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Totally Confused!!!

Finsceal de na Arach Dearg
Oldroar
Finsceal de na Arach Dearg
Posted On: 11/17/2010 at 10:21 PM

Well ..

After reading the release notes for 1.4 I am totally confused. I think I will sit out of WH for awhile. I have no idea where to put my renown points now.

What the HELL is Acumen or Impetus or Opportunist? What will be the best spec.. Why or why did they have to screw with "Strength, Toughness, Weapons skill and initiative.. etc

The Keep take description soounds like a Fracking night mare.

You guys can let me know later what these guys are smoking and help me to revise my characters.

Old and Confused

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Response:

Ridire de na Aracos
Gargarus
Ridire de na Aracos
Replied On: 11/17/2010 at 11:17 PM PST

Here you go Oldroar, hope this helps a bit • These are the Renown stat rewards; Might (Strength), Blade Master (Weapon Skill), Marksmen (Ballistic Skill), Impetus (Initiative), Acumen (Intelligence), Resolve (Willpower), Fortitude (Toughness), and Vigor (Wounds). o I; Costs 1 Renown Point, adds 4 points to the specified stat. o II; Costs 3 Renown Points, adds 12 points to the specified stat. o III; Costs 6 Renown Points, adds 22 points to the specified stat. o IV; Costs 10 Renown Points, adds 34 points to the specified stat. o V; Costs 14 Renown Points, adds 48 points to the specified stat. Defensive • Hardy Concession; You take X% less damage, but you deal X% less damage. o I; Costs 1 Renown Point, reduces damage incoming and outgoing by 1%. o II; Costs 3 Renown Points, adds 2% reduction to your Hardy Concession for a total of 3%. o III; Costs 6 Renown Points, adds 3% reduction to your Hardy Concession for a total of 6%. o IV; Costs 10 Renown Points, adds 4% reduction to your Hardy Concession for a total of 10%. o V; Costs 14 Renown Points, adds 5% reduction to your Hardy Concession for a total of 15% .• Deft Defender; Adds X% to your Dodge and Disrupt chance. o I; Costs 1 Renown Point, increases your Dodge and Disrupt chance by 3%. o II; Costs 3 Renown Points, adds 4% Dodge and Disrupt chance to your Deft Defender for a total of 7%. o III; Costs 6 Renown Points, adds 5% Dodge and Disrupt chance to your Deft Defender for a total of 12%. o IV; Costs 10 Renown Points, adds 6% Dodge and Disrupt chance to your Deft Defender for a total of 18%. • Reflexes; Adds X% to your Parry chance. o I; Costs 1 Renown Point, increases your Parry chance by 3%. o II; Costs 3 Renown Points, adds 4% Parry chance to your Reflexes for a total of 7%. o III; Costs 6 Renown Points, adds 5% Parry chance to your Reflexes for a total of 12%. o IV; Costs 10 Renown Points, adds 6% Parry chance to your Reflexes for a total of 18%. • Defender; Adds X% to your Block chance. o I; Costs 1 Renown Point, increases your Block chance by 1%. o II; Costs 3 Renown Points, adds 2% Block chance to your Defender for a total of 3%. o III; Costs 6 Renown Points, adds 3% Block chance to your Defendefor a total of 6%. o IV; Costs 10 Renown Points, adds 4% Block chance to your Defendefor a total of 10%. Critical • Opportunist; Add X% to Melee Critical chance. o I; Costs 5 Renown Points, increases Melee critical chance by 2%. o II; Costs 10 Renown Points, adds 3% Melee critical chance to your Opportunist for a total of 5%. o III; Costs 15 Renown Points, adds 4% Melee critical chance to your Opportunist for a total of 9%. o IV; Costs 15 Renown Points, adds 5% Melee critical chance to your Opportunist for a total of 14%. • Focused Power; Add X% to Magical Critical chance. o I; Costs 5 Renown Points, increases Magical critical chance by 2%. o II; Costs 10 Renown Points, adds 3% Magical critical chance to your Focused Power for a total of 5%. o III; Costs 15 Renown Points, adds 4% Magical critical chance to your Focused Power for a total of 9%. o IV; Costs 15 Renown Points, adds 5% Magical critical chance to your Focused Power for a total of 14%. • Sure Shot; Add X% to Ranged Critical chance. o I; Costs 5 Renown Points, increases Ranged critical chance by 2%. o II; Costs 10 Renown Points, adds 3% Ranged critical chance to your Sure Shot for a total of 5%. o III; Costs 15 Renown Points, adds 4% Ranged critical chance to your Sure Shot for a total of 9%. o IV; Costs 15 Renown Points, adds 5% Ranged critical chance to your Sure Shot for a total of 14%. • Spiritual Refinement; Add X% to Healing Critical chance. o I; Costs 5 Renown Points, increases Healing critical chance by 2%. o II; Costs 10 Renown Points, adds 3% Healing critical chance to your Spiritual Refinement for a total of 5%. o III; Costs 15 Renown Points, adds 4% Healing critical chance to your Spiritual Refinement for a total of 9%. o IV; Costs 15 Renown Points, adds 5% Healing critical chance to your Spiritual Refinement for a total of 14%. • Futile Strikes; Reduces the chance to receive a critical hit by X%. o I; Costs 5 Renown Points, reduces your chance to be critically hit by 3%. o II; Costs 10 Renown Points, adds 5% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 8%. o III; Costs 15 Renown Points, adds 7% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 15%. o IV; Costs 15 Renown Points, adds 9% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 24%. • Trivial Blows; Reduces the amount of critical damage taken by X%. o I; Costs 5 Renown Points, reduces your critical damage received by 5%. o II; Costs 10 Renown Points, adds 10% reduction to your critical damage received on your Trivial Blows for a total reduction of 15%. o III; Costs 15 Renown Points, adds 15% reduction to your critical damage received on your Trivial Blows for a total reduction of 30%. o IV; Costs 15 Renown Points, adds 20% reduction to your critical damage received on your Trivial Blows for a total reduction of 50%. Miscellaneous Passives • Expanded Capacity; Adds to your Action Point Pool. o I; Costs 10 Renown Points, increases Action Point Pool by 10. o II; Costs 15 Renown Points, adds 15 Action Points to your Expanded Capacity for a total Pool increase of 25. o III; Costs 20 Renown Points, adds 25 Action Points to your Expanded Capacity for a total Pool increase of 50. • Regeneration; Adds to your In-Combat Health Regeneration. o I; Costs 10 Renown Points, increases Health Regeneration by 35 points. o II; Costs 15 Renown Points, adds 35 Health Regeneration to your Regeneration for a total increase of 70. o III; Costs 20 Renown Points, adds 70 Health Regeneration to your Regeneration for a total increase of 140. • Quick Escape; Adds a 5% chance to increase your movement speed. o I; Costs 10 Renown Points, increases movement speed by 25% for 5 seconds. o II; Costs 15 Renown Points, your Quick Escape will now last 10 seconds. o III; Costs 20 Renown Points, your Quick Escape will now increase movement speed by 35%. • Improved Flee; Adjusts your Flee Skill by the values below. o I; Costs 10 Renown Points, Flee duration increased by 5 seconds. o II; Costs 15 Renown Points, Flee will no longer stop Action Point regeneration. Activate Abilities – All Renown purchases of this type require a minimum of Renown Rank 20 to purchase. • Cleansing Wind; Cleanse used to remove Curses, Ailments, and Hexes. o I; Costs 10 Renown Points, cleanses all Curses, Ailments, and Hexes from you on a 5 minute cooldown. o II; Costs 10 Renown Points, reduces the cooldown on your Cleansing Wind to 2 minutes. o III; Costs 10 Renown Points, heals you by X(scales with level) per Curse, Ailment, and Hex removed by Cleansing Wind. • Resolute Defense; Crowd Control Immunity. o I; Costs 10 Renown Points, you are immune to Crowd Control effects for the next 10 seconds. o II; Costs 10 Renown Points, increases the duration of your Resolute defense by 5 seconds. o III; Costs 10 Renown Points, reduces the cooldown on your Resolute Defense to 2 minutes. • Efficiency; Action Point Cost Reduction. o I; Costs 10 Renown Points, the action point cost of abilities is reduced by 100% for the next 10s. o II; Costs 10 Renown Points, the duration of your Efficiency is increased by 5 seconds. • Last Stand; Provides Immunity to damage and causes the player to die at the end of the duration. o I; Costs 10 Renown Points, you are immune to damage for the next 10 seconds and die after the duration is over. You cannot be resurrected for 30 seconds after using this ability. o II; Costs 10 Renown Points, increases the duration of your Last Stand by 5 seconds

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Fili de na Griobhta
Dargron
Fili de na Griobhta
  • GW2: Dargron.3895
Replied On: 11/18/2010 at 04:59 AM PST
  • Twitch

Personally, I think I'll just be throwing everything into the basic stats to start with (which is pretty much what I do now anyway). Currently 1 Renown Point gets you 3 points added to your chosen stat... o I; Costs 1 Renown Point, adds 3 points to the specified stat. o II; Costs 3 Renown Points, adds 9 points to the specified stat. o III; Costs 6 Renown Points, adds 18 points to the specified stat. o IV; Costs 10 Renown Points, adds 30 points to the specified stat. o V; Costs 14 Renown Points, adds 42 points to the specified stat. For an overall total of 102 points added to a stat if all 5 levels are purchased. Assuming Gargarus' figures are accurate, the new stats will give you a little more bang for your buck - an overall total of 120 points added for the same cost if all 5 levels are purchased. Probably not the best use of the points, but should suffice in the short term and be a small improvement over my current expendature (unlike +% Crit, which seems to be becoming more expensive over what you currenty get). It won't be too problematic to respec again later once everyone has had a good play with the new system and found better combinations. Personally, as an Engineer though, I'm dreading the idea of my foes gaining immunity to any CC I can throw out before I've even fired off a shot. Pretty much my only chance of survival comes down to getting some kind of CC off against my opponent (especially a WE unstealthing on my backside), and alot of time is wasted getting those CC abilities off to boot (oh, to have an instant CC at my fingertips). I'm usually dead anyway, but if I throw a Mine down, lob a concussion grenade, explode a turret, or fire off a Crack Shot... and nothing happens... yep I'm a gonner. Unfortunately, most foes don't need any CC to take me down in return.

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Ridire de na Fhiaigh
Reclis
Ridire de na Fhiaigh
Replied On: 11/18/2010 at 05:45 AM PST

Excuse me waiter... there's a math in my game...ewwww.

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Laoch de na Iolair Dubh
Prissy
Laoch de na Iolair Dubh
  • ESO: @PerfectPrissy
Replied On: 11/18/2010 at 07:03 AM PST

Oh WOW!!!! All of that was as clear as mud. NO offense meant. They changed the names to protect the innocent? Or to confuse? Not Old but still confused.

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Caomhnoir de na Fhiaigh Gorm
Caemlyss
Caomhnoir de na Fhiaigh Gorm
Replied On: 11/18/2010 at 07:44 AM PST

Ya know, on its face, investing heavily in something called Futile Strikes sounds like a bad idea! Add in a few trivial blows and I think you're getting somewhere.

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Devotion Rank 20Valor Rank 9Fellowship Rank 12Scholar Rank 3
Ridire de na Aracos
Gargarus
Ridire de na Aracos
Replied On: 11/18/2010 at 07:55 AM PST

I think most healers will be stocking up on Hardy Concession. I feel most people will be buying the + or - to crit and crit reduction damage. Some of the abilities are just plain useless :p

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Devotion Rank 20Fellowship Rank 9Scholar Rank 2
Ridire de na Capall Oráiste
Oooghaa
Ridire de na Capall Oráiste
Replied On: 11/18/2010 at 08:23 AM PST

ugh...

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Ridire de na Aracos Buí
Ltol
Ridire de na Aracos Buí
Replied On: 11/18/2010 at 09:17 AM PST
  • Twitch

hmm this sounds like alot like DAOC can any one say dark age of warhammer -) lol As far as my BW goes im probly going to stick basically with what i have now .. at least untill i get into the armor i want. which is basicly Acumen, Vigor, a touch of Fortitude and Focused Power. usually before buffs i try to keep my intel eather capped or 25 points from being capped, wounds at about 7000, one or 2 levels of the crit chance with every thing else in toughness. and i adjust those as i move in to newer and newer armor

» Edited on: 2010-11-18 16:55:38

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Devotion Rank 20Valor Rank 7Fellowship Rank 11Explorer Rank 9Scholar Rank 9Artisan Rank 5
Saighdiuir de na Capall
Dreamchaser
Saighdiuir de na Capall
  • GW2: Dreamchaser.1758
Replied On: 11/18/2010 at 10:04 AM PST
  • Twitch

I'm with Reclis. Math... urggghhh... This is why I get so frustrated with min-maxers -- how can they enjoy the game with all that math? Hehe, I know, folks are different. But anyway, it seems like the new things have the same names and results, more or less. Do you think I could simply recreate my old build and it would be similar?

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Devotion Rank 20Fellowship Rank 5Scholar Rank 3
Seaimpin de na Aracos Gorm
Korzak
Seaimpin de na Aracos Gorm
Replied On: 11/18/2010 at 01:54 PM PST

To be honest, from my experience on the test server, the new renown system isn't very complicated at all. The truth of the matter is that there has never been any 'one best build' to begin with, and now players have alot more good options. I think it took me about 5 minutes to put together a build (for lvl 100) that seemed to work quite well in duels, though I did respec 2 or 3 times in that period to get all my points spent in decent places. Some of the things that are awesome are the increased parry and dodge/disrupt abilities: these scale up more more effectively than they used to. I was running my IB on the test server at 44% parry and 25%+ dodge and disrupt without any buffs. Having access to these, as well as the block, crit chance increase and chance to be crit reductions from early on should make it easier to get a character going in the right direction at a lower level. The ability that was surprisingly scary was Last Stand, which makes your character undefeatable for a period of time, after which it dies immediatly. A nearly pure dps choppa was running around with this (between deaths) just hosing down whole groups of players. Would be a fun gimmick for a bit I think, but certainly not everyone's playstyle. The biggest problems might stem from how much more difficult killing healers will be if they're using Hardy Concession, particularly at higher ranks. Not that I think we'll be able to see much difference right away, but as the upper echelon of players hits 90 and then 100, the strength of the new armors and renown abilities should become appearent. I should be back in game tonight or maybe tomorrow, though it might not be till next week if things don't work out. Good luck all, and try not to let the new system overwhelm you, it's really not that bad.

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