Oct 19, 2013
Balance on balance is really not that hard if you follow some simple steps.
Oct 1, 2012
What is this thread? Well in a nutshell it is a continuation of Wini’s Balance: Advanced Tips and Tricks. I’m just providing an updated version (as Wini hasn’t been around for awhile to update it :() for Cl and above. There will be some very basic balance info in the thread but I hope to spend most of the thread one the new stuff :). Warning you now, I’m a goof ball and it will show through the guide. Let’s get started. First let’s talk about how pve has changed in the last two year. New stats New gear and more variety of stats New tactics The slow decline of soloing Critical and Block has added an element of luck to damage output. When fighting mobs and bosses you either have to invest in some block or keep your health high enough to absorb a critical. On the other hand having a high critical rate can easily allow for round one and round two kills, even on mobs with higher health. This is simply an element of luck that you have to learn to deal with. Armor piercing is an attempt to directly offset high resistance. This stat is mostly for pvp at the moment. The only school that really gains from this stat in pve is balance when fighting balance bosses (more about this later). There is no ‘best gear set’ every 5 levels. While there are some sets like Water Works that stand a cut above the others, there is far more choice on how to equip your wizard. Every school now has access to both power pip and accuracy boosting gear. The old power pip vs acc school conventions have mostly gone out the window. Mobs and bosses no longer hit with multiple schools. While this makes it easier to shield against them it also means you need to shield more often. Why? They also have higher starting pips, power pip%, and they actually use the power pips. The best thing you can do about this paradigm shift is to train dual shields. Having a 70% shield against a boss is a huge advantage. Sun spells- The damage enchantment line of...