Rodahn wrote:
Not sure if you looked at it or not (or even if you have an EQ2 Players subscription, which I think they are giving free to everyone here soon, anyway), but here is a link to my current set-up:
http://eq2players.station.sony.com/Blackburrow/Siennah/The beauty of the Ranger AA trees, is that they are relatively easy to fill effectively (even more-so if you look at it from a pure DPS standpoint) since we are such a one-dimensional class.
Health and Mitigation are of paramount importance as you start getting into the end-game content. If you ever step back up into that sphere of the game, it will help you tremendously. You'll generally get more spells that up your DPS compared to those that up your health and MIT (because those will obviously be going to the tanks/melee DPS classes)
Me getting into the endgame is pretty much never going to happen, and even if I did I wouldn't screw around with more mitigation AAs than I have for my all-purpose setup, even though I tend to like survivability. There are just too many parse-obsessed morons to deal with getting PUG instance groups, and you can't count on getting DPS buffs either. It's all too easy to get stuck in a group of Rangers, Assassins and Warlocks with one incompetant fury for heals.
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I would recommend against going with a melee-centric weapon set up because our ranged auto-attack just does SO much more damage. The Croaking Dirk will carry you just fine through Kunark content and much of the way through TSO content.
I'll never go back to the dirk; in fact I really wonder why I even still have it in the bank. I have a strict rule about melee weapons: they're for when you have to melee, including using your melee CAs fromt he sweet spot. They aren't for boosting ranged DPS; you have all the other slots for that. If they can do that too, great, but I'll always base my melee weapon choices on melee power. The only reason a shield is acceptable is that it still boosts melee ability by making you more able to survive it.
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I would reccomend using the Dirk + a shield. From the TSO instance Atrebe's Lab in Fen's of Nathsar there's the Shield of the Assassin. From Kunark there's a Voracious Shield of Striking that drops off the named shark off the coast of Danak in the Overthere. From TSO instanced Guk there's the Buckler of Deadly Chaos, as well (which is a non-raid version of what I wear, the Ethernauts Roundshield of Knowledge).
I've got a ranged-DPS shield now for instances and raids, but going back to the dirk is not going to happen. It's not worth the loss of melee power to boost your poison damage by that amount. One of the main reasons I use the shield is to survive when the tank loses aggro, which happens all to frequently. I've for all intents and purposes tanked DF from beginning to end because of that.
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Beauty of a shield, is that you get a nice boost of mitigation + stats/procs beneficial to DPS.
That's why I like the one I have now, but if I ever got 2 ranged-boosting melee weapons, the shield will rapidly disappear, even if it's slightly better for ranged stats. As it is, I never use it for soloing.