Fallenkezef wrote: ↑Sun Aug 26, 2018 12:45 am
Hey fellow Dawi.
Hoping for some advice on my Ironbreaker. I currently have full WI, all Beastlord except the pocket and 2 merc. About to start the dominator grind.
I'm using 2h spec and the Splitearth axe.
Stats without buffs
Str: 445
Toughness: 455
WS: 505
Init: 252
Wounds: 732
Armour: 4150
Spirit: 714
Corp: 668
Ele: 795
Parry: 47.2
Talis: 3x18 ws, 1x 22ws, 2x18 init, 1x18 str
I'm quite happy so far as a 40/45 IB starting out but I wonder if I have too much ws? Should I be using different talismans?
In regards to talismans:
Weaponskill is entirely useless, you won't be able to stack it to a meaning level ~ what you can stack gets eaten up by various WS debuffs (albeit not as often), besides that: in terms of armorpenetration you have access to two armor debuffs (stock + M1), in terms of avoidance the gain from weaponskill (since the new-old formulas are back) is neglible (unless you go up against - literally - nothing but cloth squishies).
Initiative is a good bet regardless of what spec you are going to run, midgets have a low - if not the lowest - initiative base with 123ish(?), every bit of initiative you can get is well worth it over almost any other stat you could stack with talismans, besides wounds. Sidenote: before you invest into ctbc you'll really want to invest in initiative, without it ctbc is just a gear/rr sink with little returns.
Wounds is the way to go if all you do all day long is playing in a organized warband; ORvR large scale 24/7, as you will want to buffer for morale dumps, whereby initiative can be neglected (not entirely discarded) due to various buffs (ini buffs, multiple HtL, yadayada), reliable healers and lack of assisttrains ~ wounds can also help with the latter in small scale, but initiative is a safer bet as you are up against more sustained pressure rather than morale-powered nukes.
Strength is, for the most part, useless ~ barely any of your skills properly scale with strength, strikethrough isn't as much of an issue now anymore either (%avoidance will not care about your miniscule strikethrough gained against and by stats), you are better off just learning to strafe. (Note: Strength is being used primarily to prop up AAs on IB, and its ... quite meh, imo. You are better off investing into sustain and get the 'dps' you lose back by properly supporting [!= being easily pressured and/or killed] your guardee.)
Resistance talismans can work out well, but it's more of a niche setup should you ever enjoy the luxury of multiple BiS sets ~ you can build setups for all kinds of encounter and swap to them as the situation demands it, having a propped up resis stack setup for SC encounters against magic dps heavy compositions/matchmaking shenanigans is quite fancy.
Toughness is a stat you won't have to invest much into, the necessary bits you can get through gear/tatic/buffs, every bit past ~700 is luxury ~ a heavy toughness stack might help you if you run Rare Fortune, but I am not certain whether that whole thing is worth it (still lacking 1 piece for the +block before I slap on my RF gear to properly test stuff, the absorb proc is fancy but... dropping conq wounds proc/wounds/ctbc boni for it might be a terrible idea outside of very-large scale encounters against pugs [low damage, low pressure, giant sample size = semi-reliable bubble procs to cut down on the fluff/crits]).
Keep in mind that you have a multitude of buffs that grant you stats, you in fact cover most stats that are relevant for you and can adjust pots/gear accordingly ~ so you aren't needlessly floating stats. Then again, until you are comfortable with your buff rotations etc, you might want to float stats via gear/talismans to cut the buffs out of your rotation and put them back in, step-by-step learning how to adapt your rotations to w/e is happening.
Unless you find yourself zerged and 24/7 shattered by multiple sources, completly out of position, in a pug scenario, solo in the lakes or actively (and properly) assisted on (in which case you'll likely die either way), your active mitigation, positioning and healers should be sustain you just fine by the end of the day ~ that's when you end up getting bored and start to tinker with specs.
Btw, Subjugator 2h >> Earthsplit, the avoidance buff sadly doesn't stack with friendly HtL or your own parrybuff ~ Subjugator gets you a movement speed proc (mobility = pure gold) and a tangible increase in pewpew.
E: Added missing emphasis and a word above. Moar corrections in grammar/syntax.