I think dev said they have changed them to just affect pve.
I think dev said they have changed them to just affect pve.
Where is the source of that info?
I stack hit for PVP and haven't notice a huge increase in dodge/misses. I also haven't noticed and increase in the amount I resist spells. So I think this is the same as before.
In some posts dev said that they are going to fix hit/focus in pvp so those stats only work in pve like toughness.
Just tested with my friend and they are still working in both pvp and pve. With 0 hit I do dodge/parry like normal and with 400 hit there is no single dodge/parry/miss pop during the whole test which is like 4 mins.
I don't know how much it was ever used. I run full PvP gear in warfronts (weaps, trinket, rings, etc.), so 0 focus. I don't notice many misses at all. The few times I had switched to soloing gear (maybe 120 focus) my results seemed no better.
Kulif (Lvl50/R40 Cleric) @ Millrush. 5/5 GSB, 4/4 RoS, 4/4 DH, 4/4 GP, 4/4 RotP, 10/11 HK
Jhirm (Lvl50 Mage) · Ussix (Lvl50 Warrior) · Xilut (Lvl50 Rogue)
Took that quote out of context. What they meant with making Hit/Focus like Toughness is give each tier a static amount of Hit/Focus much like Toughness. If you look at your gear you will notice that:
Items that come from the introduction level 50 content have 10 Hit/Focus.
Items that come from the Tier 1 level 50 content have 25 Hit/Focus.
Items that come from the Tier 2 level 50 content have 38 Hit/Focus.
Items that come from the Tier 3 level 50 content have 50 Hit/Focus.
They did this because most of the time, the amount of Hit/Focus on dropped gear was for the most part, random.
I like coming up with new ideas:
Drakenguard: The melee class for Mage
Sentry: The ranged class for Warriors
Chanter: The support class for Clerics
Hit works like a charm in PvP especially with RS/MM. Get around 200-300 hit and you can do tons of damage to tank classes. I would use the 2 piece HK set gloves and helm. Pretty easy to use with RS/MM
Last edited by Flashmemory; 02-06-2012 at 11:00 AM.
And when someone sneezes in your general direction, you'll probably fall over dead >_>
400 hit would take 8 slots. 3 weapons slots, helm, glove, 2 ring and a neck piece.
That's an awful lot of valor to be giving up on.
Edit: I realize that wasn't the point of the post. But since they re-added valor to pvp weapons, its not so much an issue anymore. Every piece of +hit gear you use comes at a cost of valor. Seems fine to me =P Except maybe in the case of healers, possibly. But that's a different issue.
Last edited by MoonfireSpam; 02-07-2012 at 06:32 AM.
It is actually more of an issue. For a caster you can put 1 focus rune on and gloss over any resist that the taregt is going to have. But in order to reliably hit most people you need over 100 hit and over 150 is much better.
This means that in order to PVP as a rogue or warrior you have to not make the decision of survivablility over being able to hit people.
And by that you mean certain people running certain specs?
And the valor on the weapons amounts to 5% and change.
I'd give up another 5% damage mitigation if I could boost my damage some more.
Warriors already do run 4 piece HK + champ crystal. I know I certainly run 4 piece on occasion on rogue.
Valor isn't the end-all-be-all pvp stat unless you're actively trying to be a tank. Though, again, that runs into issues with healers, but i don't want to touch that can of worms.
You don't realise how wrong you are.
But medicores rolling bads is the sad state of today's PVP... When someone with actual clue and PVP gear shows up, people instead go to the forums and QQ.
On topic: Yes, they still work.
Good values seem to be 30-50 Focus and 100-150 Hit - however you may get them.
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