Virtues and Traits after RoI
Aug 29, 2011 6:57:09 GMT -5
Post by Irmo on Aug 29, 2011 6:57:09 GMT -5
Now that the NDA has been lifted we can speak openly about the upcoming changes with the Rise of Isengard expansion.
One of the really big changes will be a complete overhaul of the virtues system. This post is to inform the ones that want to be informed, and to start a discussion for those who want to evaluate the new goodies.
ATTENTION! SPOILERS AHEAD! If you don't want to know what Isengard will bring, then stop reading or if you can't, shut down your computer!
Most notable changes:
- Resistances to poison, fear, disease and wounds will no longer be calculated separately; the new stat "resistance" will give resistance to all of these inflictions (note: resistance will still be avoidance, not mitigation: a chance not to be "ticked", but not less damage if ticked).
The old resistances (poison/fear/disease/wound) are merged into the new stat called "resistance", which will occur on many virtues.
(to be clear: you will still be poisoned, feared, wounded and diseased, no worries; there will henceforth just be one resistance to counteract them all)
- Mitigations to melee and ranged damage are merged into the new stat "physical mitigation". There will be two mitigations in RoI, physical (to melee and ranged common damage) and tactical (to magical damage like fire, lightning, cold, acid etc.).
(Note: mitigation will still not avoid being hit, but will lead to less damage when hit).
- There will be virtues with In Combat Power Regeneration.
- Most importantly: the level cap will be raised to level 12 for all 5 of your equipped virtues.
In general this leads to a situation where the chance will be bigger that on any virtue there will be goodies that might be (at least somewhat) useful to your character. Thus some virtues that were obsolete will become more attractive.
The new redefined virtues will look something like the following at level 12:
!!! these may still be changed during the next weeks!!!
Charity
+2070 resistance rating +388.8 physical mitigation +240.6 non-combat power regen
Compassion
+648 physical mitigation +360.9 non-combat power regen +162 tactical mitigation
Confidence
+2070 resistance rating +18 will +32.4 in-combat power regen
Determination
+36 agility +67.5 in-combat morale regen +86 maximum morale
Discipline
+36 might +1034 resistance rating +216 physical mitigation
Empathy
+540 armour value +18 fate +621 resistance rating
Fidelity
+486 tactical mitigation +18 vitality +37 maximum power
Fortitude
+647.1 non-combat morale regen +18 might +621 resistance rating
Honesty
+145 maximum power +324 armour value +9 fate
Honour
+2070 resistance rating +292 tactical mitigation +9 vitality
Idealism
+36 fate +1034 resistance rating +9 will
Innocence
+648 physical mitigation +1034 resistance rating +162 tactical mitigation
Justice
+90 in-combat morale regen +170 maximum morale +324.4 non-combat morale regen
Loyalty
+36 vitality +73 maximum power +180 armour value
Mercy
+480 non-combat power regen +292 tactical mitigation +9 agility
Patience
+64.8 in-combat power regen +1034 resistance rating +216 physical mitigation
Tolerance
+486 tactical mitigation +18 agility +45 in-combat morale regen
Valour
+338 maximum morale +486.5 non-combat morale regen +9 might
Wisdom
+36 will +48.6 in-combat power regen +621 resistance rating
Zeal
+338 maximum morale +388.8 physical mitigation +180 armour value
What to make of all this? As always, your mileage may vary.
To those who seek some advice in the jungle, here are some general guidelines, open to discussion of course, and in no way imperatives.
~~ Physical mitigation is nice for melee types. Crucial to guardians and wardens, nice for champions and captains.
~~ Tactical mitigation is nice for all characters.
~~ Resistance is nice for all characters, but how nice exactly is not quite tested conclusively. After all, many mobs spamming wound, fear etc., you will still be hit. It will take a lot of resistance to see a real shift in avoidance rates. Ever did a run in the Library of Tham Mirdain with all poison resist you could muster? Saw any difference?
~~ Stat bonuses are still nice, but not as important as they were. Take into account that without the caps primary stats will rise into the 800 and more. How relevant will +24 be? More importantly, monster dmg will scale up as we level up past 65, and mitigations (and resistances, in a way) are percentage based, so will always scale up too.
As things currently stand, I am considering the following for my 65's (meant as an illustration, not to be directive):
For my guardian and warden I will go with Innocence, Discipline and Zeal, with a choice between Charity, Compassion and Honour for the other two.
For my captain I will go with Innocence, Discipline, Zeal, Fidelity and Honour.
For my hunter I will go with Tolerance, Fidelity and Determination, with a choice between Patience, Zeal and Honour for the other two.
For my minstrel I will go with Wisdom, Confidence and Fidelity, with a choice between Patience, Zeal and Honour for the other two.
It seems Valour and Loyalty will loose their "prime choice" position, while Zeal and Honour will suddenly find themselves popular choices.
For many of us the changes will mean more than a visit to the bard. Who else had Zeal at level 1? Grinding deeds for virtues, some love it, some hate it .
One of the really big changes will be a complete overhaul of the virtues system. This post is to inform the ones that want to be informed, and to start a discussion for those who want to evaluate the new goodies.
ATTENTION! SPOILERS AHEAD! If you don't want to know what Isengard will bring, then stop reading or if you can't, shut down your computer!
Most notable changes:
- Resistances to poison, fear, disease and wounds will no longer be calculated separately; the new stat "resistance" will give resistance to all of these inflictions (note: resistance will still be avoidance, not mitigation: a chance not to be "ticked", but not less damage if ticked).
The old resistances (poison/fear/disease/wound) are merged into the new stat called "resistance", which will occur on many virtues.
(to be clear: you will still be poisoned, feared, wounded and diseased, no worries; there will henceforth just be one resistance to counteract them all)
- Mitigations to melee and ranged damage are merged into the new stat "physical mitigation". There will be two mitigations in RoI, physical (to melee and ranged common damage) and tactical (to magical damage like fire, lightning, cold, acid etc.).
(Note: mitigation will still not avoid being hit, but will lead to less damage when hit).
- There will be virtues with In Combat Power Regeneration.
- Most importantly: the level cap will be raised to level 12 for all 5 of your equipped virtues.
In general this leads to a situation where the chance will be bigger that on any virtue there will be goodies that might be (at least somewhat) useful to your character. Thus some virtues that were obsolete will become more attractive.
The new redefined virtues will look something like the following at level 12:
!!! these may still be changed during the next weeks!!!
Charity
+2070 resistance rating +388.8 physical mitigation +240.6 non-combat power regen
Compassion
+648 physical mitigation +360.9 non-combat power regen +162 tactical mitigation
Confidence
+2070 resistance rating +18 will +32.4 in-combat power regen
Determination
+36 agility +67.5 in-combat morale regen +86 maximum morale
Discipline
+36 might +1034 resistance rating +216 physical mitigation
Empathy
+540 armour value +18 fate +621 resistance rating
Fidelity
+486 tactical mitigation +18 vitality +37 maximum power
Fortitude
+647.1 non-combat morale regen +18 might +621 resistance rating
Honesty
+145 maximum power +324 armour value +9 fate
Honour
+2070 resistance rating +292 tactical mitigation +9 vitality
Idealism
+36 fate +1034 resistance rating +9 will
Innocence
+648 physical mitigation +1034 resistance rating +162 tactical mitigation
Justice
+90 in-combat morale regen +170 maximum morale +324.4 non-combat morale regen
Loyalty
+36 vitality +73 maximum power +180 armour value
Mercy
+480 non-combat power regen +292 tactical mitigation +9 agility
Patience
+64.8 in-combat power regen +1034 resistance rating +216 physical mitigation
Tolerance
+486 tactical mitigation +18 agility +45 in-combat morale regen
Valour
+338 maximum morale +486.5 non-combat morale regen +9 might
Wisdom
+36 will +48.6 in-combat power regen +621 resistance rating
Zeal
+338 maximum morale +388.8 physical mitigation +180 armour value
What to make of all this? As always, your mileage may vary.
To those who seek some advice in the jungle, here are some general guidelines, open to discussion of course, and in no way imperatives.
~~ Physical mitigation is nice for melee types. Crucial to guardians and wardens, nice for champions and captains.
~~ Tactical mitigation is nice for all characters.
~~ Resistance is nice for all characters, but how nice exactly is not quite tested conclusively. After all, many mobs spamming wound, fear etc., you will still be hit. It will take a lot of resistance to see a real shift in avoidance rates. Ever did a run in the Library of Tham Mirdain with all poison resist you could muster? Saw any difference?
~~ Stat bonuses are still nice, but not as important as they were. Take into account that without the caps primary stats will rise into the 800 and more. How relevant will +24 be? More importantly, monster dmg will scale up as we level up past 65, and mitigations (and resistances, in a way) are percentage based, so will always scale up too.
As things currently stand, I am considering the following for my 65's (meant as an illustration, not to be directive):
For my guardian and warden I will go with Innocence, Discipline and Zeal, with a choice between Charity, Compassion and Honour for the other two.
For my captain I will go with Innocence, Discipline, Zeal, Fidelity and Honour.
For my hunter I will go with Tolerance, Fidelity and Determination, with a choice between Patience, Zeal and Honour for the other two.
For my minstrel I will go with Wisdom, Confidence and Fidelity, with a choice between Patience, Zeal and Honour for the other two.
It seems Valour and Loyalty will loose their "prime choice" position, while Zeal and Honour will suddenly find themselves popular choices.
For many of us the changes will mean more than a visit to the bard. Who else had Zeal at level 1? Grinding deeds for virtues, some love it, some hate it .