafted gear for pld, what's the dps difference between bis crafted and not crafted?
Last patch cycle I was still hovering around 85th percentile without any crafted gear So looking at the MCH BiS, the 2 lower skill speed sets have the Diamond Chest melded with determination rather than direct hit, this is a mistake right?
Dunno why you'd take DET over DH there but then not elsewhere.
Not that I'm close to that chest, just beginning o8s prog now :p It is not a mistake.
It's deliberately used to hit better overall stat tiers and my sim sheet confirmed that as an increase.
The difference is very marginal, as DH and Det are very close to each other in contribution, but it is a gain.
A: It's a meme.
Don't skip Blizzard IV.
It is an increase in DPS if you do it correctly, just like the single target triple-cast + flare rotation.
But still, you can do just fine by not skipping it.
Sub stats are https://allo-hebergeur.com/best/best-casino-roulette-strategies.html overrated.
You should focus on playing as well as you can and getting your group to be open to more efficient strategies.
Secondary stats in this game make a minuscule difference.
It's kinda crazy how much people care about something so small, especially compared to other games in the genre where secondary stats make more than a significant difference, in some cases classes are unplayable until you get X stat.
Not really, when you can optimize your skillspeed to be at the BARE MINIMUM for the GCD you want, you can get around 40-80 extra of a different stat.
And on a job like warrior, where every single extra bit of skillspeed doesn't help at all because you don't have a dot, it does make a difference.
I don't think he's saying more info doesn't make a difference, just that in most situations it doesn't make much difference.
Obviously bard and monk benefit greatly from crit, black mage loves to have lots of SS since you're almost purely based on GCDs and your main spell is best in slot balance slow cast.
And some jobs hate lots of SS due to clipping issues and it not impacting their skills.
BFut all that aside, 500 DH + 1500 DET, vs 1500 DH + 500 DET, you'll hardly notice best in slot balance change in dps.
Why not for both though?
It's not a matter of high or low piety, it's just Diamond weapon being subpar to say the least, contrary to the great stuff of the tome one.
It doesn't focus piety.
The piety is just whether you want lower or higher piety in your build depending on your needs.
Oh i see, so Crit still the top priority then DH and Det come next.
I thought they prioritize piety since they put piety on every build title.
For each set the goal is maximizing damage, but depending on your preference you will use or not use dh melds and depending on your play style and group comp you would have different piety requirements, but the amount of crit you take will just be the amount needed to maximize your damage.
Piety is the most important stat for healers because if you run out of MP you can't do anything.
Much like accuracy if you have more piety than necessary though, any extra piety is considered useless.
And unlike accuracy, piety is so dependent on so many different factors that honestly it is simply impossible to pinpoint exactly how much piety you need.
It is affected by your static composition, the fight, your spell speed, how you approach the fight, etc.
I don't do things much harder than EX primals but I'd say it's because SCH heals are fucking expensive outside of your Aetherflow abilities and the extra regen from having high MP helps in fights that drag on.
Is there a reason that SCH base MND and Health are 286 MND and 5418 Health higher than AST and WHM on Ariyala?
This has been the case since ARR, typically.
Substat levels have been fine though!
The base piety on sch is also complete wrong it's 237 higher than it should be.
I posted the correct base stats on the ariyala subreddit at the start of 4.
You should link Koda's infigraphic for summoner my dude.
Also Seu's brd guide is really good everyone should give it a read Noob time.
Which meld list is most Sch's going with?
I tend to like more healing than I do actually dpsing.
But I do try to aim for my dps to atleast be 1k-2k So i'm always casting something.
I know this would boost up my dps to help out my raid team.
I just, don't know which guide to go for?
Most of the substats are very close to each other in terms of additional DPS.
Crit-heals especially for Scholar's shields are so good though.
I'd stack crit on all healers, but I don't think it's a question that you should prioritize it for scholar.
So long as you have things melded whatsoever that's usually enough that there's going to be a very minimal difference in total dps at the end.
So since crit scales fine for dps, and has an impact on heals.
Main requested constraint was to keep it no faster than a 2.
Item stat distribution makes this a bit awkward.
Food is Crimson Cider Ultimate food depends on if newer recipes are released around the next ultimate's patch General BiS 2.
Subtle variations on these can be used and done with a very minor loss.
Don't worry if you don't have things exactly the same.
Any questions feel free to ask.
More likely to see the questions later in the rdm channel, I'm off to bed!
Heymight be worth adding the MNK version of the SAM image guide, also the BiS sets were pinned by Perfect Balance but Jahaudant is the actual author.
Not sure if you plan to keep this thread updated.
BLM pins have been updated after adding party-comp crit averaging to the BiS calc.
However, according to The balance and this picture, the crit set is the best.
First of all, thank you.
Now if only we can get a post like dervy's stat weights for "scrubs" like us who never get to bis before the end of a patch.
I'm still running 270 slaying on my WAR for dungeons and Sigmascape normal and I'd love to know if the difference of 137 STR is making up for the loss of 150 crit, 66 det, 98 dh, and 332 ten from the mishmash of fending accessories I have at the moment.
I simply don't have the time to get to the lofty bis goal and I'd rather just be able to do some simple math to be a slightly better warrior.
Also if I'm mistaken, I would love it if you told me why instead of downvoting me.
Let's tackle this one by one - Stat Weights are problematic to fully discuss and understand, as they are in essence, dynamic - when one goes up, another goes down.
They mean incredibly little and were admittedly a mistake by Derby and the JP crew to release hard numbers during the HW and ARR era.
As for your accessories - wearing i270 strength this far into the game is a huuuge detriment to both yourself and your group.
Not only are you missing out on a few thousand HP per piece, but the additional substats granted by i350+ accessories vastly overpower the STR on the old stuff.
That's a general rule, and not always set in stone.
When you say additional substats are you referring to the default substats on tomestone fending accesories or overmelded crafted accesories.
Additionally, I can't afford overmelded crafted accesories for my WAR.
As for your accessories - wearing i270 strength this far into the game is a huuuge detriment to both yourself and your group.
I understand this for going into a fight like Byakko our goal as a group going forward and above but in things like O8 normal I can easily survive tank busters with a few cooldowns and I'd rather have the extra damage to speed up fights.
Feel free to correct me if I'm wrong here.
The standard substats on raid accessory drops, including Sigmascape normal.
The baseline STR on i320 accessories, coupled with the STR meld basically made them on-par DPS wise with the i270.
You will do more damage by upgrading your accessories.
As far as the group detriment - certainly you can survive busters with STR gear, but when there is no need, and the dps gain is neutral to minimal, it is a detriment.
The lower health pool requires more healer attention than a pool with more than 15k spitballing additional health, where they have more breathing room to ignore you and let regens do their work.
Raid accessories have been an improvement since 4.
I feel like the HP pool is really the biggest thing.
Giving the healers that extra room to breath and dps is a lot more of a gain then the old 270 slaying acc.
Even back in 4.
This wasn't really the case in fully optimized groups.
But this is a team effort; it requires not only perfect mitigation from each tank, but also good raid mitigation usages and healer cooldowns.
I keep trying to convince one of my healers to DPS more.
He's newly returned to the game, but sometimes he pulls double digit DPS numbers.
I appreciate being able to pull those extra couple hundreds of DPS.