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End-Game Stat Priorities

By: Vampiresbane

Been looking for this for weeks and found a good guide for everyone that gives us all a good cookie cutter stat goal to start for (slightly altered with my own experiences). Here it is:

STAT GOALS
- Following this will allow you to be a rounded soldier, able to damage/heal AND survive which is crucial in PVP combat.
- Build these up generally together, but as much in the following order of priority as possible.
- Seek higher priority stats above lower priority ones until you meet their requirements.
- If you meet ALL of the stat goals, continue to increase your stats evenly while roughly following the priority list.
- Stat caps for willpower, intelligence, toughness, and strength are generally 800. If your base stats are at 700 and your liniment put you above 800, you shouldn't improve that stat anymore (if you consistently use liniments).
- Keep in mind what stats are easier to get through talismans and use your renown training to fill in one of the harder ones (not wounds). Easy (willpower, intelligence, ballistic skill, strength). Hard (wounds, initiative, toughness, weapon skill). For more information please see the guide to talismans accessibility.

.:: Stat Goals ::. (In order of importance)

PRIORITY#

1. Wounds: (by class)
1. Tanks - 800
2. Warrior Priests (all specs) - 750
3. MDPS - 700
4. SW/Engi - 650
5. Bright Wizards - 800
6. RP/AM - 700
2. Initiative: (all classes) 300 Minimum. The GOAL is 10% chance to be crit or less, which,
without any [-% to be critically hit] gear bonuses, is 350 Initiative.

3. Resists: (all classes) Spiritual and Corporeal Resists to 675 (40% resist, the cap), Elemental is not as needed (only Shaman do elemental damage).

4. Primary Stats: (by class)
1. Tanks - Toughness: 1050 (550 for heavily offensive tanks only)
2. Warrior Priests (all specs) - Armor: 85%
3. MDPS - Strength: 1050 / Melee Power: 300
4. SW/Engi - Ballistics: 1050 / Ballistic Skill: 300
5. Bright Wizards - Intelligence: 1050 / Magic Power: 300
6. RP/AM - Willpower: 1050 / Healing Power: 300
5. Secondary Stats: (by class)
1. Tanks - Strength: 300 (550 for heavily offensive tanks only)
2. Warrior Priests - Grace - Strength: 700 & Melee Power 300 / Salvation - Willpower: 700 / Healing Power: 300
3. MDPS - Toughness: 300
4. SW/Engi - Toughness: 250
5. Bright Wizards - Toughness: 200
6. RP/AM - Toughness: 300
6. Tertiary: (by class)
1. Tanks - Weaponskill: 200
2. Warrior Priests - Grace/Wrath - Chance to be crit: 10%/ Salvation - Chance to be crit: 5% or lower
3. MDPS/Wrath WP's - Weaponskill: 250
4. SW/Engi - Weaponskill: 300
5. Bright Wizards - Initiative: 350 (from 300 in #2)
6. RP/AM - Intelligence: 300



** NOTE - Renown Training **
Use your RENOWN TRAINING to augment the stats you are low on from gear, as renown training is much more flexible than gear (only costs 4g to re-train entirely). Keep in mind though, that as usual, Wounds is not ideal to get from renown training. It costs double the renown points for wounds than it does for other stats through renown training. At RR80 you will have 80 renown points to use. Go to http://www.wardb.com and go to "tools" "renown builder" and then your class to test out what you can get for your RR level.

Stat explanations:

Wounds: VITAL FOR ALL CLASSES
This is your "pool" of max hit points. HP = WOUNDS X 10, so 1 WOUNDS = 10 HP and 100 WOUNDS = 1,000 HP

Initiative: VITAL FOR ALL CLASSES
This reduces your chance to be critically hit by opponents, increases your chance to evade ranged physical attacks, and increases your stealth detection. In reducing your chance to be critically hit by opponents, you are reducing the chances that a hit could be scored against you that deals high burst damage and therefore quickly empties your "pool" of hit points.

** Additional reduction in your chance to be critically hit can be can be found on special bonuses from gear in the form of "Reduced Chance to be Critically Hit".

Resists: VITAL FOR ALL CLASSES
These stats reduce the amount of damage you take from Spiritual, Corporeal, and Elemental damage spells and abilities.

Toughness: VITAL FOR ALL CLASSES
This stat reduces ALL incoming damage by a small amount illustrated by the -DPS AMOUNT number in your Toughness tooltip. The way it works is as follows: Every ability that hits you is reduced by -DPS AMOUNT x Number of seconds that ability takes to cast (instant casts = 1.5 seconds in this equation). Therefore, if your -DPS AMOUNT is 50 and the incoming attack has a cast time of 3 seconds, you effectively mitigated 150 (50x3) damage from that attack.
This stat helps reduce damage taken overall and helps seal up small leaks in your "pool" of hit points.

Weapon Skill: Important for MDPS, and defensively for Tanks and WP
This stat increases your ability to penetrate an opponents armor and grants you +% chance to parry incoming melee attacks.

Strength: Important for MDPS, Offensive Tanks, and Grace WP
This stat increases the damage you will do with Melee Abilities, increases Melee Auto-attack Damage, and reduces the chance that your melee attacks will be blocked or parried. Basically it makes your melee attacks hit harder and more capable of overwhelming an opponents defenses.

Ballistic Skill: Important for RDPS
This stat increases ranged ability damage, increases ranged auto-attack damage, reduces the chance that your ranged attacks will be blocked or evaded. Basically it makes your ranged attacks hit harder and more capable of pinpointing weaknesses in an opponents defenses - circumventing their attempts to block or dodge them.

Intelligence: Important for BW and AM
Intelligence increases magic attack damage, and reduces the chance that your magical attacks will be disrupted by opponents. This is your prowess with offensive magic, and your ability to overcome an opponents will.

Willpower: Important for HEALERS and anyone seeking +% Disrupt
Willpower increases healing, and increases your chance to disrupt magical attacks cast against you. This is your prowess with healing magics, and your ability to use your will to oppose or thwart magical attacks aimed at you.

-----------------------------------------------

DEFENSIVE STATS

Armor: Reduces physical damage taken - comes from armor on gear

Resistances: Reduces Corporeal/Spiritual/Elemental Damage taken - comes from +resist on gear

Block: Increases chance to block melee, ranged, and magical attacks (Requires Shield).

Parry: Increases chance to parry melee attacks - comes from Weapon Skill

Dodge: Increases chance to evade ranged attacks - comes from Initiative

Disrupt: Increases chance to disrupt magical attacks - comes from Willpower and +% Chance to Disrupt gear.

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