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  1. #1
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    Compendium of U10 Captains Jewellery/Gear

    I decided to create this topic so fellow Captains have a single place to research when looking for level 85 Jewellery and Armour after U10.

    Once finished, Captains will find the stats and drop location of desired items to use at current level cap. This includes but is not limited to U10, U9 and U8 items.

    Here we will consolidate gear information for all slots and most possible builds. The idea is to list at least 3 choices of gear for each slot and build, complete with stats info and where to obtain the item. If a level 75 item is still OK on a given slot, it will be listed as well. We will avoid double post info on items, so items already listed in DPS build will not appear on tank or heal lists and vice-versa.

    edit: please add info on drop tables of In Their Absence, Fornost, Halls of Night.

    I'm using arial size 2 font , and linking sources to info when available. Items without images or drop confirmation will be listed in bold.

    I will edit the reserved posts as information surfaces. My proposed builds are:

    A DPS build for solo/off-DPS duty focused on Physical Mastery and Critical rating.
    A healing build focused on Criticals and Tactical Mastery.
    A build for tank duty focusing on Mitigations and B/P/E. Edit: critical defense is necessary to avoid one-shots in selected instances.

    Later we can try to select among the suggestions a "balanced build" with items that are truly usable on most situations, this "best of the best" gear will be listed on this first post.

    Balanced Build:

    Ring

    Hoary Platinum Band +150 Might +38 Vitality +1940 Critical Defence
    Drops from: Library at Tham Mirdain
    I realize it seems an odd choice for the very first item in our best of the best list but this ring works really well. If you ever made parses from Smaug or BfE you certainly noticed tact criticals are the main source of incoming damage in those so called hard instances. Having 150 Might means that DPS build works fine, Tactical Masteriy for healers and Block, Phys Mitigation coupled with Critical Defense for Tanks. At least one of these can be included in most situations without making many compromises.

    Necklace
    Shiny Wyrmfire Necklace of Defence +122 Might +81 Vitality +827 Tactical Mitigation +1030 Critical Defence On every Harmful skill If in combat, 15% chance to Apply to the target(s): 245 - 350 Damage
    rare Recipe drop from erebor 6-12 man instances
    All the arguments made in favor of the ring are present in this necklace: you get an impressive amount of Might coupled with even more hardyness. If you don't need critical here, and if following this guide you won't need, this Necklace is a keeper. The only reason why it is not listed before the ring is because the bracelet recipe is very rare and the non-critical version is not that useful.
    Last edited by Nascephor; Apr 12 2013 at 12:29 PM.

  2. #2
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    DPS Build

    Reserved for DPS Build info, Please contribute with suggestions and information.

    Earrings:
    Easterling Sorceror's Golden Earring+150 Might +211 Maximum Morale+768 Critical Rating
    Drops on: Bells of Dale
    Earring of Wrath Unleashed +150 Might +384 Critical Rating +768 Physical Mastery Rating
    Drops on:Eruilan Campaign 12-man skirmishes

    Necklaces:
    Elf-forged Golden Pendant
    +150 Might +768 Physical Mastery Rating +970 Critical Defence
    Drops on: School of Tham Mirdain
    Chain of Lost Moments+150 Might, +768 Physical Mastery Rating, +778 Tactical Mitigation
    Drops from Halls of Night


    Bracelets:

    Angmarim Lord's Bracelet +150 Might +23 Vitality +538 Critical Rating On every Harmful skill If in combat,10% chance to Apply to the caster: +113 Might Duration: 20s
    Drops on: Haudh Valandil (Annuminas).
    Annúminas Captain's Bracelet +162 Might +816 Critical Rating +245 Physical Mastery Rating On every Harmful skill If in combat, 15% chance to Apply to the caster: +122 Might Duration: 20s
    Drops on: Annúminas instances.
    Easterling's War Bracelet +150 Might +75 Agility +384 Critical Rating
    Drops in level 85 12-man Enguilan and Naillan skirmishes.
    Dulled Silver and Bronze Wristlet +150 Might, +38 Vitality, +75 Fate
    Drops from School
    Purloined Dwarven Bracelet +150 Might, +113 Fate
    Drops from Inn of the Forsaken


    Rings:
    Ring of Still Air +150 Might +75 Vitality +384 Physical Mastery Rating
    Drops from: Stoneheight.
    Athgrat's Polished Ring +150 Might +38 Vitality +1164 Finesse Rating +384 Physical Mastery Rating
    Drops from the Warg-pens of Dol Guldur.
    Veracity +150 Might +38 Vitality +38 Fate +384 Physical Mastery Rating
    Drops from The Lieutenant of Dol Guldur in Barad Guldur.

    Pocket:
    Flask of Rancid Oil +150 Might +614 Critical Rating +15 Fate; On every Harmful skill If in combat,10% chance to Apply to the caster: +113 Might Duration: 20s
    Drops on: Sambrog

    Flask of Nenuial Waters +150 Might, +113 Fate
    Drops from Glinghant
    Cloak:
    Drape of the Dwarven Kings 528 Armour +150 Might +1164 Finesse Rating +384 Critical Rating +38 Fate
    Drops on: Bells of Dale
    Norbury-man's Wool Cloak 528 Armour +150 Might +75 Fate +384 Critical Rating
    Drops on: Fornost: Wraith of Water.
    Brosh's Embroidered Cloak 528 Armour +150 Might +38 Vitality +384 Critical Rating +384 Physical Mastery Rating
    Drops from Seat of The Great goblin
    Shimmering Blademaster's Cloak 811 Armour +134 Might +704 Critical Rating +183 Maximum Morale +160 Maximum Power On any damage: 10% chance to Receive effect: 51 in-Combat Power Regen - can stack twice
    Duration: 30s
    Recipe at ox-Clan merchant Camp

    Head:
    reserved for suggestions

    Shoulders:

    Upper-body:
    reserved for suggestions

    Gloves:
    Wary Ranger's Gauntlets 785 Armour +150 Might +75 Fate +384 Critical Rating
    Drops on:
    Ost Elendil (Annuminas)
    Revered Captain's Gauntlets 950 Armour, 162 Might 1236 Finesse 408 Critical 245 Physical Mastery .On every Harmful skill, If in combat 15% chance to apply to caster 122 Might
    Drops from In their abscence instances.
    Gauntlets of Doom Overcome 85 Armour +150 Might +38 Vitality +384 Physical Mastery Rating +1164 Finesse Ratingno drop information yet

    Leggings:

    Feet:

    reserved for suggestions
    Last edited by Nascephor; Apr 01 2013 at 09:04 AM.

  3. #3
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    Healing Build

    Reserved for Healing Build info, Please contribute with suggestions and information.

    Shield
    Malledhrim Captain's Shield 1,071 Armour +784 Critical Defence +152 Might +83.4 in-Combat Power Regen +776 Tactical Mastery Rating +4 Words of Courage Pulses
    Drops in Dol Guldur instances
    Warg-trainer's Shield 1,002 Armour +776 Critical Defence +75 Might +113 Vitality +184 Maximum Power +384 Tactical Mastery
    Drops from the Warg-pens of Dol Guldur.

    Earrings:
    Earring of the Necromancer's Tower +113 Might +184 Maximum Power +768 Critical Rating +384 Parry Rating
    Drops from : Dúrchest in Barad Guldur.

    Necklaces:
    Rhigúr +34 Vitality +34 Will +134 Fate +183 Maximum Morale +211 Critical Rating +1068 Finesse Rating
    Sigil Trader at the Ox-clan Merchant Camp.

    Bracelets:
    Bangle of Echoing Battle +113 Might +75 Agility +768 Critical Rating
    Drops in level 85 12-man Enguilan skirmishes.
    Peerless Bracelet of the Hart +77 Might +77 Agility +784 Critical Rating +1 Discipline
    On any Common damage: 10% chance to Reflect 32 damage
    Drops from Riddermark-bound Lootbox.
    Keen Bracelet of Might +73 Might +73 Vitality + 752 Critical Rating
    Probably drops from regular mobs.
    Entwash Brass Bracelet +68 Might +68 Vitality +712 Critical Rating
    East Rohan Barter

    Rings:
    Sapphire Ring of the Tower Guard +150 Might +384 Tactical Mastery Rating +75 Fate
    Drops in library of tham mirdain
    Wyrmfire Warrior's Ring of Rohan +122 Might +41 Fate +41 Vitality +202 Maximum Power +1236 Finesse Rating On Hit: 20% chance to apply a stacking Critical Rating Buff (stacks 3 times)
    Rohan Ring upgrade. Requires Wirmfires gems from Erebor Instances.

    Pocket:
    Dwarf-Silver Flask +113 Might +75 Agility +768 Critical Rating
    Drops in level 85 12-man Odothuilan skirmishes.
    Confiscated Journal +113 Might +421 Maximum Morale +768 Critical Rating
    Drops in Dungeons of Dol Guldur.
    Metal Plaque +75 might +75 Vitality + 752 Critical Rating
    Drops from regular mobs?

    Cloak:
    Drape of the Great Barrow 528 Armour +150 Might +75 Fate +384 Tactical Mastery Rating
    Drops from: Great Barrow: The Maze
    Cloak of the Fornost Captain 558 Armour +162 Might +41 Fate +232 Maximum Morale +245 Critical Rating On every Heal skill 15% chance to Apply to the caster: +10% Outgoing Healing Modifier Duration: 20s, only applies after WoC use. Broken?
    Shimmering Blademaster's Cloak 811 Armour +134 Might +704 Critical Rating +183 Maximum Morale +160 Maximum Power On any damage: 10% chance to Receive effect: 51 in-Combat Power Regen - can stack twice
    Duration: 30s
    Recipe at Ox-Clan merchant Camp.

    Head:
    Helm of Parted Clouds 515 Armour +150 Might +38 Vitality +384 Critical Rating +384 Tactical Mastery Rating
    Drops in level 85 12-man Naillan and Enguilan skirmishes.

    Shoulders:
    Resplandent Cardolan Shoulder-guards 472 Armour +150 Might +384 Critical Rating +384 Tactical Mastery Rating +38 Fate
    Drops from Great Barrow: Sambrog.
    Shoulder-guards of the Erebor Captain 497 Armour +162 Might +98 Vitality +408 Critical Rating +2% Valiant Strike Morale Return
    Drops on: Erebor 6-12 man instances

    Upper-body:
    Gloves:
    Leggings:
    Gaerthel's Timeworn Leg-guards 1,309 Armour +150 Might +75 Fate +384 Tactical Mastery Rating
    Drops from Great Barrow: Thadúr.
    Cardolan Captain's Leg-guards 1,603 Armour +162 Might +57 Vitality +81 Fate +3% Vocal Skills Healing
    Drops on: Great Barrow instances.

    Feet:
    Boots of Endless Nightmares 629 Armour +150 Might +38 Fate +384 Critical Rating +384 Tactical Mastery Rating
    Drops from Nightmare in Halls of Night.
    Last edited by Nascephor; Apr 11 2013 at 06:22 AM.

  4. #4
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    Tanking build

    Reserved for Tanking Build info, Please contribute with suggestions and information.
    Shields
    Spirited Assault-shield of Éomer (no link) 1002 Armour, 776 Critical Defense 75 Vitality 211 Morale 118.2 ICPR 1152 Block rating
    Metalsmith's guild shield

    Shield of Endless Heroics
    1,002 Armour +776 Critical Defence +75 Might +75 Vitality +768 Incoming Healing Rating +1152 Block
    Drops in level 85 12-man Eruilan skirmishes.
    Carved Ash Buckler 920 Armour +776 Critical Defence +150 Vitality +1152 Block Rating +211 Maximum Morale
    Flight to the Lonely Mountain ?? please confirm

    Earrings
    Stud of Grave Tidings +113 Might +113 Vitality On every Harmful skill Targeted at you,
    If in combat, 10% chance to Apply to the target: +970 Critical Defence Duration: 20s Cooldown: 10s
    Drops from: Inn of the Forsaken? Stoneheight?
    Corroded Iron Earring +52 Might +134 Vitality +152 Parry Rating On every Harmful skill Targeted at you, If in combat, 10% chance to Apply to the target: +770 Physical Mitigation +770 Tactical Mitigation Duration: 20s Cooldown: 30s. There is teal version Rusted Iron Earring still waiting stats info.
    Drops from: Lost temple
    Guthfinn's Polished Earring +38 Might +150 Vitality +184 Maximum Power +384 Parry Rating
    Drops from Iorbar's Peak

    Earring of Ancient Enmity (Earring of Ancient Spite) +75 Agility, +113 Vitality, +384 Parry Rating, +211 Maximum Morale
    Drops from Northcotton Farms (possibly only for agility classes)waiting for stats confirmation
    Gaunt-lord's Putrid Stud +75 Agility, +113 Vitality, +421 Maximum Morale
    Drops from Stoneheight (possibly only for agility classes)

    Earring of the Defiant +38 Might +150 Vitality +421 Maximum Morale
    Drops in level 85 12-man Enguilan and Naillan skirmishes.

    Necklaces
    Shiny Wyrmfire Necklace of Defence +122 Might +81 Vitality +827 Tactical Mitigation +1030 Critical Defence On every Harmful skill If in combat, 15% chance to Apply to the target(s): 245 - 350 Damage
    rare Recipe drop from erebor 6-12 man instances
    Pitted Steel Chain +113 Might, +113 Vitality, +778 Tactical Mitigation
    Drops from Thadur (Great Barrow Water wing)
    Forsaken Wight's Choker +75 Agility +113 Vitality +768 Evade Rating
    Drops from Sambrog
    Pendant of the Embalmer +113 Might +75 Vitality +768 Block Rating
    Drops from Sambrog
    Haul-tagur +38 Might +38 Vitality +1075 Incoming Healing Rating+1513 Tactical Mitigation
    This item is dropped from the non-challenge chest in Pits of Isengard Tier 2 instance.
    Iúlin +32 Vitality +63 Fate +672 Tactical Mastery Rating +1513 Tactical Mitigation
    Drops from Dargnakh Unleashed T2C.
    Norcrofts Iron Necklace +66 Vitality +179 Maximum Morale +705 Physical Mitigation +1567 Tactical Mitigation
    Norcrofts Silver Bauble (not on wiki) +66 Will +696 Critical Rating +1567 Tactical Mitigation
    Available from Rohan Barterers.

    Bracelets
    Cruelly Spiked Bracelet +75 Might +113 Vitality +768 Block Rating
    Drop from Warg-pens
    Defensive Ancient Bracelet of the Horse-lords +119 Might +119 Vitality +196 Maximum Power +400 Critical Rating
    Very Rare recipe drop from lv85 humanoid mobs.
    Eternal Knight's Bracelet +75 Might +150 Vitality +59.4 in-Combat Power Regen
    Drops from Dúrchest in Barad Guldur.

    Rings
    Mooncandle Defender's Ring of Rohan +41 Might +41 Agility +122 Vitality +408 Parry Rating +1236 Finesse Rating On every Harmful skill Targeted at you, If in combat, 10% chance to Apply to the target: +1837 Physical Mitigation +1837 Tactical Mitigation Duration: 20s Cooldown: 30s

    Hoary Platinum Band +150 Might +38 Vitality +1940 Critical Defence
    Drops from: Library at Tham Mirdain
    Ring of Clear Skies +150 Might +421 Maximum Morale +38 Vitality
    Haudh Valandil (Annuminas)
    Ring of Lasting Victory +75 Might +150 Vitality +211 Maximum Morale
    Drops from the Fancy Wood Chest in level 85 Helegrod: Giant Wing.

    Pocket
    Illuminated Great River Book of Defence +95 Vitality +672 Critical Rating +681 Physical Mitigation+681 Tactical Mitigation
    Illuminated Great River Book of Avoidance +63 Might +32 Agility +32 Vitality +336 Block +336 Evade +336 Parry Rating
    Illuminated Eastemnet Atlas +69 Might +69 Vitality +360 Parry Rating +360 Block Rating +729 Tactical Mitigation
    Available from Crafted Scholar's

    Tome of Defensive Manoeuvres +95 Might +672 Critical Rating +672 Parry Rating
    Critical sucess result from rare recipe found in Vermillion scroll cases from Isengard instances.
    Horse-lords' Ancient Tome of Protection +122 Might +122 Vitality +1030 Critical Defence +827 Tactical Mitigation
    Very Rare recipe drop from lv85 humanoid mobs.
    Well-preserved Button +150 Vitality +184 Maximum Power +768 Parry Rating
    Drops from the Seat of The Great Goblin.
    Abandoned Dalesman Journal +150 Might +384 Block Rating +778 Tactical Mitigation +38 Vitality
    Drops in Flight to the Lonely Mountain and The Fires of Smaug.

    Cloak
    Sarchol
    477 Armour +337 Maximum Morale +1020 Finesse Rating +1513 Physical Mitigation +1513 Tactical Mitigation
    Drops from: Pits of Isengard T2 Challenge chest
    Wrap of Endless Bones 581 Armour +38 Might +113 Vitality +1164 Finesse Rating +384 Block Rating +384 Parry Rating
    Drops in Sammath Gûl.
    Sereggol 581 Armour +75 Might +113 Vitality +184 Maximum Power +384 Parry Rating
    Drops from Dúrchest in Barad Guldur.
    Shadow-master's Cloak 581 Armour +150 Vitality +768 Evade Rating +1164 Finesse Rating
    Drops from the Twins of Fire and Shadow in Barad Guldur.
    Devious Pirate's Shoulder-guards +38 Might, +150 Vitality, +1075 Incoming Healing, +582 Critical Defense
    Drops from Halls of Night

    Head
    Helm of Lost Hoards 515 Armour +113 Vitality +1536 Incoming Healing Rating +384 Parry Rating +1164 Finesse Rating
    Drops in level 85 12-man Cannuilan skirmishes.

    Body
    Tourney Winner's Chestplate1,714 Armour +75 Might +150 Vitality +211 Maximum Morale
    Drops in level 85 12-man Enguilan skirmishes.
    Unassailable Chestguard 1,714 Armour +150 Vitality +421 Maximum Morale +384 Parry Rating
    Drops in level 85 12-man Odothuilan skirmishes.

    Gloves
    Iron Gauntlets of the Deadman's Dike +150 Vitality, +38 Might, +768 Incoming Healing, +970 Critical Defense
    Drops from Fornost Earth.
    Gauntlets of the Fearless 857 Armour +75 Might +150 Vitality +768 Incoming Healing Rating
    Drops in level 85 12-man Adlan skirmishes.

    Leggins
    Steel Greaves of Norbury +150 Vitality, +38 Might, +211 Maximum Morale, On every harmful skill targeted at you in combat: 10% chance to apply to the target: Heals 190 morale initially, heals 190 morale every 3 seconds for 15 seconds. 30 second cooldown.
    Drops from Fornost Fire

    Boots
    Tomb-robber's Leaden Boots 629 Armour +150 Vitality +384 Evade Rating +778 Tactical Mitigation +970 Critical Defence
    Drops from
    Glinghant-Annuminas.
    Last edited by Nascephor; May 08 2013 at 04:46 PM.

  5. #5
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    If you'd like to eyeball some more info, there's some items & stats hidden away in the tabs of this spreadsheet: https://docs.google.com/spreadsheet/...Xc&usp=sharing
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  6. #6
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    With how our gear tends to work, you could probably have one combined post for DPS and healing, and just make a note next to specific items that really only work for one or the other, since almost all gear will work for both situations, even if some piece has physical mastery for a heal build or whatever.

    (Notable exceptions would be the Earring of Wrath Unleashed with its two slices of physical mastery, and any shield since you lose the ability to 2H with them.)

    Basically I'm just trying to save you from updating two separate but nearly identical posts. Tanking gear will obviously be significantly different. (Again with a few exceptions such as Beremud's Signet Ring, which I've seen quite a few guards using for their tank build, but people should be able to use the DPS/heal post for those exceptions.)

    I'll work on getting you some actual links later, I've got a ton of good ideas for the tank pieces. If ya let me know what font/size you're using I'll even type it up so you can just copy/paste the quote instead of formatting it afterwards.
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  7. #7
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    Hi TD. It is an Honor to have you as a contributor for the Captain Compendium.

    Edit your own post to remove text that i have already added, then later remove it so the topic stays short enough. it is easier for me to read new stuff in new post than re-reading old posts looking for new stuff.

    Contributors:
    new stuff to add? > create new post
    stuff you suggested was added?> deleted old stuff
    old post fully added?> delete old post to keep thread small

    Back to topic TD: you are our expert in tanking gear, but i will take the liberty to raise a few issues with Vitality in tanking gear for Captains:

    -We only get 3 morale per point of Vitality. That means Vitality offer less benefitis for us compared to wardens/Guardians that receive 5 points.

    -Might give us Phys Mit, DPS and HPS the later 2 helping in treat generation.

    -Changes in critical defense made nemesis and arch-nemesis trolls one shot the most rugged of tanks that forget about Critical defense. I have seen this countless times in Battle for Erebor T2 with guardians @ 23k morale. In this context running a captain @ 14k morale without good critical defense seems pointless.

    -The other 2 ways a tank falls are: receiving tactical damage and not having good tactical mitigation- that's how wardens die; or being surrounded by mobs and overwhelmed by backstabs and bleeds for lack of good HoTs, self heals and evade rating. That's how a guardian falls.

    If we want to tank in a way that screams captain, we got to do the 2 things wardens and guardians can't do at the same time: evade a lot and cap tact mitigation plus the one thing we excel: generate treat by self-healing.

    So i finally come the point of my argument:
    Instead of stats slices of Vitality, i like stat slices of tact mitigation.
    Instead of stats slices of blocking rate, i like stats slices of Might.
    Instead of stat slices of Morale or Vitality, i like stats slices of Critical Defense.
    Instead of stat slices of Block/Parry, i like stat slices of evade.

    But i am still at odds with incoming healing rate.
    Because when i pickup a piece of incoming healing rate, i must compromise the added survivability with the risk of increasing the treat generated by whomever is healing me besides myself. If i increase my ICHR by 10%, how much will the effectively received healing will increase?

    Should captanks aim for high ICRH or just take what is granted along the way?
    Last edited by Nascephor; Mar 26 2013 at 11:25 AM. Reason: removing what was already solved

  8. #8
    Quote Originally Posted by Nascephor View Post
    Rings:
    Sapphire Ring of the Tower Guard +150 Might +384 Tactical Mastery Rating +75 Fate
    Drops in Annuminas. Ost elendil?
    It does drop in the library of tham mirdain

  9. #9
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    I personally find Incoming Healing to be less important to us than guards or wardens, since anything hard we end up tanking will involve us having Shield Brother and its inherent +15% incoming healing, which puts us pretty much on par with any tank without a single slice of it anywhere on our gear. Still gonna throw pieces of it in there in case other captanks want it, but I personally don't mind losing it if I find a better piece of gear that doesn't have it.

    Raw morale is definitely more important to us than other tanks due to the Vit x3 factor. However, there aren't too many pieces of gear with raw tac mit on them (shoulders, boots, cloak, necklace, and pocket) and so in order to cap tac mit you'll either need a good amount of vitality still or the R8 Moors banner. ~2k vit seems to cap tac mit pretty effectively and gets your morale to a decent place.

    From what I've seen (this is based on my server, which is pretty small) is that tanks who have 23k morale completely ignore their avoidances, so their block may be near-capped but their parry isn't and their evade obviously sucks. I kinda feel that worrying about avoidances is a little more important than crit defense (but crit defense is still a very important stat to look for).

    Personally I've been trying to balance out all three due to the diminishing returns. On that note, that's why I suggested the two agi earrings. Although they're more intended for a warden, all of the stats help a captank in some way. The vit boosts morale a little and tac mit by a bit, the raw morale makes up for the vit x3 factor, and the agility contributes a decent amount to evade & parry (plus the one has raw parry as well, which is also good).

    So yeah. Vitality good, but raw morale + raw tac mit seems to be better whenever it can be obtained. Might is also good for aggro purposes and avoidances. I'm still gonna link tanky gear that doesn't quite fit this ideal (since others may not agree or be able to get the most optimal gear), but I think you and I are pretty much on the same page.

    Also, Pendant of Shed Blood is definitely Will. I have no idea why I thought it was Might.
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  10. #10
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    I am changing the lists of DPS and healing builds based on ideas that surfaced while discussing glass cannons in another thread.

    Basically Might increases DPS more linearly than it increases heals. Melee criticals can be augmented at most by 15% if using both +7.5% devastating magnitude relics, which are not much used today. On the other hand critical heals can augmented by 50% traiting relentless optimism, that pretty much every healer traits.

    This translates that:
    -DPS builds will be Might>Phys Mastery>critical based.
    -Healing builds will be Critical>Might>Tact Mastery based.

    So i am transferring the high Critical/medium Might gear to healing builds and keeping the high Might/ medium Critical gear in DPS build. Bangle of echoing battle is now a healing gear, easterling war bracelet becomes a DPS gear.

  11. #11
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    I'd be tempted to say Angmarim Lord's Bracelet should be listed under healing (or perhaps both) because it has a slice and a half of crit. Same thing for the gold captain bracelet with its two slices of crit.

    Confiscated Journal is definitely more of a healing pocket than a DPS pocket. Same thing applies to the Flask as the bracelets I mentioned, for the same reason (slice and a half of crit).

    Metal Plaque looks like one of those items that has a small chance to drop from regular landscape mobs, and by extension probably the GV chests as well. The official Wiki lists it with lower stats and as something that dropped somewhere in the Great River, so that's why I'm guessing scalable landscape drop.

    A couple more items, I'll let you decide where to list them, though I'd say they're probably all DPS pieces. (And in the future, unless it's for a tank setup I'll probably only list jewelry and cloaks. I feel that giving up any of our set bonuses to wear random pieces of armour in DPS or heal mode just is too much of a loss.)

    Pocket
    Flask of Nenuial Waters +150 Might, +113 Fate
    Drops from Glinghant

    Bracelets
    Dulled Silver and Bronze Wristlet +150 Might, +38 Vitality, +75 Fate
    Drops from School

    Purloined Dwarven Bracelet +150 Might, +113 Fate
    Drops from Inn of the Forsaken

    Necklace
    Chain of Lost Moments+150 Might, +768 Physical Mastery Rating, +778 Tactical Mitigation
    Drops from Halls of Night
    Last edited by TinDragon; Mar 30 2013 at 05:13 PM.
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  12. #12
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    Quote Originally Posted by TinDragon View Post
    Purloined Dwarven Bracelet +150 Might, +113 Fate
    Drops from Inn of the Forsaken
    I was afraid of that....

    Any idea what the drop chance is in the T1/T2 non-HM chest is compared to the HM quest?
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  13. #13
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    Quote Originally Posted by Almagnus1 View Post
    I was afraid of that....

    Any idea what the drop chance is in the T1/T2 non-HM chest is compared to the HM quest?
    The CM chest has a 0% chance to drop that. Remember, challenge chests don't drop anything but currency, relics, bounties, relic removal scrolls, crystals, and sometimes Golds. Maybe other odds & ends I forgot about.
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  14. #14
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    Quote Originally Posted by Almagnus1 View Post
    I was afraid of that....

    Any idea what the drop chance is in the T1/T2 non-HM chest is compared to the HM quest?
    Not a clue.
    A side note, I'm not 100% on the instance drop. It's listed under IoTF on Eggolass' checklist, but doesn't annotate confirmed next to it, so I don't think he was the one that moved it to that section. (I trust his changes a lot more than I trust anyone else's on that site, since I run with him in-game a lot.)
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    Quote Originally Posted by TinDragon View Post
    A side note, I'm not 100% on the instance drop. It's listed under IoTF on Eggolass' checklist, but doesn't annotate confirmed next to it, so I don't think he was the one that moved it to that section. (I trust his changes a lot more than I trust anyone else's on that site, since I run with him in-game a lot.)
    I can guarantee that it drops there. Got a screenshot of the purple dropping along with the Exquisite Elven Breastplate. Holler if you want me to upload.
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  16. #16
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    Quote Originally Posted by Omen_Kaizer View Post
    The CM chest has a 0% chance to drop that. Remember, challenge chests don't drop anything but currency, relics, bounties, relic removal scrolls, crystals, and sometimes Golds. Maybe other odds & ends I forgot about.
    By crystals, I assume you mean Star-lits and Crystals of Remembrance, right?
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    Quote Originally Posted by Almagnus1 View Post
    By crystals, I assume you mean Star-lits and Crystals of Remembrance, right?
    Yessir
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  18. #18
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    Quote Originally Posted by TinDragon View Post
    I'd be tempted to say Angmarim Lord's Bracelet should be listed under healing (or perhaps both) because it has a slice and a half of crit. Same thing for the gold captain bracelet with its two slices of crit.
    Both Bracelets are listed as DPS because of the proc requirement of "on harmful skill" that excludes WoC and RC commonly used when healing to activate the proc. Currently i'm equipping the Angmarim Lord's Bracelet when doing DPS+Heal in faceroll farms, keeping 2x Peerless Hart bracelets for S&B heal duty in selected T2 12-man, or T2 6-man solo healer.

    A note about the reasons why listing Armour here is useful:
    -Not all lv85 Captains have complete Hybold sets, and some pieces listed here can be found cheap at the AH.
    -The 2perseverance/2helegrod 0s RC combo practically left Captains with 2 armour slots for "optional gear", where we can try to squeeze Epic Gold Gear or some extraordinary stuff, like the
    Tomb-robber's Leaden Boots.
    -Without Epic cloak/necklace it is pretty hard to cap critical rating without resorting to some degree of "mix and match" armour pieces. U10 stole +768 that 2 perseverance used to give us, and i'm yet to found an easy way to replace it.

  19. #19
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    Quote Originally Posted by Nascephor View Post
    Both Bracelets are listed as DPS because of the proc requirement of "on harmful skill" that excludes WoC and RC commonly used when healing to activate the proc. Currently i'm equipping the [FONT=Helvetica] Angmarim Lord's Bracelet when doing DPS+Heal in faceroll farms, keeping 2x Peerless Hart bracelets for S&B heal duty in selected T2 12-man, or T2 6-man solo healer.
    Yet both Inspire and VS count as harmful skills, so does the entire BS => DB/PA => BoE skill chain, which helps with healing.
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  20. #20
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    Quote Originally Posted by Almagnus1 View Post
    Yet both Inspire and VS count as harmful skills, so does the entire BS => DB/PA => BoE skill chain, which helps with healing.
    I'm not sure i follow your line:
    http://www.lotro.com/en/game/article...fence-revision
    Effect Critical Chance

    Currently, skills and their applied effects roll separate critical checks, which leads to situations where one crits but the other does not. Beyond giving confusing user feedback, this hinders the design team’s ability to create mechanics based on Critical Events for effect-based classes (healers). As such, we’ve unified this system so that the skill makes a singular critical check; the result of which is then passed to all applied target effects that modify morale or power. A ‘target effect’ is any effect applied to your currently selected target. Effects that are automatically applied to the caster are not impacted by this change and will continue to make separate critical checks.

    To ensure that Heal-Over-Time and Damage-Over-Time effects do not become overpowered by this change, we've added some special sauce. A skill’s critical result is only applied to the initial pulse of HoTs and DoTs. All subsequent pulses perform individual critical checks.

    Coda of Resonance
    This is a skill that does damage to a target and heals the caster and their fellowship.
    The skill critical result is passed onto the damage.
    At the same time, it applies a fellowship heal to the caster. Since this is applied to the caster instead of the target, the heal performs a separate critical check from the skill.
    Bolster Courage
    This is a standard targeted healing skill.
    The skill critical result is passed onto the effect causing the heal to crit.

    For Captains this means that every single pulse of HoT can crit, and IMHO that's one more reason for healers to stack Critical. A target heal like WoC is benefited twice by an initial crit: not only the initial big morale bump from the skill crits but also the smaller first pulse of HoT will also crit.

    Using the angmarim bracelet instead of my beloved peerless hart bracelet implies that i'm giving up +646 critical rating on the pair of bracelets. That's is a bit more than 2% criticals. It may seem that 2% is not much, until one realizes that every single HoT pulse is 2% more likely to crit. U
    ntil parses prove me wrong, i think that the angmarim fits better as a DPS bracelet, an amazing one at that. But i won't flame a captain for using it while in healing duty.

  21. #21
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    But.... there's a point where breaking down crit chance becomes somewhat pointless.... So while it may be an additional 2% or so for the bracer (and I run with ONE of the Hart ones, and currently an Eomer might/crit bracelet FYI)

    But.... to give you an idea, here's how much percentage you need to hit at a given frequency:
    Frequency Percent
    1 100.00%
    2 50.00%
    3 33.33%
    4 25.00%
    5 20.00%
    6 16.67%
    7 14.29%
    8 12.50%
    9 11.11%
    10 10.00%

    So yes, while increasing the frequency of crits (moving from 1 in 5 to 1 in 4) starts to require more an more crit rating for it to do something.

    To put it in more practical terms, while I like having a lot of crit (so I'm sitting at 20%), there hits a point where it starts loosing appeal to me, and I'd rather improve the masteries. The healing gear all depends on what you're trying to do with your build, so arbitrarily assigning crit to healing doesn't make much sense, since good arguments can be made for a lot of captain gear to be either healing or DPS.
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  22. #22
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    Quote Originally Posted by Nascephor View Post
    Using the angmarim bracelet instead of my beloved peerless hart bracelet implies that i'm giving up +646 critical rating on the pair of bracelets.
    But you essentially double your might contribution from bracelets, even if you're not counting the proc. +146 might gain ignoring the proc, +259 might if you count the proc. Personally, I think dropping 646 crit (which I'm already overcapped on) to gain 259 might is a good investment. Small amounts of tac mastery may not affect heals as much as crit rating does, but that's quite a bit more than a small amount of tac mastery.

    At the very least, it's worth it to swap at least one out to get the proc. That'd be a loss of 323 crit for a gain of 186 might.
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  23. #23
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    Quote Originally Posted by TinDragon View Post
    But you essentially double your might contribution from bracelets, even if you're not counting the proc. +146 might gain ignoring the proc, +259 might if you count the proc. Personally, I think dropping 646 crit (which I'm already overcapped on) to gain 259 might is a good investment. Small amounts of tac mastery may not affect heals as much as crit rating does, but that's quite a bit more than a small amount of tac mastery.
    At the very least, it's worth it to swap at least one out to get the proc. That'd be a loss of 323 crit for a gain of 186 might.
    Going S&B in a melee oriented heal, maybe we can keep the proc up 30-40% of the time. In a 2h heal setup with slower skills this proc will be up 20-30% at most. These are heavily inflated numbers if we remember that angmarim bracelet only has 10% proc chance and that the proc only lasts 20s. Being ultra hyperbolic on estimations, the proc adds an average 56 Might to the captain, non-stackable.
    Going 2x angmarim may give you more chance to activate the proc but that's a long shot and only accentuates the critical loss since it is not clear whether using 2 proc items actually helps to activate it or not.

    The only situation where using a single angmarim bracelet gives more HPS is when you are overcapped on healing criticals, but in this case going for higher masteries or survivability is the natural course anyway. If a healing Captains is at 23% critical before equipping bracelets using 2x peerles hart's or any equivalent High critical Bracelet ( bangle of echoing battle, anuminas gold bracelet) offers more HPS than using the angmarins. Again, i won't blame any captain for using it, it's just that i insist in not listing it as a primary healing gear. It's a primary DPS gear, with good but not excellent healing capabilities, even when compared against a lv 80 item like the peerless hart's.

    Of course i realize that most captains will use it anyway when healing, since it saves 2 inventory slots because there would no more gear swapping between DPS and healing bracelets.

  24. #24
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    Quote Originally Posted by Nascephor View Post
    Going S&B in a melee oriented heal, maybe we can keep the proc up 30-40% of the time. In a 2h heal setup with slower skills this proc will be up 20-30% at most.
    I'm not sure where you're getting those numbers from. Using the purple bracelet (so only 5% chance) with S&B it's up virtually all of the time for me. Definitely more than 30-40% and that's just with the purple.

    Assuming you can fire off one harmful skill every 2 seconds, a 10% chance would keep the buff up full time. Assuming I'm remembering CDs and rotations properly, I can usually fit a damaging skill in between uses of Defensive Strike (a 3s cooldown) even if I also use something like Rallying Cry (a quicker skill than say, Words of Courage). That means the only time you won't be able to have the buff up (in theory, mind you) is if you're currently buffing (either SoW+To Arms or giving everyone Relentless/Motivate) or if you're spamming Words of Courage (but if you're spamming WoC, something is probably going wrong and I wouldn't worry about a proc at that point anyway).
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  25. #25
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    [QUOTE=TinDragon;6734542
    Assuming you can fire off one harmful skill every 2 seconds, a 10% chance would keep the buff up full time. [/QUOTE]

    You're doing a math that i can't condone:
    1 harmful skill every 2s, with 10% chance to fire a proc on each use, means that after 20s i'm guaranteed to have the proc up.

    If only things were that easy:

    In real life you have 50% to win a head-tails game, but you're not guaranteed to get at least one heads after 2 trys just because your chance is 50% in each try. Playing heads-tails works like this; you get heads 50% of the time on the first try and 50% of the time on the second try:
    1st: 50% heads
    2nd: 50% of the 1st try + (50% of 50% on the second try)= 75%

    For a 10% proc scenario this means:

    1st use:10% chance firing proc, 90% fail
    2nd : add another 9% for a total of 19% chance=10% of first try + 10% of 90%
    3rd: add another ~8.1%, total 27.1%
    4th: add another ~7.3%, total 35.4%
    5th: add another ~6.6%, total 42%
    6th: add another ~5.8%, total 48%
    7th: add another ~5.2%, total 53%
    8th: add another ~4.7%%, total 58%
    9th: add another ~4.3%, total 62%
    10th add another ~3.8%, total ~65%
    Sources:
    http://en.wikipedia.org/wiki/Bayes'_theorem
    http://en.wikipedia.org/wiki/Bayes%27_rule

    Someone more versed may help us with a tree diagram, but i decided to crunch the exact numbers for the Gold bracelet:
    1st:15% to fire up proc
    2nd: 15% + (15% of 85%)= 27.5%
    3rd: 27.5% + (15% of 72.5%)= 38,375%
    4th: 38.375% + (15% of 61.625%)= 47.61875%
    5th:47.61875% + (15% of 52.38125)= 55.4759375

    Having half more chance to fire the proc implies that you gonna need ~half as many tries to activate it, but by now we see were this is going:

    6th: 55.4759375 + (15% of 44,5240625%)= 62,154546875%
    7th: 62.154546875 + (15% of 37,845453125%) = 67,83136484375%
    8th: 67,83136484375 + (15% of 32.16863515625%)= 72,6566601171875%
    9th: 72,6566601171875% + (15% of 27.3433398828125%)= 76.75816109960938%
    10th: 76.75816109960938% + ( 15% of 23.24183890039062%) = 80.24443693466797%

    The Gold Bracelet with a 15% proc chance keeps the buff up ~80% in a "1 harmful skills every 2s" scenario. Please note that while increasing the skill frequency would increase the % of time the proc is up, we would still be a long way from the dreamed "proc up all the time" situation you dreamed about. Making it 2 skills every 3s would end up with ~ 88% proc up on average.

    Turbine did a great job adding proc chances to itemization, adding another tool to stratify math gaming skills among players.

    Looking back at numbers and items, the defensive proc with + 1837 tact and phys mitigation looks yummy, not only because you're gambling in 4 stat slices instead of 2 and a half, but mainly because the more you are getting hit, more likely will the proc fire up, and we can get hit at a frequency much higher than once every 2s.
    Last edited by Nascephor; Apr 03 2013 at 09:16 AM.

 

 
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