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#13937992 Jan 09, 2019 at 02:55 AM · Edited 1 month ago
Commander
42 Posts
Edit: All DPS Specs are now accounted for.

This thread is for DPS classes, I am not familiar enough with tank and healer stats to be able to make a post on it but if you read this maybe you will see a way to make your gearing more efficient.

From this week people are going to be hitting Maximum Reputation with Ossus, which means people will have access to all of the 258 gear from the vendors apart from the main hand and off hand these are not purchasable from the vendor. (I believe these can be crafted using materials from Gods MM but if I am wrong do correct me.)

This means people will be starting to gear all of their characters. This thread is to do with gearing optimally which is perfect min maxing and efficiency how easy it is to obtain this gear. (Please note if you have done Ossus on lots of alts and built up enough crystals, you can probably optimally gear a character but for example when you come to gearing alts you may find this useful).

On our website we have a link to optimal 258 stats which can also be found here. These are the stats for full 258 gear with 240 augments.

Before I continue I am not slating the people who wrote this and put time into creating this spreadsheet, I have a lot of respect for them to have run the numbers and done the maths behind it to find the perfectly optimal gear and calculated the top dps for each specialisation. This is merely here to point out how to make life cheaper.

The original top tier set from the vendor is the following:

Slot Stat Stat-Points
Head Alacrity 253
Chest Critical 253
Gloves Accuracy 253
Legs Critical 253
Boots Accuracy 253
OH Alacrity 236
MH Critical 236
Implant 2 Swap able 253
Implant 1 Swap able 253
Earpiece Swap able 253

Note that 258 relics have 74 critical and this were factored into all calculations


For classes that do not have any inbuilt alacrity e.g not carnage marauders, arsenal merenarys and lightning sorcerers.


So in the original spreadsheet it recommends the following:
Accuracy: Enhancements 0 - Augments 5 - Crystals 0 - Stim 1
Critical: Enhancements 5 - Augments 3 - Crystals 0 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 5 - Augments 6 - Crystals 0 - Stim 0
Crystals are Both Mastery

This also assumes both Main Hand and Offhand are 258. This would give 1809 Critical, 1859 Alacrity and 735 Accuracy. However in reality both your critical and alacrity are 17 stats lower (assuming you have not found 258 Main Hand or Off Hand) and therefore you would not reach the 1.3 second global cooldown.

My Adaption:
Accuracy: Enhancements 2 - Augments 0 - Crystals 0 - Stim 1
Critical: Enhancements 4 - Augments 5- Crystals 2 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 4 - Augments 9 - Crystals 0 - Stim 0

This would give 1819 Critical, 1886 Alacrity and 746 Accuracy. This takes into account 252 Main Hand and Off hands.

Starting with Accuracy 735 is slightly slower than 110% and therefore gives you a chance to miss and although its stupidly low 0.04% it has happened to me on gold team in SNV MM. With 746 Accuracy you are slightly above (I do not have the actual % but when I do I will update accordingly) but this means you will not miss at all. You also do not need to then swap out any enhancements for critical (I checked this due to enhancements now binding in slot you would have to take critical ones from healer gear more on this later.)

The 1886 Alacrity is 26 higher than the 1.3 Global Cool Down cut off at 1860. However due to people playing with different pings being 26 higher should be beneficial due to server latency. One of our tanks died and in the parse logs for the fight, his force shroud went off 63 ms after he died therefore server lag can make a difference so +26 should compensate for it. For this if you went with full best in slot you would need Alacrity pieces in both implant slots and the earpiece slot.

The 1819 Critical is 10 Higher than the recommended but I prefer crit to mastery in crystals which is where the crystal difference lies but its player preferences how they prefer to stat the crystals. 82 into critical, mastery or power. I am not sure which is the most optimal for the crystals so I do encourage players to try out variations in them.

For carnage marauders and arsenal mercenary's

So in the original spreadsheet it recommends the following:
Accuracy: Enhancements 0 - Augments 5 - Crystals 0 - Stim 1
Critical: Enhancements 6 - Augments 0 - Crystals 1 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 4 - Augments 4 - Crystals 0 - Stim 0
Mastery: Enhancements 0 - Augments 5 - Crystals 1 - Stim 0

With a 258 Mainhand and Offhand this gives 1806 critical, 1408 alacrity and 735 accuracy.
With a 252 Mainhand and Offhand this gives 1789 critical, 1391 alacrity and 735 accuracy.

My Adaptation:
Accuracy: Enhancements 2 - Augments 0 - Crystals 0 - Stim 1
Critical: Enhancements 5 - Augments 5 - Crystals 2 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 3 - Augments 7 - Crystals 0 - Stim 0
Mastery: Enhancements 0 - Augments 0 - Crystals 0 - Stim 0

My Adaptation 2:
Accuracy: Enhancements 2 - Augments 0 - Crystals 0 - Stim 1
Critical: Enhancements 5 - Augments 4 - Crystals 1 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 3 - Augments 7 - Crystals 0 - Stim 0
Mastery: Enhancements 0 - Augments 3 - Crystals 1 - Stim 0

Accuracy - Same as the original explanation.

Alacrity - both classes have inbuilt alacrity and therefore we need less alacrity overall which needs to be fed into a different stat. The recommended values would give 1408 and this gives you 1435 so a plus 27 stat difference, likewise above I do not see a problem with this due to server lag affecting ability's particularly carnage marauders who have the highest apm.

Critical & Mastery - I have grouped these together because both are flexible for carnage and arsenal specialisations because you can go for a max critical setup giving you 2171 critical, however this is right at the top end before you hit diminishing returns (where the stats put in do not give you as much efficiency) and that is where my second adaptation comes in the second has 1833 critical while giving an extra 338 mastery. This still gives my recommended alacrity as we are only trading critical for mastery, I have not parsed with the numbers of different variants but my advice is to keep it in the range of those sets.

Lightning Sorcerers

For the original spreadsheet it recommends:
Accuracy: Enhancements 0 - Augments 5 - Crystals 0 - Stim 1
Critical: Enhancements 5 - Augments 3 - Crystals 0 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 5 - Augments 0 - Crystals 0 - Stim 0
Mastery: Enhancements 0 - Augments 6 - Crystals 2 - Stim 0

This gives 1806 critical, 1265 alacrity and 735 accuracy.

My Adaptation:
Accuracy: Enhancements 2 - Augments 0 - Crystals 0 - Stim 1
Critical: Enhancements 4 - Augments 6 - Crystals 0 - Stim 1 (The Accuracy/Critical Stim)
Alacrity: Enhancements 4 - Augments 3 - Crystals 0 - Stim 0
Mastery: Enhancements 0 - Augments 5 - Crystals 2 - Stim 0

This gives 1836 critical, 1292 alacrity and 746 accuracy.

Accuracy - Same as the original explanation.

Alacrity - Lightning sorcerers have the highest alacrity that can be gained from the skill tree and therefore all excess alacrity that is not required will also needed to be traded in for critical/mastery. The recommended alacrity is 1265 this setup would give 1292 alacrity which is a plus 27 alacrity and similarly to above slightly more alacrity can usually compensate for server lag.

Critical and Mastery - This is the main class where you will want to trade a lot of the critical for mastery, the original critical gives 1806 and this setup gives you 1836 critical. The reason why I did not put a full adaptation with maximum critical for lightning sorcerers is because it would give you 2314 critical and send you into the diminishing return zone. Therefore I opted to put in more mastery. Lightning sorcerers definitely do require some mastery augments in comparison to arsenal mercenary's and carnage marauders who could get away with it.

So everything up to this point has just been where to place stat points and allocations not a lot on spending efficiency. The costs will vary a bit as classes with a healer specialisation will be crucial in this and hopefully be cheaper to gear.

For cost we will do this with 2 assumptions 1 with having a base 252 set (with very nice drops on implants and earpiece to get alacrity on each one) and the other purchasing every piece.

As I said earlier this is the base 258 gear obtained from a vendor and lets assume we have alacrity in our implants and earpieces.

Slot Stat Stat-Points
Head Alacrity 253
Chest Critical 253
Gloves Accuracy 253
Belt NA
Legs Critical 253
Boots Accuracy 253
OH Alacrity 236
MH Critical 236
Relic 2 Critical 74
Relic 1 Critical 74
Wrists NA
Implant 2 Alacrity 253
Implant 1 Alacrity 253
Earpiece Alacrity 253

This would cost a total of 15 Master Work Crystals Minimum on the character itself to get full 258 in Earpieces Implants and Relics. Then another 24 Crystals for anything you can put in legacy gear totalling 39 crystals to get this set of gear. Now to optimise you would need another 6 Master Work Crystals to swap the gloves and boots from accuracy to critical. This is where the healer class comes in, the only other option for a gloves and boots enhancement is critical which can be obtained from healer gear. Now assuming we have those pieces of gear on our healer it would cost us 6 Master Work Crystals to upgrade the 252 into 258 for the enhancements. This means our total cost so far is 45 crystals and with having a serious amount of luck on your side giving this load out.

Slot Stat Stat-Points
Head Alacrity 253
Chest Critical 253
Gloves Critical 253
Belt NA
Legs Critical 253
Boots Critical 253
OH Alacrity 236
MH Critical 236
Relic 2 Critical 74
Relic 1 Critical 74
Wrists NA
Implant 2 Alacrity 253
Implant 1 Alacrity 253
Earpiece Alacrity 253

However we are not likely to be this lucky although if you do get this lucky consider doing the guild lottery at some point. So if we then assume we need to buy all of the left hand side as a 252 set as we did not get the correct relics and implants as for a 258 critical implant you need a 252 one. These are also not interchangeable neither are relics so you cannot swap a 252 serendipitous assault relic for a 258 focused retribution relic. This adds on another 10 crystals taking our current total to 55 crystals and so on based on what you get out of crates this total can range from 45 up to 65 (lets assume you open 1 crate for each weekly you do of a different kind and therefore you do not need to purchase 3 pieces of gear and have done flesh and steel for one of the 252 weapons. But it could be up to a maximum of 77 crystals, when purchasing the other set of boots and gloves to strip critical enhancements from.) To give some idea of a timescale to gear one character on its own with no alt assistance it would take you 20 weeks and 29000 un-assembled components. (19*1500 + 1*500 for 2 MW Crystals from the Vendor for the first 19 weeks and 1 more to make 77 from the last week.)

Ok so with 20 weeks and 29000 un-assembled components being a bit costly lets look at a more efficient way of gearing.

My method of gearing is this:

Slot Stat Stat-Points
Head Alacrity 253
Chest Critical 253
Gloves Accuracy 253
Belt NA
Legs Critical 253
Boots Accuracy 253
OH Alacrity 236
MH Critical 236
Relic 2 Critical 74
Relic 1 Critical 74
Wrists NA
Implant 2 Critical 253
Implant 1 Alacrity 253
Earpiece Alacrity 253

Note for Arsenal Mercenary's and Carnage Marauders you would want to change one of the alacrity implants/earpiece (it does not matter which one) to critical.

So lets start from where we finished 20 weeks 29000 un-assembled components and 77 Master Work Crystals where can we make life a bit easier.

We no longer need to swap the gloves and boots for critical lowering the cost by 5 per piece therefore 10 total. Down to 67 Master Work Crystals.

We no longer need a complete set of alacrity in our implants and earpieces we now only need 2 pieces of alacrity and 1 critical which means that through roles instead of having 1/4 of a chance to get an implant and 1/3 of a chance for it to be alacrity (therefore a 1/12 chance of it being a useful drop) which assumes equal drop rates which I do not know if it is true or not. This means that with my adaptation of gearing we have a 1/4 chance of getting the piece but a 2/3 chance of it being useful (at least for the first time after it drops back to a 1/12)). This means that it could save you an extra 5 crystals but as to keep this post as unbiased as possible we will assume that it can save you only a maximum of 5 crystals. Taking our total down to 62 crystals.

Now for classes with a healer specialisation if you swap into it when opening a gear box for an implant and ear piece I don't think you can open an implant or earpiece with accuracy. This means your chance of getting an implant and earpiece that suits you are a 1/4 chance of getting the piece but a 1/2 chance of that piece being useful and for your first role is a 1/4 chance of you getting a piece with a 100% chance of it being useful as it can be critical or alacrity this drops down to a 1/8 on your second and third attempt but its still better than a 1/12 from a class that does not have a second possible specialisation or a tank specialisation. This means that you should be down to a possible 57 crystals, 62 maximum.

If we now assume 62 Master Work Crystals is our goal, it would take us 16 weeks and 24000 un-assembled components and this is all to gear 1 character in an efficient way.

This can seem scary, particularly if all of these are correct (they should be but I do make mistakes) but I do have some suggestions.

Do Ossus on as many alts as possible get 5-6 MW crystals on each this takes 2 weeks and costs 2000 components for 5 crystals, 3000 for 6 crystals if its an alt you are getting either the head, chest or legs on. To do this in minimal time you would need 7 weeks maximum for a full 258 set as with 4 tokens per week you need 5 per non legacy gear piece meaning you need 25 crystals on the character you want to gear which can be done in 7 weeks. Every non-weapon legacy piece should be done by an alt which can be done in 2 weeks. Therefore after 2 weeks you should have 7 258 pieces, a main hand and off hand at 252 and 1 piece of implants earpieces and relics at 258. I am doing relics first as the chance to get a usable relic is lower than 1/12 and would prefer to buy them at that point for 5 MW Crystals. However while farming the crystals on your main make sure to open the gear boxes for implants and earpieces as a drop of those would save you 2 master work crystals meaning you could be geared in 6 weeks provided you had a lot of alts and could cope with doing daily's on 8 characters.

If you wanted to be really cheap(and assuming no luck), you could be geared in 7 weeks with a total cost of 12500 un-assembled components, by doing the Master Work Crystal Weekly twice over two weeks and The World Boss Mission Twice over two weeks and purchasing 1-2 MW Crystals on Each alt. Instead of spending a possible 1500 per alt if you did not want to spend that much time on it. Meaning you save 13 weeks of time and 16500 un-assembled components.

The guild does run easy nightmare bosses which is a good source of un-asssembled components but PvP is the most optimal way of getting components. If you do not PvP alot or are just starting the guild is starting a PvP 'Boot Camp' which will teach people from a variety of skill levels how to play better in PvP as there is always something to be learnt and if you don't think there is anything you can learn from it come along and help out you may know something the leaders may not.

As a side note there are a lot of pathways I did not explore or go down and a lot of this was based on assumptions e.g no masterwork crystals dropping from crates and balanced drop rates. Also if anyone has a query to these numbers do not hesitate to say or raise it with me I have a spreadsheet with all of my calculations but mistakes do happens and even if they are this should give you an accurate guide to them, maybe not a perfect one as I have had no one verify these but it should be very accurate.
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