Optimal RAs for Dmg?

echos
Warder
 
Posts: 14
Joined: Jan 01, 2017 23:28

Postby echos » Mar 25, 2017 21:23

So I was interested to see what you guys thought on dmg RAs. What do you believe will give you the best overall damage increase when talking mastery of arms, mastery of pain, aug str, etc.

I wasnt sure how effective mastery of arms was supposed to be? I would like to hear some opinions on what you guys believe is optimal for damage.

Thanks!

Kaziera
Gryphon Knight
 
Posts: 221
Joined: May 09, 2015 12:47

Postby Kaziera » Mar 28, 2017 20:47

why are you asking for dmg RAs on hero, are you RR 7+ ?

echos
Warder
 
Posts: 14
Joined: Jan 01, 2017 23:28

Postby echos » Mar 29, 2017 07:56

Just interested in the discussion , the RR of my hero is irrelevant.

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Ganaka
Myrmidon
 
Posts: 204
Joined: Dec 01, 2016 22:39

Postby Ganaka » Mar 29, 2017 14:14

These are the realm abilities to increase damage for a Hero. (Did I miss anything?)
  1. Mastery of Arms (requires Augmented Strength 3) to increase your swing speed. (passive skill)
  2. Mastery of Pain (requires Augmented Dexterity 2) to increase your frequency of critical hits. (passive skill)
  3. Hail of Blows (requires Augmented Dexterity 3) to increase your swing speed. (active 15 min re-use)
  4. Second Wind (requires Augmented Constitution 3) to refill your Endurance pool. (active 15 min re-use)
  5. Rain of Fire for a damage add. (active 15 min re-use)
  6. Rain of Ice for a damage add. (active 15 min re-use)
  7. Rain of Annihilation for a damage add. (active 15 min re-use)
MoPain and damage adds are the best of this list?

succi
Warder
 
Posts: 25
Joined: May 12, 2011 18:41

Postby succi » Apr 01, 2017 13:23

MoPain
Aug Str
MoArms

in that order, rest is garbage.... but nobody is even close if you're going to spec for RvR. The base level of RA's you'll want take you to 7L4

Thunderer (R7 L4)
Total Points: 64 Unused Points: 0

(2) Augmented Dexterity +12 dex
(3) Mastery of Pain +15 % chance of critical hit
(3) Mastery of Blocking +9 % chance to block
(5) Determination -75 % mez/stun/root duration
(1) Purge Dispel Negative Effects, 30min timer
(1) Prevent Flight 35% chance to 50% snare for 10secs


Then I would suggest it's better to focus on survivability, so you can tank more in rvr:


Tiarna (R9 L9)
Total Points: 89 Unused Points: 0

(2) Augmented Dexterity +12 dex
(3) Mastery of Pain +15 % chance of critical hit
(3) Mastery of Blocking +9 % chance to block
(2) Toughness +6 % max hp
(2) Avoidance of Magic +6 % to all magic resists
(5) Determination -75 % mez/stun/root duration
(2) First Aid +60 % heal, 15min timer, not in combat
(1) Ignore Pain 100 100% heal, 30min timer, any time
(1) Purge Dispel Negative Effects, 30min timer
(1) Prevent Flight 35% chance to 50% snare for 10secs


At this point you're almost rr10 before MoArms make any sort of sense

echos
Warder
 
Posts: 14
Joined: Jan 01, 2017 23:28

Postby echos » Apr 04, 2017 23:37

Appreciate the responses guys. I wasnt around when MoArms was a thing and wasnt sure if it would be as effective as MoPain thats why I was asking. I dont plan on speccing damage yet was just interested in the discussion is all.

Thanks again!

Jib
Guardian
 
Posts: 6
Joined: Jan 14, 2017 00:11

Postby Jib » Jul 24, 2017 01:26

Shouldn't long wind 1 be considered early on?


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