BST stat weights (and scouts in general)

Discussion in 'Scouts' started by Berks, Jan 23, 2017.

  1. Berks New Member

    Hello, newly returning player and gotta admit the number of stats and the sources for their adjustment (gear, AAs, etc) is pretty overwhelming. Is there a general guideline and priority for caps that apply to all characters (like crit chance, ability reuse, etc) as well as for dps specifically? I read in a few places that so far in KA, potency trumps mostly all other stats...

    Good info here, but seems a bit outdated: http://eq2.wikia.com/wiki/Cap

    Thanks in advance for any info!
  2. DoomDrake Well-Known Member

    Well basically it goes like that
    get resolve - generally you need get over 210 or so to go T1/T2 heroics in KA
    get CB - to the cap 4.15k (with quest reward from KA triumph)
    get Pot as high as you can
    If you can pick as much fervor as you could it safe to assume 1 Fervor = 100 Pot
    get 100 speed cast, 100 re-use and as much double cast as you can
    get about 300k+ AMOD (hint: new purple run set 2/3 can give you 100k, another almost 100k you get from 3 green adorns)
    Its been believed that you need have 20 accuracy
    With procs not playing any significant role anymore for DPS -DPS, multi, flurry, WDB, etc no longer needed. Haste still need to be kept at 100 so you can maximize your eth runes proc (which still matter)
    its good idea spend some time pumping up deity skills with changes that happened in KA they do worth while (basically it % to your base - CB/Pot/Health)
    As for gear ... well I'd say go with +mit +health - melee stats could be reforged into what you are really need
  3. Vokan Well-Known Member

    "With procs not playing any significant role anymore for DPS"

    Did you mean to say "procs" or "auto"?
  4. Fairin Active Member

    " both "

    there is a special autoattack build for geomancers, but for the vast majority auto is useless and nearly useless to bards.
  5. Berks New Member

    Thanks for the info! This is super helpful. Couple of questions...

    "DPS, multi, flurry, WDB, etc no longer needed"

    Basically don't waste AA's on this stuff unless it's necessary as a prereq?

    "its good idea spend some time pumping up deity skills with changes that happened in KA"

    So don't worry about the miracle charges and pump points into the passive stat increases?
  6. Melt Actually plays the game

    Yes. Deity points are quite powerful. @10k potency, 10 levels of tithe will give you another 1000, and as you get more it rises exponentially.
  7. DoomDrake Well-Known Member

    specifically into anything that increase you base % life, % Pot (you will get you CB to the cap regardless sooner or later)
  8. Hest01 Member

    If you can pick as much fervor as you could it safe to assume 1 Fervor = 100 Pot

    1 Fervor = allot more than 100 pot for most people. Fervor scales. Assuming 16k pot then fervor = approx 1 to 300 (very conservatively)