Hey guys, what would be best for my auto warg ranger? Should I go with a +12 EMH, or a +12 White Drooping Eddga? And if there are any other suggestions besides these two I would love to hear it. Thanks in advance
Auto Warg Ranger Headgear Question
#1
Posted 24 November 2016 - 04:08 PM
#2
Posted 24 November 2016 - 04:48 PM
Don't waste money on a +12 WDE unless you already own one. It will be replaced early next year.
#3
Posted 24 November 2016 - 04:55 PM
Don't waste money on a +12 WDE unless you already own one. It will be replaced early next year.
new headgears coming? where is it posted?
#4
Posted 24 November 2016 - 05:21 PM
#5
Posted 24 November 2016 - 06:17 PM
wait i thought they were never going to implement that? i've read some posts saying iRO won't have nightmare biolabs
#6
Posted 24 November 2016 - 08:02 PM
You dont have to believe everything you see on the internet, including this post.wait i thought they were never going to implement that? i've read some posts saying iRO won't have nightmare biolabs
#7
Posted 25 November 2016 - 01:12 AM
What they said is that the hats will be disabled in woe
#8
Posted 25 November 2016 - 08:55 AM
what do you guys mean is this headgear?
Old Camouflage of Rabbit Hood [1]
- Ranger
- All Stats + 1
- Each refine increases Long range Physical attack strength by 1%.
- Each 2 refines adds MaxHP + 1%, MaxSP + 1%.
- Each 2 refines increases 15% damage with [Bomb Cluster].
- Each 2 refines increases 10% damage with
how come it's better than WDEH?
#9
Posted 25 November 2016 - 09:15 AM
The enchants it can receive.
(plus the Warg strike dmg missing in your post)
#10
Posted 25 November 2016 - 09:27 AM
what do you guys mean is this headgear?
Old Camouflage of Rabbit Hood [1]
- Ranger
- All Stats + 1
- Each refine increases Long range Physical attack strength by 1%.
- Each 2 refines adds MaxHP + 1%, MaxSP + 1%.
- Each 2 refines increases 15% damage with [Bomb Cluster].
- Each 2 refines increases 10% damage with Warg Strike
how come it's better than WDEH?
Add the missing critical part, definitely surpassed WDEH with constant % damage mod increase instead of by chance plus the slot convenience
#11
Posted 25 November 2016 - 09:57 AM
only the warg bonus hardly isnt what makes it better, it's the enchant on the hat
#12
Posted 25 November 2016 - 10:04 AM
only the warg bonus hardly isnt what makes it better, it's the enchant on the hat
Yeah especially warg strike damage not increased by nolimit
What enchant it would be?
#13
Posted 25 November 2016 - 10:16 AM
only the warg bonus hardly isnt what makes it better, it's the enchant on the hat
Still ash even w/o enchant so far no other gears directly affect final warg strike damage except this one, I think its a major warger gears breakthrough.
Yeah especially warg strike damage not increased by nolimit
What enchant it would be?
Read this thread for complete info
Edited by Casval17, 25 November 2016 - 10:25 AM.
#14
Posted 25 November 2016 - 10:31 AM
only the warg bonus hardly isnt what makes it better, it's the enchant on the hat
Actually the warg damage alone makes a hell of a difference and makes it almost on par with an Eddga if both were +12.
The CRIT enchant just makes it so bloody powerful that it is laughable. CRIT5 is about as high as anyone would need it, however CRIT3 is when it surpasses the Eddga hats damage (if you were not including the warg damage, ranged bonus and fact that all the bonuses here are almost constant as oppossed to the Eddga hat).
#15
Posted 25 November 2016 - 10:41 AM
Still ash even w/o enchant so far no other gears directly affect final warg strike damage except this one, I think its a major warger gears breakthrough.
Read this thread for complete info
Thanks for the link, the enchant really amazing
But it say take whole lifetime to get the enchant, this encourage people not to do it
#16
Posted 25 November 2016 - 10:45 AM
Thanks for the link, the enchant really amazing
But it say take whole lifetime to get the enchant, this encourage people not to do it
not for the big guildies who owns tons of gods and MVPs.
besides why need to farm when the big guildies would sell it, its easier to buy from them
#17
Posted 25 November 2016 - 02:30 PM
Actually the warg damage alone makes a hell of a difference and makes it almost on par with an Eddga if both were +12.
The CRIT enchant just makes it so bloody powerful that it is laughable. CRIT5 is about as high as anyone would need it, however CRIT3 is when it surpasses the Eddga hats damage (if you were not including the warg damage, ranged bonus and fact that all the bonuses here are almost constant as oppossed to the Eddga hat).
Thanks for this. I am having a hard time choosing an enchant in the event it will be implemented in the future. All of them seems good.
#18
Posted 25 November 2016 - 04:40 PM
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