Specialpatrol wrote:freshour wrote:I will say that weapon skill does absolutely nothing for melee healers as proven in the thread that I posted. The parry it gives is voided out by all str. The armor pen it gives it nearly entirely negligible. If it was an str/willpower bonus, and the set didn't have WS on every piece, then I can see how it would be viable but since WS changes were made from live to ROR it really makes it a pointless stat unless you reach the cap so again I don't recommend anyone goes for 5/6 pc bonuses when you can get 3/3/2 type of bonuses but I'm sure other classes were more fortunate.
What changes were made to WS, compared to live?
And I also second that BL for WP is quite useless. I know some use it as a healing set, because of the extra armor and resists it gives - but all the WS and reduced chance to be parried is quite useless in this setup. As a dps set/hybrid set all the willpower is useless.
I would personally suggest to swap all the willpower on the set (including the 2nd bonus) with strength. And possibly the 3rd bonus changed to +5% parry instead of +5% reduced chance to be parried - as this bonus is already available on Dominator. If that were done, it would make BL viable as a defensive melee set - useful for both melee healers and more straight-up dps-WPs.
Because on Live stat bypass(str through parry, int through disrupt etc) effected EVERYTHING. Your defenses from stats, items, RR, abilities, tactics, etc. The stat boost was a way to help defend against that a little more.
So basically, on LIVE, stacking WS was a "buffer" because when people stacked STR, if you didnt have enough WS, the strength would go through your WS and start diminishing your parry % from renown/gear.
Here STR can only maximally go through your WS, and since everyone goes for primary stat (str), youll 100% of the time have enough to pass through their weaponskill MEANING, weaponskill really doesnt provide any parry %....
Also the % of weapon skill granting armor pen, doesnt scale very well... So you have to basically soft cap it to see a noticeable difference from using it, versus say using STR.
Frankly, weapon skill is an area they should "beef up" IMO.
1) I dont know the formula's but think it could be cool to see something like a 2:1 ratio on the parry, so that in order to "counter' the parry from 400 WS, you would need 800 Str to get through it all. Allowing someone to stack 500 or 600 weapon skill and actually increase their parry above softcap STR (~1000)
2) Armor is OP. We all know this and Az admits this. So increasing the % ARP on weaponskill would give it ANOTHER way to provide benefits.
Right now its pretty much STR > WS almost 100% of the time...
If you increased the value of the parry from WS, as well as the value of ARP from WS, it might start to be more a tradeoff (it seems to me).
I would wager the same thing goes for Willpower and disrupt. I would look at making it a 2:1 thing there too, so a healer with 500 Willpower, you would need 1000 INT to go through that. Anything extra is "gravy" in terms of actual disrupt %.
Same with Ballistic Skill (and the stat that counters it? I forget, is it WS?)
You see my point. It starts adding more "options" than just "max your primary damage stat first".