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Best crafted stat boosts/abilities for NM?


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10 réponses à ce sujet

#1
Capeo

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I'm at level 9 in NM run, just got to Skyhold, and should fairly soon start getting mastercraft slots in schematics. In my normal run I really didn't see much effect of anything because everything was dying so quick anyway. Now I'm figuring I should probably be less careless with my mats.

So what's the best uses? Raise base stats? Stagger? Bleed? Or how about fade-touched stuff. I keep seeing people mention guard on hit but guard seems to suck on NM for the most part. My party make-up is tank, archer and two mages. Suggestions welcome.

#2
SomeoneStoleMyName

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Bleed is bugged, dont touch it. 
Main attributes: Willpower if you can, dex for rogues
Crafting slots: What you want is offensive leather slots, it gives +% crit chance. Otherwise stack attack% and crit damage.



#3
Magma_Axis

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If you want to be cheap, +guard on hit



#4
Capeo

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Bleed is bugged, dont touch it.
Main attributes: Willpower if you can, dex for rogues
Crafting slots: What you want is offensive leather slots, it gives +% crit chance. Otherwise stack attack% and crit damage.

So basically the stuff that was most important in previous games still holds true?

#5
Capeo

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If you want to be cheap, +guard on hit


That works on nightmare too? It seems most heavies blow off more than half of Cassandra's guard in one hit.

#6
sundriedrainbow

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But you're generating guard with every single attack, not just with taunt abilities.  Faster guard generation means less time enemies spend hitting your actual HP pool.



#7
Capeo

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But you're generating guard with every single attack, not just with taunt abilities. Faster guard generation means less time enemies spend hitting your actual HP pool.


Fair enough. I'll expirement with on my tank at least.

#8
Bronson

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That works on nightmare too? It seems most heavies blow off more than half of Cassandra's guard in one hit.

 

And if that guard wasn't there....



#9
Capeo

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And if that guard wasn't there....


Point taken :)

#10
AgenTBC

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+guard on hit should be patched out.  Too overpowered.



#11
GhoXen

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Your tank can be built to be practically immune to damage, so Guard becomes actually less useful on your tank than it is on your DPS mid to end game. For the tank I'd stick with +15 stam, +20 stam and -7.5% ability cost. Alternatively, swap -7.5% ability cost with an AoE mastercraft such as Walking Bomb, Chain Lightning or Immolate (in order of preference). In terms of normal stats, you'll want magic defense > melee defense > ranged defense.

 

DPS should again go for +20 stam (-7.5% ability cost for mages) and +5 Guard/Hit. They shouldn't take damage often, so the guard allows them to get away without wasting a potion when they do get hit one or twice in a fight. A DW rogue will have an extra slot, and can use it for +15 stam. In terms of stats, Attack % is the all around best stat. However, the gear is usually designed in a way that you can't stack it fully anyway, so the spare stats can go to crit % or Willpower if those are available. When it comes to defense, magic defense > all. After that ranged DPS will want ranged defense more, while melee DPS will want melee defense more.


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