With Recovery Speed this is reduced to half. You should have this at when fully combat ready, TC and UT will give you some so might be ok solo. Mobs have Critical Avoidance depending on what zone they are in, and some bosses debuff your critchance. Look at the mobs buffs and your debuffs to see numbers. Spell damage I am a bit reluctant to post a formula for spell damage, since the number crunchers will rip it apart quickly.
Available from Wizard aa Wisdom line Brainstorm. Get it, cherish it. Look at int tooltip to see the numerical value. Looks at the skill that the spell uses, for wizards mostly disruption. Cap is 6. Potency: A straight damage modifier, the more you can get the better. No practical cap. Ability modifier: A straight damage modifier. However note that this is not affected by Potency.
Crit bonus: A straight damage modifier, the more you can get the better. Spell double cast: A straight damage modifier, the more you can get the better. You won't be able to get very much of this. Makes the spell cast twice with some limitations. Some tactical notes Study all your spells so you know exactly what they do.
Some are single target, some are point blank around you, some hit an encounter, some are frontal only in some arc, some have range dependent effects. Except for Fiery Blast sequences and intiating combat sequences, there really is no set best casting order. Since spells have a wide variation on reuse timer, things quickly comes down to what spells are ready for use. The general rule for best dps is: Use the spell that has the highest spell damage divided by cast time, of course taking into consideration opportunities like multiple targets etc that needs AE spells.
Always cast the next spell before the previous one is done so that it is waiting in the buffer to cast.
The key to good dps is to cast the right spells as fast as possible. If you wait with pressing the key until previous spell bar has run out there will be a small pause due to human reaction lag and network lag that will cost dps.
Gear and aa advice Look at the gear and aa of the wizards in the top raiding guilds. Use u. And dont forget Reforging is your friend And absolutely not forget Have fun!
This is a game, and if all this looks scaring to you you can do well in game without worrying about all these details. Getting it all right really is important only for the highend raids. Mentin , Feb 17, Meirril and Kraeref like this. OP here Thank you everyone for the great posts.
Raid Jewelry gives AB mod as a set bonus. The 3 EM sets will net you Ab mod. Other than that you can go with AB mod white adorns. So they complicated it more by keeping it in AND having potency. This falls into the same category as ability reuse, general reuse and spell reuse, why bother?
I'm against dumbing the game down, but having redundant stats are actually dumbing the game up IMO. See what I mean? It's not redundant. It's completely different than potency.
After that make sure you have the right amounts of the "chore" stats, and try to reforge such that any low value stats left over line up with your prestige conversions or buffs like battle cry that turn them into something useful. EverQuest 2 Wiki Explore. EQ2i New to the wiki? User Guides. Terrors of Thalumbra All Expansions.
Holidays Moonlight Enchantments City Festivals. Tinkerfest Nights of the Dead Heroes' Festival. Explore Wikis Community Central. Register Don't have an account? Berserker - Melee Damage, mitigation tank, supposed to be a multi-target tank.
Currently as of ToV has huge self heals, giving high survivability. Shadow Knight - Spell damage, healing tank, supposed to be a multi-target tank.
Frequently used as off-tank for guilds, can be strong DPS. Self Heals. Paladin - Spell damage, healing tank, supposed to be a multi-target tank. Can also be strong DPS, and does good healing as well for group can cure. Bruiser - Melee damage, Avoidance Tank, multi or single target. Hybrid of the tanks, can be very strong DPS. These categories are how the healers deal with damage. Additionally, healers break down in these categories as "hybrid" or "full heal.
This shield of health gets "used up" prior to any damage affecting the character's hit point pool. Templar - Spell damage, Reactive healer, the full heal of reactive healers.
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