Questions regarding legacies - blue and yellow tree
Title says all, but some clarification. I'm going to list 8 or 9 legacies for the MH and Tools LI's. Could someone kindly inform me of which legacies to exclude, or include if you deem an important one is missing?
Title says all, but some clarification. I'm going to list 8 or 9 legacies for the MH and Tools LI's. Could someone kindly inform me of which legacies to exclude, or include if you deem an important one is missing?
Blue-line, MH:
All good, if I had to drop one I guess it'd be one of the subtle stab legacies or CA bleed damage. If you have a good rotation that uses subtle stab a lot and don't try to stack CA, then drop CA. If you try to stack CA bleeds, probably drop one of the subtle stabs. They're worth about the same imo, but many will say Subtle stab damage > crit mult.
Tools:
Drop Crit Chain Crit Rating and Off-Hand Crit Rating (it's rating not chance). Both don't do anything as I assume you have capped crit rating.
Yellow-line Legacies - Main Hand:
Maybe drop crit chain crit mult and damage? Depends on how you trait, but if you've only got double edged strike and gamblers advantage as your crit chain skills in yellow, then those legacies aren't as useful. If you trait yellow but deep into blue or red to get exposed throat or flashing blades, then it'd be more worthwhile.
Tools:
Drop Sneak movement for sure: in yellow your stealth speed is already slow... no reason to stealth in yellow anyway. If you have high finesse, Trick resistance penetration probably isn't very useful. Drop crit chain skills rating for the same reason as before.
Also, agility is usually a good stat legacy to have, especially now with the linear mastery->damage contribution.
Ah I had forgotten about the Stat Legacies, I'll take that into consideration. Maybe Vit while in Yellow-line.
I was using the legacy info on the wiki, I assumed some of might be incorrect.
Crit chain Damage + Multiplier should still affect Quite a Snag, so I was wondering if it might be useful. Still haven't accumulated all the trait points to see if I can reach flashing blade or exposed throat yet.
Ah I had forgotten about the Stat Legacies, I'll take that into consideration. Maybe Vit while in Yellow-line.
I was using the legacy info on the wiki, I assumed some of might be incorrect.
Crit chain Damage + Multiplier should still affect Quite a Snag, so I was wondering if it might be useful. Still haven't accumulated all the trait points to see if I can reach flashing blade or exposed throat yet.
Thanks for the input!
I'd go agility even in Yellow. Every point of agility also gives 5 tactical mastery points as well, which helps with outgoing healing.
Similarly, whats a good armor set for a Gambler to shoot for? The Osg Gambler set looks like it might be promising, or should I be going for the Pellenor/FI class armor regardless of the useless set bonuses?
Tools:
If you have high finesse, Trick resistance penetration probably isn't very useful.
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The imbued legacy starts as trick duration and the resistance penetration only kicks in after you get to +15 sec trick duration, so I would think this is a must have in yellow
Last edited by Mohanadan; Aug 14 2016 at 05:11 AM.
In Yellow (with 3 ranks of Playful Mind trait) tricks last 24s without the duration legacy & the trick application cd is only 5 seconds. And half the time you remove the trick as soon as you apply it, so I never found the Trick Duration legacy to be very compelling.
In Yellow (with 3 ranks of Playful Mind trait) tricks last 24s without the duration legacy & the trick application cd is only 5 seconds. And half the time you remove the trick as soon as you apply it, so I never found the Trick Duration legacy to be very compelling.
It's very useful for keeping 2 tricks basically permanently on a target with Trickster.
Dobb - Hobbit Burglar Thar - Dwarf Guardian
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[DE-RP]Belegaer
I was testing the provoke critical chance debuff to see if the riddle range+ provoke crit chance legacy might be worth using for a mischief weapon. When I sparred my alt he got the - crit chance debuff icon but according to the tooltip on his character screen his critical chance remained exactly the same. Anyone know if this debuff and/or the legacy is actually working? His crit rating was not overcapped either, so that doesn't explain it.
I was testing the provoke critical chance debuff to see if the riddle range+ provoke crit chance legacy might be worth using for a mischief weapon. When I sparred my alt he got the - crit chance debuff icon but according to the tooltip on his character screen his critical chance remained exactly the same. Anyone know if this debuff and/or the legacy is actually working? His crit rating was not overcapped either, so that doesn't explain it.
Doesn't work. Never did. Since 3 years.
Dobb - Hobbit Burglar Thar - Dwarf Guardian
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[DE-RP]Belegaer
i have made my yellow tools some time ago and i have:
Skills critical multiplier
Dust in the eyes miss chance
Reveal weakness incoming dmg
Clever retort
Ticks duration (with tricks resistance penetration)
Addle tactical dmg debuff
Mischievous glee healing
from perspective of playing yellow in raid i would say you need: reveal weakness incoming dmg, tricks duration, addle, skills critical multiplier
your first priority in yellow should be keeping 2 tricks up on mob always, you can do that more less with 39s duration and 45s cd on trickster
i was playing with healing a bit before, until i asked someone to show his healing from combat analyser, it was 200 hps with maxed tools and using stuff every cd, true i wans't running with high agility, but in raid you usually cant run with 20k hp, i dont think using clever retort and glee will heal increased dmg ppl will take when debuffs are not on
Crit chain skills rating is useless, first you have crit capped so it will give you a bit of crit multiplier, second its only pre imbued
Dust in the eyes i usually put on just to use startling twist, so its not very useful,for trash maybe
Sneak movement speed - stealth and yellow dont mix together well, you are slow anyway and you just dont use it often
i think positional dmg there would be better, agility
main hand:
riddle range is nice, but it would be better on swaper, i use it on weapon for gamber, swaped from agility
usually your dmg is useless, but if it matter, those 4 will give you most, and yellow should be with red for Vital points (inc cirt dmg debuff) so you can get flashing blades (i skip complicated terms, counter defence, complicated terms, comedic timing, self adulation and clever retort in yellow)
on top of that subtle stab(both) and quite a sang seem nice, maybe trick dmg