I thought it'd be nice for the Creeps to compare how they trait. As for myself, I've decided going 4 Tact Mit Corruptions and the 2 Health For Rank 2s is the ideal way to go. What are you guys all using? I used to swear by Crit Defence but now with Audacity bulky in general seems the way to go.
i run a very similar corruption build on my warg...but instead of 4 tact mits...i run 4 phys mits
the reason i run phys mits over tactical is because outve the 9 freep classes in the moors...only 3 use tact...
1) rk is more of a dps race...the difference between traiting 4 tactical or not is pretty much just an extra attack that crits for the rk...and with how much crits they can get its really only an extra second or 2...
2) a good mini will not die if they dont want to...again more of a dps race...doesnt matter how much mits i have i want to kill them asap before they just heal themselves up over and over
3) lm...dont really have a problem with them...lms are also more like half phys half tact...the damge from strike strike and their pet really builds up on the fight...so doesnt really matter what mits you run
I run my warg almost exclusively in shadow so i dont have the super high mits of flayer anyways...and i fight 1v1s and small stuff mostly...so i dont need to worry about those 10 minis or whatever in a raid blasting me with tactical
3 Tact Mit (else if a Rk Devastates EC then every freep within 10m will be on me ... I think they hate me for healing creeps )
3 Mastery (did you know I'm a Defiler with my 100 Common damage cirts )
But sometimes Health for Damage
With Audacity and Obviously my heals survival is not bad ... I don't 1vs1 much ... and don't have store skills.
Last edited by StoneSpeak101; May 22 2012 at 03:26 PM.
i run a very similar corruption build on my warg...but instead of 4 tact mits...i run 4 phys mits
the reason i run phys mits over tactical is because outve the 9 freep classes in the moors...only 3 use tact...
1) rk is more of a dps race...the difference between traiting 4 tactical or not is pretty much just an extra attack that crits for the rk...and with how much crits they can get its really only an extra second or 2...
2) a good mini will not die if they dont want to...again more of a dps race...doesnt matter how much mits i have i want to kill them asap before they just heal themselves up over and over
3) lm...dont really have a problem with them...lms are also more like half phys half tact...the damge from strike strike and their pet really builds up on the fight...so doesnt really matter what mits you run
I run my warg almost exclusively in shadow so i dont have the super high mits of flayer anyways...and i fight 1v1s and small stuff mostly...so i dont need to worry about those 10 minis or whatever in a raid blasting me with tactical
I think you underestimate the effect of the mits I do change up my 4 Tact for Phys Mit when I plan to specifically 1v1 a Champ or something (I also switch out 2 racials) but I've found Tact Mit to be more utile for everyday stuff. I've been comfortably 1v1ing Minnies and RKs (in Shadow) and I think the Mits are real difference makers. I'm at about 45% Light/Lightning Mit w/ my Delving Pots up. Also, Hunters deal Tactical provided they are running oils, which the better ones are. If I come across a Guard or a Champ in an impromptu fight I try to get into Flayer to compensate for being traited wrong.
As a BA, I used to run HforP 1 & 2, DforP 1 & 2 and 2 masteries.
However, recently, I decided to change it up to HforP 2, DforP2 and 4 masteries.
The reason for this was the tips in the BA Guide here (props to E's Yourgrandmother for writing that up, btw) and because I was told that would be one of the corruption builds with the highest damage output without hampering survivability unduly.
As a BA, I used to run HforP 1 & 2, DforP 1 & 2 and 2 masteries.
However, recently, I decided to change it up to HforP 2, DforP2 and 4 masteries.
The reason for this was the tips in the BA Guide here (props to E's Yourgrandmother for writing that up, btw) and because I was told that would be one of the corruption builds with the highest damage output without hampering survivability unduly.
Damage for Health 1/Power 1 give you less damage than the Mastery traits, so yeah, don't ever trait those.
Also...
I just did almost 40,000 damage to a Minstrel in a fight. I rue my lack of DPS Corruptions but I in turn took 12.5k damage...1 Mit trait less and I'd have died.
I think you underestimate the effect of the mits I do change up my 4 Tact for Phys Mit when I plan to specifically 1v1 a Champ or something (I also switch out 2 racials) but I've found Tact Mit to be more utile for everyday stuff. I've been comfortably 1v1ing Minnies and RKs (in Shadow) and I think the Mits are real difference makers. I'm at about 45% Light/Lightning Mit w/ my Delving Pots up. Also, Hunters deal Tactical provided they are running oils, which the better ones are. If I come across a Guard or a Champ in an impromptu fight I try to get into Flayer to compensate for being traited wrong.
i just dont see the point in mapping to grams just to re-trait for a 1v1 you are going to have...why trait against them when if you ever catch him out in the open or the other way around you would not be traited like that in the first place...
as far as rks...ive never had a problem with them...the only time i ever lose is when they get a bunch of back to back crits...and even then its still really close...and for minis...a good mini wont die if they didnt want to...if they arent spam healing i usually beat most minis...altho its not always a guaranteed win
i actually had just remembered about hunter oils but never felt like editing...and again i dont have a problem beating them at all...pretty much the only good traiting tactical mits for me is against very few opponents that its not worth it
as for phys mits...playing in shadow exclusively like i mentioned in my earlier post...they are practically a necessity against champs captains wardens and guards just because of how long the fights take with their high mits...i run into more of those classes than a few minis i might not be able to beat...
just from experience playing both as a flayer warg and against flayer wargs...if you are fighting well geared good players those extra mits are needed...the only time ive ever had close fights against flayer wargs as a cappy or burg (the classes i currently play freepside) are ones that i talked to that trait phys mits...ive just not had the same experience fighting classes that use tactical damage...
anyways...its probably more because we might have different playstyles/playing on different servers...but all the close fights i usually have are against ppl doing phys damage...which is why i trait it :P...obviously both are viable ways to trait and in the end i agree that the best way ive found to trait atm is h4p2 h4d2 plus 4 mits of your choice...as a warg
edit: should say this is against well geared good players...wargs are in a good position atm that if you were to fight an average or bad player that it doesnt matter wth you trait :P
Just curious wil, what do you do if your fighting a hunter that knows what there doing and uses mele (spwit spesificly)?
my courptions if i remember correctly sence i'm to lazy to log in: health for power 1 and 2 health for damage 2 damage for power 2 and 2 masteries
Last edited by crazybob24; May 22 2012 at 08:35 PM.
Reason: posting coruptions
I used to slot masteries instead of crit defense but in my own experience preventing LOL crits has proven more profitable than a "DPS boost" masteries supposedly provides.
Just curious wil, what do you do if your fighting a hunter that knows what there doing and uses mele (spwit spesificly)?
my courptions if i remember correctly sence i'm to lazy to log in: health for power 1 and 2 health for damage 2 damage for power 2 and 2 masteries
Probably win. Because I'm a Warg. Spwit does scare me though.
as a reaver:
MfP 1+2
MfD 1+2
1 crit defence, and 1 mastery(normally use 2 crit defence but trying something a little different than i normally do)
this has worked for me. i mostly 1v1/roam solo. i am almost never in a group, unless its a tribe group. even then i would rather roam solo. ends up in getting zerged a lot, but considering how useless reavers are in raids, this setup works decently for solo encounters.
HfP2, HfD2, 4 Crit Def, or HfP2, HfD2, DfP2, 3 Crit Def as a Defiler. In general I can outheal any damage in 1v1 (apart from good RKs who use EoW) unless freeps crit a lot.
What I find interesting is that many people say they have no problems with RKs, there have to be many really bad RKs out there.
I don't sit around all day in fight clubs doing 1v1's so I slot for DPS as that is my role in group/raid fighting.
D4P2
H4P2
4 Mastery
Don't be ignorant.
The actual reason is that mitigation/morale builds are more efficient in solo situations; which aren't just fight clubbing as you should well be aware by now (granted we have different ideas of solo'ing from what I've seen). The damage build is highly overrated for most situations.
The actual reason is that mitigation/morale builds are more efficient in solo situations; The damage build is highly overrated for most situations.
A very vague affirmation .
A damage build on a DPS class ( aka reaver / warg / blackarrow ) can be the only way to kill a freep with high burst damage ( aka rune-keeper / lore-master / champion / etc ) .
A morale / mitigation build would work vs , for example , a captain or a guardian perhaps ...
It's a matter of playstyle , and I don't think there is a "right" way to build your character .
In my weaver i was with:
3 Mastery Boost
Tactical Mitigation
Resistence Boost
Physical Mitigation
But after a lot of high criticals hits, i change one Mastery for Critical Protection and i sense a bit difference.
In Blackarrow i use:
Stealth Detection
Critical Protection
Tactical Mitigation
Physical Mitigation
2 Mastery Boost
I play 99% solo, usually looking for 1v1.
Damage Oriented Corruptions are utterly worthless. If you trait 6 of them, max DPS possible, you net 10% more damage. I knew I shouldn't have doubted my being right about everything ever.
Damage Oriented Corruptions are utterly worthless. If you trait 6 of them, max DPS possible, you net 10% more damage. I knew I shouldn't have doubted my being right about everything ever.
I never did combat analysis I've always just assumed that as a warg factoring in shadow pack, sudden maul, rend flesh and battle promotions the benefits from the damage for power 5% and three mastery's yielded enough dps worth it to trait. It would be interesting seeing the different combat analysis on shadow wargs with all of the above being factored in. On a side note the more dps theoretically yields more inf/comms for 'leeches' as long as the target dies.
I never did combat analysis I've always just assumed that as a warg factoring in shadow pack, sudden maul, rend flesh and battle promotions the benefits from the damage for power 5% and three mastery's yielded enough dps worth it to trait. It would be interesting seeing the different combat analysis on shadow wargs with all of the above being factored in. On a side note the more dps theoretically yields more inf/comms for 'leeches' as long as the target dies.
It only seems to be worthwhile when you dev. That was the only time I noticed anything resembling a significant difference. At the end of the day the most you can get from the masteries and Dmg For traits is like 25% more Offence, this is on top of the already 55% Offence most Wargs are sporting. So instead of doing 155% damage you'd be doing 180%. Which isn't a big difference at all considering what you sacrifice for it. Keep in mind Shadow doesn't work on top of this too, it would bump you up to 195%.