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 Guild Tactics

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Starky
Member


Posts: 271
Join date: 2008-07-22
Age: 23
Location: Ohio, USA

Character info
Career: Squig Herder

PostSubject: Re: Guild Tactics   Wed Aug 20, 2008 2:31 am

Okay now that I"ve tried out the beta I'd reccomend these three to start out with when we first join the guild

Increases critical hit bonus damage dealt by 36%
Increases renown by 71%
Increases Toughness by 5% or Increases initiative by 5%

Toughness reduces DPS on everything against you and initiative reduces the chance critical hits will land on you meaning you take less damage with either.

Renown bonus because the renown gear completely kicks the shit out of most of the PvE gear you'll find and if you find a good piece of PvE gear it'll suck in 3-4 levels when you get your next set of gear.

And critical hit bonus damage means it applies to all critical hits including critical heals and that way we don't have to choose increase melee critical ranged healing etc etc.

_________________

Gorignaq Lv 14 Squig Herder, Tyrion, Renown Rank 12
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Slaptyback



Posts: 5
Join date: 2008-09-18

PostSubject: Re: Guild Tactics   Fri Sep 19, 2008 11:44 am

Just to share what we've done in Genesis with you guys and what we plan to get.


We are looking at the long run ATM since right now it does not appear that you can "respec" your guild tactics.

We started with Vigor (10% increased AP regen) and ranked it up with our first 3 points to rank 3 (30% increased AP regen). Next we'll be going for Imp Toughness (5% Toughness) and ranking that up to rank 3 as well (15%).

We're all fairly certain that we will use increased crit chance for the 3rd tactic but haven't quite finalized that decision. Increased rep/gold/renown are also things we're considering.

Just food for thought Smile
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Slaptyback



Posts: 5
Join date: 2008-09-18

PostSubject: Re: Guild Tactics   Fri Sep 19, 2008 11:47 am

Starky wrote:

Toughness reduces DPS on everything against you and initiative reduces the chance critical hits will land on you meaning you take less damage with either.



Don't forget initiative does more than reduce the chance to be critically hit, it also increases stealth detection which is extremely handy for healers so they aren't instagibbed by witch hunters and their ridiculous crippling poison.

We are considering that as well but are looking at that as one of the last things to get since it is more of an "end-game" stat (and less valuable than others IMO).
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