Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Yea, this is right. That’s why I said 3% crit damage or so because the shadow mundus is the go to PvE mundus these days, so maybe 2% total dps with raid buffs, and that’s the increase based off no trait ignoring the benefit from the existing traits.
New players I’ve noticed always overestimate the effect of divines. That’s why there are lots of new players who try to run divines in pvp and get crushed. Impenetrable for pvp is the only trait that has a large effect. Block cost reduction’s good for tanks too.
Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Yea, this is right. That’s why I said 3% crit damage or so because the shadow mundus is the go to PvE mundus these days, so maybe 2% total dps with raid buffs, and that’s the increase based off no trait ignoring the benefit from the existing traits.
New players I’ve noticed always overestimate the effect of divines. That’s why there are lots of new players who try to run divines in pvp and get crushed. Impenetrable for pvp is the only trait that has a large effect. Block cost reduction’s good for tanks too.
It may be just because I'm a squishy AF cloakblade, but I didn't notice any difference at all between impen & divines as far as survivability — if I'm not careful I get stomped either way. (Which is not to say my survivability is bad, it's actually really good — it just requires more attention.) However, all divines improves the Shadow from 13% to 19%. That's a pretty significant improvement, no?
Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Yea, this is right. That’s why I said 3% crit damage or so because the shadow mundus is the go to PvE mundus these days, so maybe 2% total dps with raid buffs, and that’s the increase based off no trait ignoring the benefit from the existing traits.
New players I’ve noticed always overestimate the effect of divines. That’s why there are lots of new players who try to run divines in pvp and get crushed. Impenetrable for pvp is the only trait that has a large effect. Block cost reduction’s good for tanks too.
It may be just because I'm a squishy AF cloakblade, but I didn't notice any difference at all between impen & divines as far as survivability — if I'm not careful I get stomped either way. (Which is not to say my survivability is bad, it's actually really good — it just requires more attention.) However, all divines improves the Shadow from 13% to 19%. That's a pretty significant improvement, no?
For a bomber or ganker it’d be okay I guess. I probably notice the difference in survivability more because I build for it.
I’ve found survivability is something that can’t be halve assed. If you’re under 25k health in 5L with no armour lines you’re going to be really squishy anyways.
I usually play a healblade so my number 1 issue is no self burst heal. I’ll have hots ticking on myself but major defile and a dot or two means my health won’t recover, I need all the survivability I can get. I can’t build for more self healing so need to build for survivability instead.
Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Yea, this is right. That’s why I said 3% crit damage or so because the shadow mundus is the go to PvE mundus these days, so maybe 2% total dps with raid buffs, and that’s the increase based off no trait ignoring the benefit from the existing traits.
New players I’ve noticed always overestimate the effect of divines. That’s why there are lots of new players who try to run divines in pvp and get crushed. Impenetrable for pvp is the only trait that has a large effect. Block cost reduction’s good for tanks too.
It may be just because I'm a squishy AF cloakblade, but I didn't notice any difference at all between impen & divines as far as survivability — if I'm not careful I get stomped either way. (Which is not to say my survivability is bad, it's actually really good — it just requires more attention.) However, all divines improves the Shadow from 13% to 19%. That's a pretty significant improvement, no?
For a bomber or ganker it’d be okay I guess. I probably notice the difference in survivability more because I build for it.
I’ve found survivability is something that can’t be halve assed. If you’re under 25k health in 5L with no armour lines you’re going to be really squishy anyways.
I usually play a healblade so my number 1 issue is no self burst heal. I’ll have hots ticking on myself but major defile and a dot or two means my health won’t recover, I need all the survivability I can get. I can’t build for more self healing so need to build for survivability instead.
Insane sustain + cloak/RAT is my survivability — I don't mitigate damage, I avoid it. Obviously that means I must be more careful about when & who I engage, but the playstyle is very rewarding in that just staying alive has become much more exciting, lol. (If you saw how little health I run with, you'd think I was insane.)
What do you mean by "with no armour lines"?
Divines in full gold will give your selected Mundus Stone 52percent boost. Which means;
238 Spell Damage becomes 363
2752 Penetration becomes ~4300
13percent Crit modifier becomes 19
Keep in mind this is in full gold divines.
Yea, this is right. That’s why I said 3% crit damage or so because the shadow mundus is the go to PvE mundus these days, so maybe 2% total dps with raid buffs, and that’s the increase based off no trait ignoring the benefit from the existing traits.
New players I’ve noticed always overestimate the effect of divines. That’s why there are lots of new players who try to run divines in pvp and get crushed. Impenetrable for pvp is the only trait that has a large effect. Block cost reduction’s good for tanks too.
It may be just because I'm a squishy AF cloakblade, but I didn't notice any difference at all between impen & divines as far as survivability — if I'm not careful I get stomped either way. (Which is not to say my survivability is bad, it's actually really good — it just requires more attention.) However, all divines improves the Shadow from 13% to 19%. That's a pretty significant improvement, no?
For a bomber or ganker it’d be okay I guess. I probably notice the difference in survivability more because I build for it.
I’ve found survivability is something that can’t be halve assed. If you’re under 25k health in 5L with no armour lines you’re going to be really squishy anyways.
I usually play a healblade so my number 1 issue is no self burst heal. I’ll have hots ticking on myself but major defile and a dot or two means my health won’t recover, I need all the survivability I can get. I can’t build for more self healing so need to build for survivability instead.
Insane sustain + cloak/RAT is my survivability — I don't mitigate damage, I avoid it. Obviously that means I must be more careful about when & who I engage, but the playstyle is very rewarding in that just staying alive has become much more exciting, lol. (If you saw how little health I run with, you'd think I was insane.)
What do you mean by "with no armour lines"?
I run five divines high damage +cloak/rat without a heal on my stamblade and it's quite fun but one mistake lag spike or hot fart from an opponent and i die.
For me the art of escaping is intoxicating 😉