I am for BTC raid gear though but' for my own reasons.
When items are BTCoE players that would never use them loot them to sell rather than the items going up for roll. This is fine in quests but, raids I perfer the raiders divvy the loot within themselves than sell it on the AH or ASAH
Also, if you just look at it purely economically...if no one passes anything, and keeps/sells whatever they get, then eventually you make enough plat to buy it on the AH. Ultimately, that works out the same (minus 30% plat cost) as everyone who ever raids all being in a big group and passing to each other
It is a bit of pianism, but hey that's what you signed up for when you rolled a versatile, hybrid caster-attack class with a special manually-fired class item. If they fix it, all the better, but until then there is a relatively easy alternative to just firing blanks and getting mad about it
Are you sure multiple Hamp items still stack? I thought they changed that behavior back when they doubled Dodge values and made different Dodge bonus items no longer stack in a similar way, but maybe I just assumed by analogy.
More ranged DPS comes from other class trees.
Even for a pure Arti invested in the Archano tree with Evocation items the DC falls short on EE so it's still pretty useless comparing the blast damage.
Different percentages of Hamp still stack.
The only exception that I know of is Finger Necklace which increases your base Hamp by 10%. If equipped after other Hamp items it actually increases their effects as well.
Last edited by Oxarhamar; 08-19-2014 at 05:39 PM.
here is a series of Screenshots demonstrating not only the stacking of the Hamp but the increased survivability the 20% Hamp from Tira's Splendor provides.
From left to right:
10% 2x Paladin PL
10% 2x Paladin PL + 30% PDK
10% 2x Paladin PL + 20% Tira's Splendor
10% 2x Paladin PL + 20% Tira's Splendor + 30% PDK
*I chose to show both Tira's alone and PDK alone to show what little difference they made individually.
Here is a Screen shot with Devotion 114 on top of all the HAMP (forgot that originally)
Last edited by Oxarhamar; 08-20-2014 at 02:56 AM.
I am not saying that I would use tira's on epic, but for heroic it's probably the number 1 runearm for fleshies if you don't go construct essense. You're wearing frozen tunic so the infused damage is 0 anyway because that bug is still around. I hope that developer is still looking, frozen tunic doesn't work with runearms, the freezing ice effect over writes the runearm infused damage and vice versa, depending which one you put on last.
Thank you mr Developer for letting us know of the runearm on our way! I'm excited to see it!
Light damage rune arms would be as niche as a void based rune arm and I sincerely hope they don't waste development time creating rune arms with little over all synergy with Arti's. If they create something that will be good for some specific few multi class builds it'll going to be a massive fail over all.
I'm curious of what they're working on, but if it's a light based one it's going to be a terrible fail.
I get much more DPS from splashing other classes with full ranged trees and ignoring the Runearms completely.
All those slots are occupied mostly with ranged DPS increasing items or Ring of Shadows.
I'm not losing DPS from rune arm.
I'm focusing all my DPS into the Repeater going into multiple class trees that increase ranged damage and ignoring the Runearms they are laden with problems especially in EE.
Having gone Pure and found Artificer extremely lacking in EE spread too thin across repeater & spell casting. I dumped one for the other. My spell points get spent on selfbuffs and healing . my DPS all goes into the repeater which is independent of spell point consumption.
Not needing any Spell power items other than one for self healing improvements is a sure way to free up some slots for more ranged damage.
But, it's ok if the power of dumping spell power/Runearms buggy shot for increased Ranged damage and survive ability is not easily recognized on the forum.
The concept works amazing in game in EE.
Tiras gives you +2d6 imbue. Glass Cannon gives you 2d8+2d10. That's giving up 13 average damage per shot (so 39 per volley, ~26 dps) on your repeater, not an insignificant amount.
I get where its nice to have the bonus heal and I get why you make that choice, but personally I'd rather keep the DPS and just tick a little less on my Cocoons. Its enough for EN/EH, and in EE, your Cocoon gets wiped if you take a hit anyway.
Also, at the risk of sidetracking, since you said you only use SP for buffs and heals....you're, what, 6 Arti/6 Rgr/8 Fighter, Kensei Crit Sniper Shot Repeater Arti? That's the most singularly focused Repeater DPS build. But even then you might consider taking the LS/BR SLAs from AT - you can cast them while reloading, which boosts your overall DPS, and LS is a nice CC that doesn't seem to have problems with DC. And Bracers of Wind is pretty close to BIS anyway for Artis, for perma-Blur as well as Lightning SP and Lore and augment slots.
Last edited by droid327; 08-20-2014 at 11:58 AM.
6/6/8 Arti fighter ranger does not have enough AP for all those trees unless you dump one and you end up trying to swap to and from archery for many shot.
if I were to go Kensei again I would not take the Ranger levels they are not really worth it.
slayer Arrow is nice but, has it's own buggy non combat friendly limitations and really only works well if your in Fury.
6/4 rogue Artificer in Mechanic tree is much less AP and more survivability as well as having INT and synergy with trapping.
Yes I am losing a bit from Glass cannon for survivabily even though Glass cannon is my favorite on a WF/BF much less thing are immune or healed by light damage as well.
As demonstrated in the Screenshots I am using consecrated ground for healing and cacoon secondary with scrolls as a last resort if everything else is no cool down.
standing in the circle not only ticks for 150 healing every 3 seconds but increases damage by 10%.
As well Crusaider has much more sustainable Ranged DPS than Fury's spike On Adrenaline.
Last edited by Oxarhamar; 08-20-2014 at 12:27 PM.
Let's assume though as one poster stated 1000 Damage on a rune Arm shot.
Assuming the shot never gets blocked by terrian or nothing as it sometimes does and the DC problems.
Exactly how much DPS is that?
How many charges and shots are put off in one minute?
The only thing I dislike about acid runearms is that the critical enhance from arcanotechnitian only affects fire/force/lightning. Also, very few ways to give yourself acid lore.
And that's an interesting take, basically you're playing like a StarCraft siege tank Lock down, sacrifice mobility for extra DPS and heal ticks. Should work even better post-update with Heavy Armor - I was wondering about a 14 Pal/6 Arti "siege tank" repeater build in U23 with Sacred Defender and Holy Sword in Divine Crusader - with all that PRR and AC and ticking/proccing heals, Tira's might be the runearm of choice.
Last edited by Oxarhamar; 08-20-2014 at 01:34 PM.
This form's session has expired. You need to reload the page.Reload