Thread: rings&amulets ?
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02-07-2015, 10:49 PM #1
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rings&amulets ?
Any one ho know whats the best stats to go fore and why when it comes to rings and amulets?
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02-09-2015, 12:45 AM #2
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I use +attack for Arena and +defence for Raid. Can't see a use for +life.
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02-10-2015, 12:04 PM #3
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But in raid u get 2 -3 mor hits ?
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02-10-2015, 12:30 PM #4
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Anybody tried the new fusion boost rings?
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02-10-2015, 12:52 PM #5
HP + for adventure (Heroic Mode), Attack for everything else. I've tried all HP+, all Defense+ and all Attack+ in Raid against a LV 3, and all Attack+ yielded the best results point and damage wise.
Retired. Guild still active and recruiting.
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02-10-2015, 01:05 PM #6
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02-10-2015, 01:16 PM #7
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02-10-2015, 01:59 PM #8
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02-10-2015, 02:22 PM #9
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02-10-2015, 02:42 PM #10
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technically gree wanted Defence, attack and health to be equal. However each type has it advantage.
Attack: main advantage is the raids, since the 3x special attack makes it stronger. 20-25% stronger. Has a major impact.
Extra Health: Main advantage is mono-elements. Defence and attack only get a 50% guild bonus boosts making them half as effective. So extra health goes a lot further with the already week mono-elements. Also effective on heroic mode to stay alive longer and collect more crystals.
Defence: I tried testing what is better health or defence for heroic mode survivability. It is too close to call. I think a guild with max bonus might make the defence more effective than health, but i have no real data to confirm this.
Bonus Strat: in arena stack your first guy with defence so he most likely gets hit with the first special attack and stack attack on your second guy so he could do the most damage with his special attack. Third guy put whatever.Smiley V3
Veni Vidi Vici (V3). Top 10 players get HC positions
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02-11-2015, 12:50 AM #11
Could it be? someone that for once knows what he is talking about. Thanks smiley.
Anyway, most of the above is absolutely correct and it is advisable to use them in exactly that way.
In raids, Attack > Def > Hitpoints
In heroic it's hard to say. As GM of a maxed guild I love to just put on defensive ones to tank entire waves up until the boss.
for PvP its gauging it, guys.
If you see a health bonus gets you one more hit (Say someone hits 330 thus having damaged 660 after two hits, 300 def might not reduce what almost 100 hitpoints would.)
I would generally have an offensive armor with Attack on the Main knight, e.g. a Permafrost one-shotting a non double-element-advantage armor.
End of the day its personal preference. But if you want to be effective, listen to Smiley.
Cheers;
~ PhillHead of Majestic Nation
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03-05-2015, 01:56 AM #12
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Here's another way of looking at it: in the long run, attack and defense of rings/amulets loses value because of armor stat inflation, while only health keeps its value.
It's why the gap between Commander and Follower has effectively narrowed to just their health.Android: GM of casual guild Macross (former Majestic member), mostly farming screenshots for the wiki now.
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Still usable epics: Forgestone+/Ravage/Necro/Druid, Specter/Komodo
if "boss fight is close" then "insert miss at the last moment" end
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03-05-2015, 09:25 AM #13
Yeah, those rings+amulets having only att/def bonuses have an 'expiry date' of about 6-12 months...