Monday, 11 October 2010

Doomflayer and Warpforged sets for Tanks

Apologies for not bringing this info up earlier, I've recently started a new shift pattern at my work which is 5 days work squeezed into 4 so much longer days, the upside though is that I have Friday, Saturday and Sunday off every week \o/ So at the moment I'm trying to write up a couple of posts in advance until I get my head around managing my time more. In fact this was actually written on Friday and saved for today :)

So Mythic have announced the tanking sets in the RvR packs Doomflayer is for RR90 and Warpforged is for RR100. As with the Sovereign sets they come in Offensive and Defensive flavours. For convenience I'll post them here. Keep in mind that you gain access to all pieces now at 90/100 so there's no progression of parts.

For the new fortitude stat what Mythic has posted should describe it decent enough:
"In addition to these new sets, we are also introducing a brand new stat. The stat is called Fortitude and is effectively "Toughness Power." It works with the same relationship as Melee Power/Str, Ranged Power/BS, Heal Power/Wil and Magic Power/Int."
So without much more ramblings, here's the sets as they currently stand (they will change, trust me)

Doomflayer (Defensive)
Tou - 289
Wou - 182
Init - 170
Str - 141
7% reduced chance to be crit
5% block
80 hit points every 4 seconds
4 AP per second
4% reduced armor penetration
80 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 238 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1030 health over the next 5 seconds.

Warpforged (Defensive)
Tou - 374
Wou - 228
Init - 212
Str - 178
9% reduced chance to be crit
7% block
120 hit points every 4 seconds
5 AP per second
6% reduced armor penetration
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 308 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1325 health over the next 5 seconds.
5 piece - 2m cool down - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.

Doomflayer (Offensive)
Str - 289
WS - 182
Tou - 170
Wou - 141
6% melee crit chance
80 melee power
5% reduced chance to be parried
4 AP per second
5% parry
6% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 516.
4 piece - On Hit: 10% chance to increase Melee Power by 238 for 10 seconds.

Warpforged (Offensive)
Str - 374
WS - 228
Tou - 212
Wou - 178
8% melee crit chance
120 melee power
8% reduced chance to be parried
4 AP per second
6% parry
10% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 662.
4 piece - On Hit: 10% chance to increase Melee Power by 308 for 10 seconds.
5 piece - 2m cool down - Nearby allies have their movement speed increased by 60% for 10 seconds.

As you'll see the biggest change is the reduction back down to 5 piece (of which I approve) and the removal of stats from the set bonuses, now it's replaced by a chance to proc a higher value. Now even with the reduction down to 5 pieces the stats are higher than the combined 8 pieces of sovereign, for example defensive Sov has +134 wounds where Doomflayer has +182, so there's a fairly good chance you will be leaving sovereign behind.

However, the defensive sets have gone back to "On being hit" which defeats the whole point of being a tank as you tend to have a high avoidance so you won't generally get hit.... They will likely change this to be "On being attacked" and reduce the potency of them. The self heal buff is nice, works out better than pure hp/sec regen and is much more noticeable, though potentially dispellable, again though, it's only of significant use if the proc changes to "On being hit" really. Fortitude I really need to understand more, is it simply a counter to the other powers to nullify them? If so it's nice however just revamping toughness could have done the same thing. As it stand Toughness is a misunderstood stat and usefulness is constantly debated.

Offensively the sets look nice, in particular the high wounds will keep us from being slightly less squishy MDPS. One of the key procs though that I am looking keenly on is the two piece proc

"On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 516 (662 on WF)."

This sets up Black Orcs as a very nice healer killer. Heal debuff on them, disrupted, silence and cool down increase should let us lead a train on healers very nicely. Right now I would say that we're looking at two piece offensive and either the rest sov or defensive being the normal, but a lot of that also depends on the jewels and back pieces and other items that may drop in Skavenblight. So far so good though, hopefully Mythic keep up with the excellent Black Orc artwork and we should be quite chuffed with our gear.

1 comment:

  1. In all honesty, all these sets are a disaster and force character growth vertically and not horizontally. what i mean by this is that high RR characters will continue to be ridiculously powerful while lower rank toons will stay fodder for a definite bashing - just because they are speeding up the curve of renown leveling doesn't mean it's ok for lower toons to have no chance at all.

    the new sets should be slightly better than sov and be in a multitude of play styles. for tanks they'd come in 2h defence and offense, 1h&shield defence and offense, crown controller, and group utility.

    this would allow the user to choose what style of play they will engage in and acquire armour with abilities to suit that style.

    i'm extremely disappointed with mythic and these new sets, have they not listened to anyone when they made this shit? it's really infuriating tbh.

    are they gonna put fortitude on the old sets as well? better hope so!

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