Valewalker Guide
Compiled by Cybit from the Valewalker VN Board
7/8/03
Items
Our Epic:
Chest:
Name: Robes of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 13 Strength
Effect 2: 13 Intelligence
Effect 3: 4 Arboreal Path
Effect 4: 10 Energy Resist
Utility: 57.3
Procs:
Arms:
Name: Arms of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 3 Scythe
Effect 2: 10 Dexterity
Effect 3: 10 Intelligence
Effect 4: 33 Hits
Utility: 36.6
Head:
Name: Helm of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 3 Arboreal Path
Effect 2: 6 Power
Effect 3: 12 Constitution
Effect 4: 12 Intelligence
Utility: 43.0
Legs:
Name: Legs of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 15 Dexterity
Effect 2: 15 Constitution
Effect 3: 10 Crush Resist
Effect 4: 18 Hits
Utility: 44.5
Hands:
Name: Gloves of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 3 Parry
Effect 2: 15 Constitution
Effect 3: 15 Dexterity
Effect 4: 10 Crush Resist
Utility: 55.0
Feet:
Name: Boots of the Misty Glade
Level: 50 Quality: 100
AF: 50 Bonus: 35
Effect 1: 12 Intelligence
Effect 2: 10 Matter Resist
Effect 3: 10 Heat Resist
Effect 4: 33 Hits
Utility: 56.2
Galladoria Armor:
Chest:
Name: Azure Incandescent Robe
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 3 Scythe
Effect 2: 3 Arboreal Path
Effect 3: 56 Hits
Effect 4: 27 Intelligence
Utility: 62.0
Proc: 180HP heal reactive (Level 49)
Arms:
Name: Azure Incandescent Sleeves
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 3 Arboreal Path
Effect 2: 3 Parry
Effect 3: 8 Power
Effect 4: 27 Dexterity
Utility: 64.0
Proc: 95 Point Cold DD (Level 49)
Head:
Name: Azure Incandescent Crown
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 18 Constitution
Effect 2: 9 Thrust Resist
Effect 3: 8 Energy Resist
Effect 4: 7 Spirit Resist
Utility: 60.0
Proc: 95 Point Cold DD (Level 49)
Legs:
Name: Azure Incandescent Pants
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 3 Scythe
Effect 2: 3 Arboreal Path
Effect 3: 56 Hits
Effect 4: 27 Intelligence
Utility: 62.0
Proc: 95 Point Cold DD (Level 49)
Hands:
Name: Azure Incandescent Gloves
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 18 Dexterity
Effect 2: 9 Crush Resist
Effect 3: 8 Heat Resist
Effect 4: 7 Matter Resist
Utility: 60.0
Proc: 95 Point Cold DD (Level 49)
Feet:
Name: Azure Incandescent Boots
Level: 51 Quality: 100
AF: 51 Bonus: 35
Effect 1: 18 Constitution
Effect 2: 9 Slash Resist
Effect 3: 8 Cold Resist
Effect 4: 7 Body Resist
Utility: 60.0
Proc: 95 Point Cold DD (Level 49)
Scythes:
Name: Ancient Stag Spine Scythe
Level: 50 Quality: 95
DPS: 16.1 Bonus: 30
Effect 1: 5 Scythe
Effect 2: 5 Slash Resist
Effect 3: 5 Crush Resist
Effect 4: 5 Thrust Resist
Utility: 55.0
Proc: 64/Tic DOT (?? resist)(Level ??)
Drops: From the Stag behind the Waterfall
Name: Earthen Excavator
Level: 51
DPS: 16.19
Speed: 4.9
Quality: 100
Bonus: 30
Effect 1: 4 Scythe
Effect 2: 18 Dexterity
Effect 3: 48 Hits
Effect 4: 9 Energy Resist
Utility: 62.0
Proc: Energy DoT ?? per tick (Level 49)
Current Graphic: Black Harvest Scythe w/ White glow.
Drops: From Queen in Tur Suil.
Name: Verdant Scythe
Level: 51
DPS: 16.5
Speed: 5.0
Quality: 100
Bonus: 35
Effect 1: 5 Scythe
Effect 2: 3 Parry
Effect 3: 15 Strength
Effect 4: 15 Dexterity
Utility: 60.0
Proc: 15 second Haste Buff (Level 49)
Current Graphic: Blue Great War Scythe.
Drops in Galla.
Name: Vine Covered Scythe
Level: 51
DPS: 16.5
Speed: 4.0
Quality: 100
Bonus: 35
Effect 1: 5 Scythe
Effect 2: 3 Parry
Effect 3: 15 Intelligence
Effect 4: 15 Strength
Utility: 60.0
Procs a 10 minute 75 point Dex/Qui buff (Level 49)
Current Graphic: Blue War Scythe.
Drops in Galla.
Other Armor:
Name: Luminous Earth-Covered Tunneler's Boots
Level: 51 Quality: 100
AF: 50 Bonus: 30
Effect 1: 18 Intelligence
Effect 2: 18 Dexterity
Effect 3: 40 Hits
Effect 4: 10 Spirit Resist
Utility: 54.0
Proc: -56 Dex/Qui Debuff Reactive (Level 49)
Drops: Queen In Tir Suil
Cloak/Jewelry:
Name: Ancient Cracked Stag Hide (hooded cloak)
Level: 50 Quality: 100%
Bonus: 35%
Effect 1: 30 Constitution
Effect 2: 30 Intelligence
Effect 3: 6 Body Resist
Effect 4: 6 Spirit Resist
Utility: 64.0
Charges: 5 Charges of a 150hp 50% abs Ablative. Each Charge has a 10 min
duration (costs 10g per charge)
Drops: From the Stag behind the waterfall
Rhoiwyn's Necklace: 30 hits, 10% Body, 10% Slash, 3 charges of 119 heal (Need to
kill a named in Tur Suil for this quest)
Braided
Root Belt: Scythe +4, Hits +15, Matter 6%, Spirit 8%.
Name:
Heather Ring
Level: 47 Quality: 100
Bonus: 35
Effect 1: 6 Strength
Effect 2: 7 Spirit Resist
Effect 3: 7 Energy Resist
Effect 4: 3 Scythe
Utility: 47.0
Drops: SI Quest
Name: Alder Wood Ring
Level: 47 Quality: 100
Bonus: 35
Effect 1: 40 Hits
Effect 2: 6 Slash Resist
Effect 3: 6 Crush Resist
Effect 4: 6 Thrust Resist
Utility: 46.0
Drops: SI Quest
Name: Revelin's Ring
Level: 50 Quality: 100
Bonus: 35
Effect 1: 30 Hits
Effect 2: 10 Cold Resist
Effect 3: 10 Crush Resist
Effect 4: Empty
Utility: 47.5
Drops: Level 50 epic quest secret step. Right before you turn in item for your
armor, talk to the guy in the top of the stable, behind the house at the parth
farm in Innis.
Name:
Mother's Thought
Level: 50
DPS:
Speed:
Quality: 94
Bonus: 25
Effect 1: 12 Quickness
Effect 2: 12 Intelligence
Effect 3: 5 Crush
Effect 4: 6 Thrust
Utility: 38
Charge: 75 Dex/Qui Self-buff 10 min duration 5 charges.
Drops: Ixthiar Broodmother's in Vale of Balor
Name: Mother's Kiss
Level: 50
DPS:
Speed:
Quality: 94
Bonus: 25
Effect 1: 6 Dexterity
Effect 2: 7 Intelligence
Effect 3: 3 Scythe
Effect 4: 3 Arboreal
Utility: 38.7
Charge: 95dd 5 charges
Current Graphic: (if it applies)
Drops: Ixthiar Broodmother's in Vale of Balor
Name: Book of Arcane Dealings
Level: 50
DPS:
Speed:
Quality: 90
Bonus: 25
Effect 1: 6 Power
Effect 2: 8 Cold
Effect 3: 8 Heat
Effect 4: 8 Matter
Utility: 60
Drops: Black Wraith's in Bog of Cullen
Name: Infernal Black Diamond Necklace
Level: 50
DPS:
Speed:
Quality: 90
Bonus: 25
Effect 1: 36 Hits
Effect 2: 6 Body
Effect 3: 6 Energy
Effect 4: 6 Thrust
Utility: 45
Procs:
Current Graphic: (if it applies)
Drops: Sold Darkness Falls Merchant
Name: Song of Scythe
Level: 50
DPS:
Speed:
Quality: 100
Bonus:
Effect 1: 4 Scythe
Effect 2: 7 Strength
Effect 3: 6 Intelligence
Effect 4: 6 thrust
Utility: 40.7
Procs:
Current Graphic: (if it applies)
Drops: Tree Maiden Quest Reward
Name: Potent Deathwatcher Chain
Level: 48
DPS:
Speed:
Quality: 90
Bonus:
Effect 1: 10 Constitution
Effect 2: 10 Strength
Effect 3: 10 Energy
Effect 4: 10 Cold
Utility: 53.3
Procs:
Current Graphic: (if it applies)
Drops: Glimmer Deathwatcher Sheeroe Hills
Name: Giant Spore Cluster
Level: 50
DPS:
Speed:
Quality: 100
Bonus: 35
Effect 1: 30 Intelligence
Effect 2: 6 Body
Effect 3: 6 Matter
Effect 4: 6 Spirit
Utility: 56
Procs:
Current Graphic: (if it applies)
Drops: Galladoria
Name: Grand Summoner's Silken Mantle
Level: 50
DPS:
Speed:
Quality:
Bonus:
Effect 1: 10 Slash
Effect 2: 10 Thrust
Effect 3: 10 Crush
Effect 4: 48 HP
Utility: 72
Procs:
Current Graphic: (if it applies)
Drops: GrandSummoner Summoner Hall
Name: ValeWalker's Star Sapphire
Level: 47
DPS:
Speed:
Quality: 100
Bonus: 25
Effect 1: 9 Intelligence
Effect 2: 9 Constitution
Effect 3: 2 Parry
Effect 4: 8 Body
Utility: 38
Procs:
Current Graphic: (if it applies)
Drops: ValeWalker Epic Quest Reward
Name: Glimmer Spirit Band
Level: 42
DPS:
Speed:
Quality: 89
Bonus: 25
Effect 1: 6 Heat
Effect 2: 6 Body
Effect 3: 6 Spirit
Effect 4: 6 Quickness
Utility: 40
Procs:
Current Graphic: (if it applies)
Drops: Sheeroe Hills
Name: Mischievous Bracer
Level: 50
DPS:
Speed:
Quality: 91
Bonus: 25
Effect 1: 12 Dexterity
Effect 2: 12 Quickness
Effect 3: 7 Spirit
Effect 4: 7 Cold
Utility: 44
Procs:
Current Graphic: (if it applies)
Drops: Skeeghshee in Cursed Forest
SC
Setups
The
Cloak is a SC imbuable clock I bought before the patch that rendered them
useless......
Stats:
Str: 76 Int: 28 Hits: 201
Con: 71 Pie: 0 Power: 0
Dex: 71 Cha: 0
Qui: 47 Emp: 0
Resists:
Body: 27 Energy: 25 Crush: 27
Cold: 25 Matter: 26 Thrust: 27
Heat: 12 Spirit: 20 Slash: 27
Skills:
11 Parry 4 Arboreal Path
11 Scythe
Chest:
Imbue Points: 36 of 32 (100% Qual) Overcharge: 58%
Gem 1: 9 Energy Resist - 99% polished Light Shielding Jewel
Gem 2: 3 Scythe - 99% rough Light War Spell Stone
Gem 3: 60 Hits - 99% precious Blood Essence Jewel
Gem 4: 9 Thrust Resist - 99% polished Airy Shielding Jewel
Utility: 66.0
Arms:
Imbue Points: 36 of 32 (100% Qual) Overcharge: 58%
Gem 1: 28 Constitution - 99% perfect Earthen Essence Jewel
Gem 2: 28 Dexterity - 99% perfect Vapor Essence Jewel
Gem 3: 16 Quickness - 99% polished Airy Essence Jewel
Gem 4: 2 Parry - 99% uncut Vapor Battle Jewel
Utility: 58.0
Head:
Imbue Points: 35 of 32 (100% Qual) Overcharge: 78%
Gem 1: 22 Constitution - 99% precious Earthen Essence Jewel
Gem 2: 7 Body Resist - 99% imperfect Dusty Shielding Jewel
Gem 3: 7 Spirit Resist - 99% imperfect Vapor Shielding Jewel
Gem 4: 9 Energy Resist - 99% polished Light Shielding Jewel
Utility: 60.7
Legs:
Imbue Points: 36 of 32 (100% Qual) Overcharge: 58%
Gem 1: 28 Dexterity - 99% perfect Vapor Essence Jewel
Gem 2: 28 Intelligence - 99% perfect Dusty Essence Jewel
Gem 3: 5 Cold Resist - 99% flawed Icy Shielding Jewel
Gem 4: 5 Thrust Resist - 99% flawed Airy Shielding Jewel
Utility: 57.3
Hands:
Name: Moonglow Gloves
Level: 50 Quality: 100
AF: 100 Bonus: 35
Effect 1: 3 Parry
Effect 2: 15 Quickness
Effect 3: 15 Strength
Effect 4: 10 Crush Resist
Utility: 55.0
Feet:
Name: Moonglow Boots
Level: 50 Quality: 100
AF: 100 Bonus: 35
Effect 1: 15 Dexterity
Effect 2: 10 Matter Resist
Effect 3: 10 Heat Resist
Effect 4: 33 Hits
Utility: 58.2
Two Handed:
Imbue Points: 31 of 28 (99% Qual) Overcharge: 70%
Gem 1: 4 Scythe - 99% flawed Light War Spell Stone
Gem 2: 3 Parry - 99% rough Vapor Battle Jewel
Gem 3: 16 Strength - 99% polished Fiery Essence Jewel
Gem 4: 16 Quickness - 99% polished Airy Essence Jewel
Utility: 56.3
Neck:
Name: Rhoiwyn's Necklace
Level: 0 Quality: 0
Bonus: 0
Effect 1: 30 Hits
Effect 2: 10 Body Resist
Effect 3: 10 Slash Resist
Effect 4: Empty
Utility: 47.5
Cloak:
Name:
Level: 0 Quality: 0
Bonus: 0
Effect 1: 7 Thrust Resist
Effect 2: 7 Slash Resist
Effect 3: 11 Crush Resist
Effect 4: 38 Hits
Utility: 59.5
Jewel:
Name: Infernal Black Diamond
Level: 0 Quality: 0
Bonus: 0
Effect 1: 18 Strength
Effect 2: 10 Body Resist
Effect 3: 10 Cold Resist
Effect 4: Empty
Utility: 52.0
Belt:
Name: Stout Leather Belt
Level: 50 Quality: 90
Bonus: 25
Effect 1: 12 Strength
Effect 2: 12 Constitution
Effect 3: 6 Spirit Resist
Effect 4: 6 Matter Resist
Utility: 40.0
Right Ring:
Name: Holly Ring
Level: 50 Quality: 0
Bonus: 0
Effect 1: 6 Strength
Effect 2: 3 Parry
Effect 3: 7 Spirit Resist
Effect 4: 7 Energy Resist
Utility: 47.0
Left Ring:
Name: Alder Wood Ring
Level: 50 Quality: 91
Bonus: 0
Effect 1: 40 Hits
Effect 2: 6 Crush Resist
Effect 3: 6 Slash Resist
Effect 4: 6 Thrust Resist
Utility: 46.0
Right Wrist:
Name: Warshadow Bracer
Level: 0 Quality: 0
Bonus: 0
Effect 1: 9 Strength
Effect 2: 9 Constitution
Effect 3: 10 Cold Resist
Effect 4: 10 Matter Resist
Utility: 52.0
Left Wrist:
Name: Arboreal Defender
Level: 0 Quality: 0
Bonus: 0
Effect 1: 4 Arboreal Path
Effect 2: 4 Scythe
Effect 3: 4 Slash Resist
Effect 4: 2 Heat Resist
Utility: 52.0
Spec
Guide
Official
site at:
http://valewalker_daoc.tripod.com/
Talinfaine’s Complete Valewalker Spec Guide
Hopefully this will serve more as a guide to helping people make their own
decisions based on a few widely held opinions. The point of this guide is not to
tell you how you should spec, but instead give you information need to make an
informed decision.
There has been some debate over what roll the Valewalker plays. Is he a caster
with melee abilities? Is he a tank class that can tank? I’m not here to tell you
what to think…Take a peek at this from the Valewalker Team lead for a little
more insight if your undecided.
http://vnboards.ign.com/message.asp?topic=45979736&replies=20
I have tried to organize this document into easy to read sections. Some
information is relevant in more than one area so obviously, that is why it can
be seen in more than one section. The first section deals with spec’ing your
Valewalker because I think that’s why most people are here. The beginning should
really be character creation. If your looking for hints on how to create your
character read down to section 7……
Thanks, and enjoy.
***CONTENTS***------------------------------------------------------------------------
1 How Should I spec?
2 Arboreal
3 Scythe skills
4 Armor
5 Parry
6 Evade
7 Character Creation
8 Conclusion
9 Closing
1***HOW SHOULD I
SPEC?***----------------------------------------------------------
This should help you cover 80% of the Valewalker specs out there, I know this
guide does not cover them all, but I think I have the bulk of some of the most
common and more viable specs for the class and after reading this guide you
should have enough basic knowledge about the class to make minor changes on your
own:
A......S....P
50....39...18
Access to all Arb buffs, good weap and average parry. This would seem to best
suit the "caster" spec while still keeping enough points in scythe to keep your
weapon respectable.
48....44...10
Good melee, access to almost all self effects including the last haste buff with
lower priority on parry.
43....50...2
This spec may lean toward those in group RvR, believing that the group parry bug
will negate any points put into parry and those points put into parry can be
used to maximize Arb and Scythe.
43....44...23
Nice round spec, nice balance for those who want to PvE and RvR.
43....39...31
Leaning heavy in parry. With the very high parry you should expect parry to
function more noticeably in RvR, but at the cost of weap skill.
38....50...20
Good overall, and possibly one of the most common melee spec's out there, also
no leftover points with this spec.
38....44...30
Leaning a little more towards combat. Another nice round spec, You should expect
to do very well with this spec in PvE.
38...39...37
Most well rounded spec. A spec where 50 is possible in all 3 lines with bonuses
at realm rank 3. Because this spec "waters down" the Arb and Scythe lines in
order to boost parry (to a total of 23%), its seen as a well rounded spec that
does well overall but, relatively speaking excels mostly in parry the benefit of
which is mostly determined by your play style.
34....50...26
Another very popular melee spec. Most who spec like this realize that 34 is
minimum that one can realistically take in Arb and still have 50 Scythe. The
drop from 38 arb to 34 trades 4% in haste for 6 points in parry (3%) compared to
the 38/50/20 spec.
34....44...35
High Parry and good weap spec. Compared the spec above simply trades 6 points in
Scythe, the 50th LvL style and the weapon skill that goes with it for 9 points
in parry (about 4.5%).
________________________________________________________________
The list above is obviously endgame stats (LvL 50) and how you get there is up
to you. Some will choose one spec that is best for PvE to LvL 40 and respec to a
more RvR oriented spec.
Where you put your points as you climb the latter to 50 is up to you, but I
think the benefits provided in the Arb line up to LvL 34 (this is the LvL you
get your last absorb spell) keep most people spec’ed equal in Arb if not higher
in the middle LvL's.
In deciding what Arb spec you want you have to remember what the trade-offs are
in terms of what styles and there affects your willing to give up for higher Arb/Parry
specs…
You have 3 basic chains:
STYLE TYPE………………………..EFFECT
*Side chain
Stunning Blade LvL 10……….~4 sec stun
Winters Scythe LvL 18…………Additional 4DPS per swing
Blizzard Blade LvL 29………….This effect Procs a 198 AoE DD
*Parry chain
Thorny Shield LvL 15………..4DPS Damage shield
Grasping Roots LvL 21……...Procs a 33 AoE DD
Damaging Grasp LvL44……...Target is stunned for ~8 Sec
*Evade Chain:
Arboreal Fire LvL 8…………….Additional a 2DPS per swing
Foxfire LvL 12……………..…..Procs a 18 Damage DoT
Immolating Sphere LvL 39..Procs a 57 AoE DD
Conflagration LvL 50………...Procs a 95DD on the target
I talk a little more about the functionality of these chains in the Scythe
section.
2***ARBOREAL*** -------------------------------------------------------------
In my attempt to suggest a method to determine how you may want to spec your
Valewalker I think it best to decide what Arb effects you want and work from
there keeping in mind the higher Arb spec the more your forced to trade off in
Scythe and Parry (see below for scythe skill effects).
The following is a common list at the high end of the Arb spec which most people
will choose as their final Arb spec; (you can of course look at what weap skill
you want and work that way, but I personally feel Arb is the best place to
start).
There is a simple table in the section above, and a more detailed section about
scythe skills below that should help you determine what weapon skills you want
to balance out with your Arb skills.
50-Everything, obviously (DOT's, Haste, Ablatives, Snares ect). This spec spends
a lot of points between 43 and 50 that "may" be better spent). This is probably
reserved for those who intend to play the class almost solely as a caster and
melee only when needed. If you bring your Arb to 50 you will most likely be
limited to the 39th LvL Scythe style.
48-Last haste -39% Some would argue its cost outweighs its effect, I would say
this is your best choice when your willing to lower your parry spec to 10 to
keep Scythe skill at 44. One other thing to consider with this spec….The 38, and
43 specs alone are hard to justify but by reaching 48 in Arb you get not only
the additional haste but the skills that come from the 43, and 38 specs that
many Vales will not have because the points spent for these skills are hard to
justify….The question is is the offset (usually in parry) worth it to you?
43-Second to the last absorptive ablative (Hard to say if this is worth the
cost). This will absorb 25% of your damage to a max of 110 for 1 min or until
the 110 points are gone, also you can proc multiple times in one fight. I find
that it goes off at least 1 per 30-40 sec fight and I have noticed that its most
effective against those with small fast weapons as each hit gives you a chance
to proc. This is also as high as you can possibly go in Arb and still be able to
reach 50 in Scythe.
38-Next to last self haste –34% I believe most VW's will spec at least to this
level for next to the last haste buff.
34-acsess to the highest LvL of absorb (33%, This spec is popular for those that
want to max out weapon and parry skills).
<34-Bad Idea. With our castable absorb spell being part of our spec line, the
33% absorb comes at 34 skill in Arb. I think most would agree that this is the
minimum spec for the Arb line for any Valewalker template.
Your decision on what Arb spec you choose should be made by looking at what
effects you want and of course how you wish to spec the Scythe and Parry line.
Scythe unlike parry has certain benefits that come from certain LvLs of skill
(39, 44, and 50 for example) so keep that in mind as you build your Valewalker
I should mention that according to many higher LvL VW's very little is gained
past 50 (adding + to Arb with items and realm rank) in Arb as it relates to
spell damage. One of the numbers I had read via testing (as performed by the
Eldritch TL) was about ~0.5% per lvl beyond 50.
As quoted by Taldren (Eldritch TL and avid VW player and tester):
"Also ran a test of 50 + 12 Arb and 38 + 12 Arb. On the same target the
difference was 6 damage with the life tap."
The target was a player with 0% resist against VW LT.
*ARBOREAL MASTERY SPECIALIZATION LINE*
Here Ill take a little time to detail each abilility that come in the Arboreal
mastery line. Unlike Arboreal path, you must choose what skills you want in this
line by adding points into your Arboreal skill.
* Absorb*
This is a real no brainer. You need as much damage absorption as you can get.
The LvL 34 absorb offers 33% melee damage absorption. Its not equivalent to
plate armor as the 33% might suggest. Read below in the Armor section for more
details (part 4).
*Haste*
This is fairly self explanatory. Each boost in haste offers a faster swing speed
allowing you to deal out more damage over time and can be pivotal in being able
to hit those that are protected by a refreshing blade turn.
*Snare*
First, the snare is quite worthless and the only thing that increases as the LvL
of the spell goes up is the time the target is snared (it breaks when hit
anyway). The fact that is has to be casted means that you have to stop to cast
it, so unless your target is very close, chances are they will be out of range
before you can cast, ironically if they are in range, you can probably hit them
anyway. Even if its changed to an insta cast in a future patch I can't see
spec’ing to 47th LvL snare (vs. the 37th LvL snare that most people will have
anyway) just to obtain an additional 14 sec of snare (the 37 snare is 56s, and
the 47 snare is 1:10s).
*DOT*
The DOT (insta cast w/ 30 sec recast) is used more to interrupt casters and
archers than it is used to deal out real damage.... Its also a good spell to
pull with in PvE.
So weather it hits for 5 or 25 its unlikely to make any real difference except
at a tool to interrupt your opponent. Since most spec to at least 34 arb they
will end up with a DOT that hits for mid 20’s where as the highest lvl of DOT
will probably only add about 10-15 more per tick.
*Barkskin – Defensive self Proc*
While the defensive self proc is useful, I don't think many people spec to 43
specifically to obtain it....It's cost in relation to its benefit it questioned
in the VW community, but I should note that this ability is very useful when it
works. I have noticed that my defensive proc goes off a LOT in combat. So this
is more a matter of preference and play style. It is interesting to note that
the Def proc seems to be more effective against fast weapons that deal smaller
damage as each hit gives you a chance for your Def proc to fire. Because the
damage delt by faster weapons is lower, the proc effectively last for 440hp
worth of damage absorbing 110hp of that (or 1 min whatever happens first). My
hope is that future changes may make this skill more useful.
*Offensive Proc*
Lastly, the offensive Proc. As of this writing, V1.60, its still completely
broken, and while it activates in PvE (and independent testing has shown it has
no effect on mobs), I have never seen it activate in RvR. So until it gets fixed
and has a significant effect, spec'ing specifically to obtain this buff is well,
worthless.
3***SCYTHE SKILLS***
-------------------------------------------------------------------
There is still some speculation about higher weapon spec and your "weapon skill"
which is a number used to determine if you are blocked, parried, or evaded. This
is especially important do to the lack of a +to hit anytime style, and high VW
miss rates overall (we in the VW community hope that this issue will be
addressed by Mythic with the 1.61 patch and subsequent patches).
According to most sources your weapon spec does not determine your "to hit"
ability, but it is a factor against defensive abilities such as evade, parry and
shield. So in that sense it will help you hit your opponent. I haven't done any
testing on my own, but have seen a number of compelling, but inconclusive tests
regarding weapon skill. In any event a higher weapon skill is advisable.
Valewalker styles, and there effectiveness is another point of contention. Due
to upcoming VW fixes (rumor has it that 1.61 and after will contain VW "love")
and a number of current bugged VW styles, its hard to say just how effective our
styles will be after the "fixes" if the issue of VW damage is addressed at all.
As of
this writing VW styles are more than adequate to solo yellow and orange con
mobs, the miss rate (in some part due to a lack of a +to hit anytime style) on
red and purple mobs is unusually high. I think most would agree at least 39 is a
MUST, with 44 and 50 being the other choices based on styles and weap skill
gained. As a VW your weapon hits fairly hard. Not as hard as a "true" two hand
weap user, like a Champ or Spear Hero, but still does a decent amount of damage.
Having played a Ranger for a LONG time I can give you this example. A Ranger
MUST put at least 2-3 arrows in a high yellow con mob to expect to melee him
with a consistent expectation of success. The VW'er has little to fear from any
yellow con mobs (as long as they are not overly resistant to slash) in a pure
melee encounter and using all your LT to soften up your target prior to melee
makes most kills pretty easy and keeps your downtime low.
Your
full barrage of casting your LT, DoT, and haste needs to be used mostly when you
fight "high" orange con mobs or those orange mobs that are resistant to your
weapon type. Increased downtime makes this hard to justify though. I solo
oranges of all types with a degree of success that I had not seen with my 50
Ranger or 46 Ment.
The example above assumes you have very good equipment (I have had spell crafted
weapons and armor since LvL 35) and that all your buffs are up and your DoT is
available.
Our
styles are mostly reactive and will add a significant amount of damage through a
fight and will often mean the difference between winning an losing against a
tough opponent. The 39 spec is the 3rd of 4 styles in the evade chain, with 44
being the last of the parry chain (3 total) and 50th LvL style being the 4th and
last in the evade chain. You should note that you will evade significantly more
than you parry, especially in group RvR, plan accordingly, but remember the 50th
LvL style will see little use in group RvR as 4 parts of a chain is extremely
hard to pull off and the effect isn’t all that great relative to its difficulty
to execute. On of the problems with reactive styles is that you wont always
parry or evade right at the beginning of a fight. Because of the significant
damage that other tank classes can do in just 3-5 hits your chances of using a
reactive style is diminished.
As of the mid 20th LvL I stopped using the only anytime style, Reaper LvL 2, as
there is no attack or Def bonus and the fatigue cost is high the added damage is
a joke (3-8). I think most high LvL VW's would agree your best bet is to use
your parry reactive style and back it up with your evade reactive. That way if
you perform either maneuver you can follow up with the second style in either
chain. Others use the Taunt style because it gives a bonus to damage, but imo,
is offset with its penalty to defense. The Taunt style is a good anytime style
only so long as your target is not currently attacking you (as the def penalty
wont be an issue). If your assistiting the side chain is your best bet, but
there are times when getting position can be difficult when assisting and the
added bonus of the taunt makes more sense
I should also mention that as of this writing the 4th LvL style sawgrass (that
works off a parry) is also broken. Its supposed to cause a slash debuff. Until
its fixed I can't really decide what its value is, but admit it sounds
interesting.
Over all there are a number of issues (as of 1.60) with the scythe styles
including, many broken effects, poor scaling of damage and the fact the 50th LvL
style is at the end of a 4 part chain. I think few would argue that 4 part
chains in RvR are of very little value for the following reasons;
1) The
time it takes to pull off a 4 part chain
2) With our miss rate hitting players who's AF's and high block and resist rates
and high evade make hitting 4 times in a row VERY unlikely.
3) The difficultly of this chain to pull off is not in line with the damage it
produces.
Before I finish with weapon styles I would like to mention the side chain and
natures shield.
*Blizzard*
Side chain does great damage. The opener causes a 4 sec stun and the last procs
a 198 AoE DD. At LvL 40 this is about 250-350 damage on an even con and that
does not include your weapon damage crits or other weapon procs. In the 3 style
chain I have done between 800-1300 damage on an even con, and 600-800 damage on
purple Abysmals in the Mines (between 39-40th LvL). Just keep in mind that is
the total through all three styles. Miss rate on Purple and some red cons can
make this style hard to get of consistently in PvE.
One
other thing to mention is that you can Crit on your weapon as well as the effect
of the Blizzard style, add that to a weapon that can proc (I have seen this
happen a handful of times) the damage you can do in a single hit can potentially
reach 700-800 on a yellow or orange con!!! Something like this..
You hit monster with Blizzard, monster takes 150 damage
You Critical for 100!
You do 100 extra damage <--weapon proc
Monster takes 250 <--Blizzard effect
You critical for 200!! <---Blizzard Crit
(this of course is a 1 in 500 shot, the reality is that youwill often be
resisted on the blizzard effect, but its potential to do extreme damage is
decent).
*Natures Shield*
The Natures shield style is simply a style that allows you to block all incoming
arrows in a 120 arc in front of you. Target anyone (even yourself) activate the
style and put it away. if your shot in front you will block the arrow. If you
are shot from behind, /face activate the style and you can even LT in this mode,
though there are times when you can be hit, and you will be interrupted, but
your casting time is 2.5 sec base, faster than most archers. A little more
testing with this style has shown that if you use this style to attack
players/mobs you can continue to block incoming arrows while attacking, But only
if the attacker is in the 120 degree arc in front of you. The trade off is the
style has no bonuses so the only advantage to attack with it is to block
incoming arrows while you fight.
I have
also noticed there are times when the style won’t seem to work right. I'm going
to look into this a little more and update this document when I can.
Lets talk a little more about the styles lines and there effects. Remember the
higher you wish to take your Aboreal skill the lower your Scythe or Parry skill
will be. I have tried to outline each chains advantages and disadvantages are.
In the end decide what skill LvL you have chosen and how they will be effective
for your style of play.
These are the styles you will use most in RvR and PvE.
Side chain:
After having read the Valewalker boards since there inception and my own in-game
analysis and talking to other players it seems that the side style is best saved
for PvE. It deals out fantastic damage, but is reported to be very difficult to
execute in RvR, though I don’t discount its highly effective use in RvR in some
key situations. Your roll in PvE groups is, in my opinion, best when you are
assisting the tank classes. For example, Jyorus the tank pulls, you stand at an
angle that allows to attack Jyorus’ target so you can start your side chain.
Your first hit will stun Joyrus’ target for about 4 sec, thus saving Jyorus from
about 1 hit. If when Jyorus pulled your group had to fight 2-3 mobs then with
the last style in your side chain, Blizzard scythe, you have the opportunity do
damage all mobs facing the group. This assumes that your effect is not resisted
and that the mobs are within the area of effect.
Note:
you can expect high/very high resist rates from red and purple mobs.
Evade and Parry chain.
Both chains are very effective, especially once mythic fixes the current issues
with the DPS additions not working correctly.
Evade
chain is a 4 style chain that deals out great damage over 4 hits. Again after
discussing this in great length in the Vale community and with other in game
players, it seems that a 4 style chain is VERY unrealistic in RvR combat. A 3
style chain is hard enough to pull off in RvR. Keep this in mind when creating
your Valewalker. Make sure than if you spec specifically for this style that it
fits your style of play. Most Valewalkers will evade more than they parry so
keep this in mind also as you choose your template.
Parry
chain is also very effective 3 part chain, with the last in the chain (as of
this writing) proc’ing a long duration stun. If you can pull this off it can be
devastating as the long stun allows you to move into postion for the side chain,
or even step back and LT to cause damage while healing yourself. This is most
effectively used in PvE as mobs are predictable. But the opportunity to pull
this off in a 1v1 encounter is very tempting, and the reward would be high if it
works.
I want to finish by saying that most of the AoE and some of the single target
effects that Valewalkers proc can be resisted.
Another thing I should mention is our damage type. Valewalkers are limited to
slash weapons. You should know who you have an advantage and disadvantage
against in RvR.
One other factor to think about when determining your weapon spec is damage
variance. The closer you are to your current LvL with your Scythe spec, the less
damage variance you will have and at some point you will be able to go beyond
normal damage. General rule is if you keep your weap spec at 2/3 your LvL you
will do 75%-125% of your possible damage. When your weap is at level you will do
100%-150% of your possible damage. Remember every skill LvL counts so don’t get
hung up on the fractions. For example if you are LvL 30 and your scythe skill is
20 you are at 2/3 and should do 75%-125% of your possible damage. If your at 22
scythe skill you might do (as I’m not doing the math) 76%-126%, and so on….
4***ARMOR***
-----------------------------------------------------------------------
As a Valewalker you wear cloth. One of the nice things about cloth is that its
cheaper to purchase from crafters than RF or Scale armor. Also no one in any
realm has a bonus to hit you in cloth, but by the same token no one has a
penalty either.
Albion:
Albion is simple, you are neutral with your weapon to everyone, and because you
wear cloth armor everyone is neutral to you.
Midgard:
Everyone in Midgard is neutral to attack you because you wear cloth.
The following are 2 classes that you will be neutral too when attacking because
of armor type:
Cloth
* Runemaster
* Spiritmaster
The following are 4 classes that you will receive bonus damage against when
attacking because of armor type :
Studded
* Savage
* Berserker
* Hunter
Leather
* Shadowblade
The following classes are classes you will receive a penalty against when
attacking because of armor type:
Chain
* Healer
* Shaman
* Skald
* Thane
* Warrior
As most of you that play the Valewalker class know, we wear cloth with our own
AF and absorb buff. Our natural AF is one of the lowest in the game (cloth is 51
AF per piece and all other types are 102 AF, at there highest LvL), and even
with the 250AF buff still limits us to an overall 500AF (I should note that
Hybirnian support class AF buffs do not stack on Valewalker self AF buffs, but
rumor has it that Cleric Spec AF buffs will. This of course this is only useful
on the PvP or co-op servers).
The 33%
absorb buff is the best of its type in game. However after much reading and
debate the only thing I can tell you, without rampant speculation, is that the
combination of AF and absorb is good, but unlike the 33% absorb might suggest
our ability to take damage is not what the 33% absorb might suggest. My best
guess is that we are close to scale in terms of our ability to absorb damage
overall, possibly a little less (subject, of course, to the rampant speculation
I was just taking about).
Our barely adequate armor configuration is further hindered by the fact that
Valewalkers are on a fairly low HP table. With my experience as a Ranger it
looks like I'm on par to have about the same amount of HP (possibly a little
more than my Ranger as con is a tertiary stat for the Vale) as my Ranger at LvL
50, or about 1200 +/- 150 or so based on equipment, stats taken, and racial
choice at conception.
If one factors in the useful but unreliable proc'ing defensive buff (at its best
the proc will absorb 25% of hits taken up to 130 for 1 min @ LvL50 Arb) I would
simply say that, at least in melee, there are times that that proc will be the
difference between winning and loosing. Its just really hard to put substantive
value on an ability that you have no control over and may proc 3 times in a
fight or not at all. Seems like this "ability" leaves the average Valewalker
consistently unsure of his chances in a combat situation.
Here is more comparative info on armor factor.
Max AF formula. For cloth, leather and chain
(1 + Absorb) x level x 10. = your capped AF.
For a 50 VW
1.00 x 50 x 10 = 500
for realm rank 5, just use 51 as level.
1.00 x 51 x 10 = 505
(plus 33% abs)
For a 50 Friar
1.10 x 50 x 10 = 550
for realm rank 5
1.10 x 51 x 10 = 561
(plus 15% abs)
For a 50 Thane
1.27 x 50 x 10 = 635
for realm rank 5
1.27 x 51 x 10 = 647
Also, absorb buffs are not part of the AF formula, they simply absorb a portion
of the melee damage.
Your total AF means nothing really, its just a number to show your relative
armor factor. In terms of combat, where your hit and the effective AF of the
piece where your hit, condition, quality and bonus mean more than overall AF.
AF
determines whether we are hit or not (we have the same AF as casters).
Then I believe that AF also is factored in to help determine damage. Thus lower
AF means we would take more damage than a scale wearer with equivalent
equipment. Factor in our self AF and absorb buff and the damage taken comes more
in line with someone who wears scale, but is not better than scale, as the 33%
absorb buff might suggest.
One other fact, when getting hit with spells, we get hit just as hard as casters
as our abs does not work against spells. Combine that with our low HP and I
would say that we are pretty weak to casters. Thus resists should be a priority
to any Valewalker in RvR combat.
5***PARRY***
-----------------------------------------------------------------------------
Parry rates (from the original table in section 1) are as follows: (1-skill)/2+5
02 – 6%
10 – 9.5%
18 - 13.5%
20 – 14.5%
26 – 17.5%
30 – 19.5%
31 – 20%
35 – 22%
37 – 23%
Dex and possibly Qui effect our parry rate, but as of this writing I am unsure
exactly how much, though according to the quote from Mythic (below) it seems
that Dex/Qui stats have more of an effect on parry than they do in our evade
rate.
As our styles are reactionary and one of the style chains starts off a parry,
parry skill is fairly important....But as most know in grouped RvR there is a
"parry bug" so your parry rate will fall dramatically in grouped RvR (the more
members in your current targets group the less likely you are to parry). Just
how much your parry rate will drop is unknown.
I find
that parry importance is directly related to your style of play. If you intend
on fighting solo enemy players, dueling or playing a lot of PvE, high parry is a
great idea, but if you tend to fight in RvR against groups, you may want to put
your parry points elsewhere. If you do a little of both. Then balance your spec
accordingly. I would suggest that points in parry, meaning 20+, are probably
spent better elsewhere, but I concede that this point is highly debatable, and
by no means definitive and should be taken with a grain of salt.
I should
mention that the parry chain seems to deal out slightly more damage than the
first 3 in the evade chain. The last in the parry chain also adds the ability to
stun. The official Mythic website lists the effect as hindered so as of this
moment I’m unsure about the future of this styles effect (hindered suggests
slowed attack speed).
Here is some information from the Warrior TL, Ritorix. This should give you an
idea of parry effectiveness in solo vs. group combat….
The test was performed using a Warrior in epic, with good stuff. The warrior is
50+9axe, 39+14 parry +(1 LvL of MoP), 42+15 shield
Warrior parry rates: (attacked by a 50th LvL Armsman)
Ungrouped 28%
2v1 16.8%
7v1 9.1%
This is an example of the problem with parry in certain group situations.
Particular test seems to be indicative of the parry bug across the realms. I
should also note that this was conducted at the time of the 1.56 patch between
an Armsman and a Warrior.
Try not
to read into the numbers above other than how they relate to each other.
See below (at the end of the evade section) for more information on parry.
6***EVADE***
Here is how Valewalkers stack up against some other classes in evade:
Note –
Evade is capped at 50% for all classes
* Assassin (all types) evade 7 (35%)
* Friar evade 5 (25%)
* Valewalkers, +Savage evade 4 (20%) -In addition Savages get a 25% Evade buff.
* +Bezerker, +Blademaster and Scout, Ranger Evade 3 (15%)
* Hunter evade 2 (10%)
* Most tank classes, Bards and +Mercs evade 1 (5%)
+ These classes get advanced Evade which allows them to evade attackers in a 360
degree circle.
I believe evade will often be the difference between winning an loosing in
melee. As I mentioned above in the style section evade not only prevents a hit
but allows us to react with a bonus to damage and proc certain effects (most of
which are broken or less effective at this time).
Be aware
that Dex and Qui (probably the average of the two) will give you a bonus to your
evade rate. It is interesting to note that it seems very likely that the average
of Dex/Qui will have more of an effect the higher your base evade rate.
That is
to say that a Lurikeen Nightshade with an average Dex/Qui of 250 (with a base
evade of 7) will get more from his Dex/Qui average (for example +20%) than a
Lurikeen Hero (with a base evade of 1) with an average of 250 Dex/qui (example
here 7%).
Lastly
the Dodger realm ability is part of your base score, so as you increase your
dodger realm ability (3% per LvL) you also increase the effectiveness of how Dex/Qui
adds to your overall evade rate. So in effect raising dodger will give you
slightly more than +3% per level.
Your
opponents LvL and his bonuses/penalties will also effect your chance to evade.
Also from Mythic’s *Grab bag*
Regarding parry and evade
http://www.camelotherald.com/more/562.php
"Evade is not a skill, and it works very differently from parry and block.
Primarily, the effectiveness of evade is related to your level of evade (and of
course, your level versus the level of your target). There are many minor
factors, of course, but that is the big one. The stats that affect evade are dex
and qui in equal proportions, just not in as large a proportion as they are in
parry or block."
7***CHARACTER CREATION***
---------------------------------------------------------
Where to take your initial 30 points. This of course depends on the race you
play and what play style you intend to use as well as other factors. I’m not
going to suggest anything in particular. But I will tell you what is important
and why.
* Str- Is a factor in wep damage and wep skill.
* Dex- Higher Dex is included in a formula, along with Qui, that determines your
evade rate. Dex is also a large factor in determining your overall parry rate.
This also increases your casting speed.
* Con- Hit points, and I have read, that higher Con also helps lessen (though as
of this writing I have no idea how much) damage taken.
* Qui- Determines how often you swing your weapon. Also see Dex above regarding
evade rates.
* Int- This will, as of the 1.60 patch, increase your spell damage. I don’t have
any definitive numbers as to just how much as of this writing.
Overall stats will mean more in the early LvL’s as buffs will be smaller and
less available. In the end, grouped with Bards, Wardens, and Druids regardless
of your race, your stats should all be high enough to be close to there caps,
with the exception being Int, and Qui (as there is no base buff to stack w/ spec
buffs).
I will add that Firbolg seems the least viable with the only elevated VW usable
stat being Str and because Str is a primary stat you will eclipse your cap at
LvL 50 w/ buffs by as much as 20 points. For Firbolgs Dex, and Qui are fairly
low (both at 40) and will impact your ability to evade and parry, but overall at
LvL 50 this won’t have as big an impact and some people will play Firbolg VW's
just to be different.
8***
CONCLUSION***---------------------------------------------------------------------
Figure what style of play suits you....
Mostly PvE?
Melee tank roll?
Caster?
Something in the middle?
Little bit of everything?
After you ask this then find out what spec will help you accomplish this goal.
Of course there isn't any one spec that will fit one goal....but it should
help....
Hopefully you had a chance to read the Valewalker team leads opinion on the roll
that the Valewalker fills….If not, and your still trying to decide what roll
this class fills, head back to the preface and read it!
9***CLOSING***
---------------------------------------------------------------------------
All and all I have some RvR experience as a Valewalker but far from a vet with
this class, so I don't try to influence the reader with my bias (too much
anyway)....Ill do that later when I have reached lvl 50 and at least RR4 =)
....I hope other readers will add to this post with their own experiences and
information in an effort to help those looking to spec their Valewalkers.
I have been in DAoC since week one and have RvR'ed with My 50 ranger and 46th
Ment and have over 100 in game days of play time. I have a good grasp on RvR
overall and I’m very aware of the culture and subtle mechanics that come from a
year and 5 months (as of 3/2003) of playing DAoC
I will leave you with this. I love the nitch the VW fills. Its one of the harder
classes to play, and with all the reactive styles and manipulation of quick
bars, it takes a bit of manual dexterity to play this class.
Good day, and Good Luck!!
VNBoards - "Cybit"