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#1
Nameless_Wanderer

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Hey Guys

 

I was wanting some advice on what accessories are best to equip. I've been lucky of late and had a few nice purples drop, which have led me to question what the best in-slot items I should be equipping. I've had a brief look around for a similar topic but not found anything, other than lists of the accessories available. 

 

Primarily I'm asking advice for my archer (which I play 90% of the time) but any advice is welcome.

 

Slots:

Amulet - at the moment I am using +10 Willpower (as it is the only purple I have and seems to give the most bang for its buck). I assume cooldown amulet or the respective main stat (cunning for rogues) is best in this slot?

 

Belts - there are plenty of resistances (cold, fire, ranged, spirit etc.). What do people find the most useful? I tend to go with magic defence or spirit defence, but recently got a superb belt of health (+200). Probably best for tanks I dunno - but worth equipping over resistances?

 

Rings - yep, we all know HoK is where it is at, and I'm lucky to have one of the +5% HoK rings. For my other slot, for archer, I'm kinda confused. I currently favor my long shot ring but recently had the +20% crit damage and the +10% attack rings. I'm not sure if I should be swapping out the long shot ring (I do love seeing those sick numbers with that ability) and equipping one of the others?

 

So all advice welcome - and would love to hear others thoughts on best accessories in slot for other classes.

 



#2
TormDK

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I think the general consensus is something like;

 

Cooldown amulet, cunning or stamina depending on class/spec (I'm still missing that which I desire most - stamina amulet for my Templar, so I use the cooldown one)

 

Rings; HoK for one, crit for the other (Or longshot if you have that one for archer specifically). I don't personally have either, so I go with +5% attack ring, and +20 flanking.

 

Belt; Health, although I suppose with enough Warrior promotions, you could skip it and go for spirit. I only have a choice between melee defense and spirit currently, and since I mostly play Templar I tend to stick with spirit resist.



#3
Eldial3los

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critical ring is debatable (Once you have enough cunning, you critical lot.)

 

Best option (considering you promote a lot) is HOK + your best spammable skill ring (30% damage).

 

Flanking ring is decent for assassins and hunters early on. 



#4
PPWojtek

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I have in my archer +30% attack for longshot and +10% chance for critical hit, i have ring with 10% attack but when i got critical ring i dont use it anymore. And of course + 200hp belt, i don't remember what amulet im ussing, propably + 10 cunning.



#5
Necromega

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Rings: enhanced long shot and crit dmg
Amulet: stamina
Belt: health
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#6
SiLve

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amu : cooldown ( 10% or 15% )

belt : health / any 10% range / magic / melee defense belt ( the 30% belts are not working ! )

rings : HoK ( 5% or 10% ) / longshot 30% ( don´t add %attack its the worst for archerskills )

 

 

crit dmg is a joke.. check the formula.. its posted here somewhere

staimina amu ? thats a joke.. that must be a joke !

 

as for ppl who are reading this and don´t have that kind of gear :

 

amu :

cooldown ( 10% or 15% )

cunning

...... if you dont have these... add what you want.. but willpower.. is bad for archers.. %attack doesn´t work that well with archerskills ( a 40% attack increase will just add 80-120 damage to your longshot for example and the magic defense is just.. well to low )

 

rings :

HoK ( 5% / 10% )

longshot skilldamage

critchance

critchance

any other skilldamage% ring

 

belts :

health ( 100 or 200 )

10% defense belts

the 30% cold fire ice ghost belts dont work !



#7
TormDK

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I can assure you that 15% cooldown reduction is nothing compared to the options that would open up for me as a mostly Templar if I had the +50 Stamina necklace.

 

Given that we only have 100 stamina to start off with, a 50% increase is nothing to sneeze at. At 150 stamina you would be able to do the WoH/Purge combo, and still have enough stamina to block any left over Archer arrows while the rest of the team handles it, or you could do payback strike if you are near enough to put them down. Not to mention that the bonus stamina regeneration would start happening at 74 stamina rather than below 49.


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#8
RuhRoh235

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I find you do not need cooldown for archer. Opp Knocks is ridiculous.. and if you play with others at a higher prestige you will be resetting your longshot and other abilities faster than you know what to do with them. I would always use a stamina amulet. Crit Damage ring for sure, HOK ring is good, longshot ring if you have barrier. 

Belts, health or spirit damage.. health by a long margin.. but spirit works great against demons which can be a little bit of a pain for the archer (even though Demon Commander has been castrated).

 

Obviously, as per all my advice, I speak for perilous only.

 

I agree with posts above that the critical ring becomes the most obsolete because of promotions. Health belts are great.. even the rare one is equal to 20 constitution.



#9
teltow

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So, I have a purple stamina, willpower and cunning amulet and the enhanced cooldown one.

Is it reasonable to equip

  • the rogues with the cunning,
  • the mages with the willpower and
  • the warriors with the stamina

amulet? I'm always doubtful about that..

And if I eventually get the superb dexterity, magic and constitution, are any of them better than my already equipped amulets? The constitution amulet for the warriors must be more useful than the stamina amulet, no? Or even the willpower amulet for warriors, bc it gives +5% attack?

I know the attributes thread, but I'm still not sure about it. E.g., is it better to have +10 Cunning = +5% crit chance and +5% range defense or +10 Dexterity = +5% attack and +10% crit damage bonus.

 

And also, is the enhanced crit damage ring any good? For rogues maybe? I'm currently using the purple flanking on all of my toons, except longshot for the Archer  (until I get the enhanced Caltrops ring) and walking bomb for the Necromancer.



#10
Reptillius

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The Stamina amulet is good on most of them that can use it.  The Extra stamina actually is a valuable resource.  Specially since there are only limited ways to increase it.  It's often going to be one of your best choices to take because of the cost of abilities.  More STamina means more power usage... means less downtime where you are forced to auto-attack your way through a situation.



#11
teltow

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Thanks for the advice Reptillius! So the Stamina amulet is kind of doing the same as the purple cooldown thingy, it helps to use your powers more often.  I will run some tests with the amulet on my other chars.



#12
Robbiesan

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Thanks for the advice Reptillius! So the Stamina amulet is kind of doing the same as the purple cooldown thingy, it helps to use your powers more often.  I will run some tests with the amulet on my other chars.

 

 

In a sense.  The stamina amulet provides more stamina overall, meaning you can use your more powers before stamina is too low to use another power, rather than waiting for stamina to recharge (ie you have enough stamina to use 3 abilities instead of two).  The cooldown amulet on the other hand reduces the time it takes for each ability to be ready for use.



#13
Reptillius

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more stamina also means it recharges a bit more at a time. a higher thresh-hold for several different passives on different characters such as increased stamina regen below 50% ones as well as a couple that increase damage when your stamina is below 50%.(the archer is one of two that has this I believe), and for the faster attacking characters it can mean stronger entrances into fights as well.

 

I enjoy the archer and I can say it's a whole lot easier at times to start in with full draw on something big or dangerous(potentially killing it outright at times) and then quickly following in with long shot and striking many  in the group with that.  I can easily flatten half a group just in a few seconds with that combo.