Thread: DPS relics?
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Jun 22 2012 04:43 PM #1
DPS relics?
Im interested in what relics you would use for pve dps and also pvp (if different).
The crafted relic- Device of Battle seems like an easy choice.
How about the setting?
Setting of Endings?
+7.5% Devastate Magnitude
+560 Critical Rating
+130 in-Combat Morale Regen
Setting of Ages
+260 Critical Rating
+520 Physical Mastery Rating
+520 Tactical Mastery Rating
+111 in-Combat Power Regen
Gems?
True Gem of the Encircling Seas
+520 Physical Mastery Rating
+520 Tactical Mastery Rating
+126 in-Combat Power Regen
+126 in-Combat Morale Regen
Runes?
Rune of Wisdom?
-2.5% Attack Duration
+520 Evade Rating
+22 Will
Rune of Power?
+146 Physical Mitigation
+520 Physical Mastery Rating
+520 Tactical Mastery Rating
+22 Fate
Would you go for the partial b/p/e mitigations for pve dps?
Here is a list of relics
http://lotro-wiki.com/index.php/Relics
Thanks!
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Jun 22 2012 05:16 PM #2
For pve dps i would suggest for setting, the 7.5% dev mag, gem the tier 8 one with either vit + crit, or agil + crit. 1k more crit chance from both is boosting your dps for very good amounts. And also the rune of power. Of course crafted relics (20 might + crit is also a must.)
For pvp dps, what i use is 1 LI with the relics i mentioned, and one with: setting the one with 280 ish morale and 550 ish PM, gem the one with morale + power + crit defence, and rune stay the same as before (rune of power.)
I use different relics for pvp, cause more morale is required i think. On pve dps built i have 7.4k ish morale, about 19% crit chance, and 28-29 k PM, while on pvp 11k morale (buffed with hope), 22k PM, and about 16% crit. So droping a bit crit and mastery for morale and mits, is helping a lot in pvp

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Jun 22 2012 11:27 PM #3
Ty! I didn't notice the regular tier stuff somehow. I'm taking your advice. The one thing that is tempting though is the -2.5% attack duration. Have you tried those at all? What would they affect?
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Jun 23 2012 02:06 AM #4
If you go to the Ettenmoors then striking a balance between dps and Survivability is needed. I would not go for the partials and I do recommend the -attack duration ones. Here is what I go with and I really like this setup:

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Jun 23 2012 02:14 AM #5
For PvE dps, Wardens don't have enough passive crit magnitude to justify the +7.5% dev magnitude settings. Go with Might + phys mastery. (I'm Speaking as a recklessness warden, haven't run the calculations with Assailment and the 3-Porbad set bonus)
Runes... man I'm not so sure. I'm a big believer in attack duration for captains and champs. Wardens benefit too... but a big portion of the damage comes from bleeds which aren't directly affected by -attack duration. Wish they'd make useful training dummies so I could test this stuff.
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Jun 23 2012 04:26 AM #6
In most parses autoattacks actually contribute a majority of outgoing damage, so the attack duration stuff actually does help, even if it might make rotations a bit too tight in Recklessness. For PvP where Assailment AoE is super helpful, attack duration is pretty nice.
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Jun 23 2012 09:54 AM #7
It's been proven again and again that the -attack duration runes are the best dps runes (for non tactical classes at least), bar none.
I've tested the dev settings versus the others and they've always been better as well. For both my warden and champ, you reach a point when crit > offense, the +dev magnitude make the settings even better.






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