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Melee class fundamentals..Follow

#1 May 24 2015 at 9:01 PM Rating: Decent
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I need some advice and help on a melee class toon a shadow Knight. what does dodge, Perry, ac, shield, avoidance all do I am confused I know one is how often the mob hits or misses you the other is how much damage you actually take when the mob does actually does hit you. Does any of them help with incomung archery attacks or just melee damage. What is the highest cap for each which is most important while tanking. I find it very frustrating when you have the clerk mercenary on reactive and you nearly died after a matter because you're still getting clobbered by the mob. I seen some take 7ac aug over 100 aug, they claimed 100hp is nothing but a 7 ac makes a world of difference, at what point does HP out perform AC. I would it be be of a benefit to take 7 ac over 300 - 500 hp aug.
#2 May 24 2015 at 9:05 PM Rating: Decent
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Part two. for some reason the second part of my question did not appear so typing here it here as a response. 200 damage weapon but 34 delay or 75 damage weapon but 25 delay which would you choose and why. Not exact stats just an example, so I know what to use in the future.


Thank you in advance.
#3 May 25 2015 at 3:40 AM Rating: Excellent
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For the skill mods/combat effects information (an old link but the general info is still relevant): http://everquest.fanra.info/wiki/Skill_Modifiers_and_Combat_Effects

The general consensus is that tanks (War/SK/Pal) almost always choose AC augs over HP augs - with heroic stats/mods such as heroic: agility, dexterity and stamina preferred at lvl 90+ and corruption resists where possible from 95 +. This, as HP tends to take care of itself on gear at the higher levels.

One way I justify AC over HP for augs when tanking is that:
Every hit that you take in a fight, is mitigated by the higher AC value gained from the item on the character. As opposed to A 100 HP aug, in which the additional (HPs) would only come into play (and make a difference) when you about to die. In other words those 100 HPs on the aug did nothing for mitigation, throughout the fight until the tank is a 100 Hps from death..

The SK class sites AC-Aug list (updated post HOT expansion, by contributors-lower down in the thread): http://www.evilgamer.net/forums/showthread.php?t=4870

Can't remember the specifics re weapon damage/delay ratio, but at higher levels many of the best SK and Paladin class specific 1 handers have higher damage but with a higher delay than a Warrior specific or multi class 1h weapon.

Good luck.



Edited, May 25th 2015 5:57pm by hexeez
#4 May 25 2015 at 12:00 PM Rating: Excellent
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Note that if you've been away a long time, you might remember HP being more valued than AC. That was based on Complete Heal and the more hit points you had, the more effective each C. Heal would be. But C. Heal is capped and not used past the low-mid level game these days. Your modern tank would need multiple C. Heals on him these days to fill up his health bar.
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#5 May 25 2015 at 1:55 PM Rating: Decent
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Thanks for the replys yeah seen I was mixing up dextery and agility as well.
#6 May 26 2015 at 9:41 AM Rating: Excellent
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What level is your tank ? Always keep your combat stability, combat agility and shield block capped. You can tell a big difference tanking with a shield when you have shield block. Work on getting shielding % and avoidance up on gear. AC augments are king over say hp ones.

Higher expansions are tougher than earlier ones for example:

Depths of darkhollow mobs are harder than omens of war mobs even the same level mobs. In depths some mobs self buff with

https://everquest.allakhazam.com/db/spell.html?spell=7042 yes it makes them mean.

Ruins of Illsalin is a great example. That is a hard zone leaps over muramite proving grounds.
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