i agree, the creatures shouldn't use a block rating as much...at the most they should have a block rating for the school that is shown for them. EX: balance shark = balance block rating.....mainly because they can critical balance as well
critical is not needed because all creatures ALWAYS block, and that is making me annoyed we need the creatures to block less!
Plus.... Another reason critical is not needed is you can use strength. Example: A robe will say like 15% Myth Strength (has a fist symbol). If you have like I know some people have well over 65% Strength!! I just want to know how to get that much I mean like their balance and I am fire and I dont come close to that much. and Fire is supposed to be stronger than balance! I mean like seriously where do they get those robes :x If its from waterworks i will be so
For everyone that doesn't know this is, I learned from a friend that the more critical points you have, the more chances of "blocking" a block. I've even tried this, i first used my normal 163 critical on a boss that always blocks, he blocked my critical :(. I came back with 183 critical plus vengence, making a total of 283 critical, he didn't block . I kept using the same method and no one blocks . I wonder if this is like a balancing system where the higher points win over the lesser one.
i can understand your reasoning for why critical is use less but most creatures in the spiral do not have block its only the bosses have it do and its fair that the bosses have block and if you dont like it then just dont use gear that has critical and even if you critical and the boss blocks you still hit them so its no big deal ~Erica Nighthaven lvl 75 balance
This is a reply to AOHannahMontanna. I don't have Waterworks gear and I am a Level 58 Myth with a 56 percent boost. The best gear for my level always has the same name. I will tell you my gear, so I can tell you how I got the boost.
Hat: Illusive Headgear Robe: Illusive Robe Boots: Illusive Boots This equipment gives me a 48 percent boost. Athame: Claw of the Ghost Wolf (No damage boost.) Ring: Peridot Ring of Battle- 6 percent boost. So all together that's what I get. Also, just because your Fire, doesn't mean you should have a bigger boost than everyone, you know.
Cheryl Usually in the Scarecrow Realm for reagents
critical is not needed because all creatures ALWAYS block, and that is making me annoyed we need the creatures to block less!
Plus.... Another reason critical is not needed is you can use strength. Example: A robe will say like 15% Myth Strength (has a fist symbol). If you have like I know some people have well over 65% Strength!! I just want to know how to get that much I mean like their balance and I am fire and I dont come close to that much. and Fire is supposed to be stronger than balance! I mean like seriously where do they get those robes :x If its from waterworks i will be so
Actually, not true. In Avalon, many of the mobs have critical block as well, making it that much more frustrating.
I don't concentrate on critical. I concentrate more on damage boost, accuracy, power pips, resistance and critical block.
Waterworks gear is good for all-around boosts. But, it depends on your wizard. My level 80 Balance uses the WW hat and boots (best damage boosts), but I use a crafted robe for a little less damage boost, but boosts in other areas I need. I still have 70% damage boost, and would have much less if not for my Chimera pet, which gives me an additional 6%. Because Balance damage spells are weak, I need the damage boost.
My level 73 Ice has Waterworks gear, but I found crafted gear works much better for what I need. I do have 123 critical, but I don't rely on critical working when I need it, because it's so random. My Ice is a tank right now, except for damage boost. I can't seem to get it above 48% without sacrificing a lot of other stats.
My Ice:
Health: 5017 Damage: 48% Resistance: 23% (Fire and Storm are at 35%) Critical: 123 Critical Block: 95 (across the board) Power Pips: 102% Health In: 44% Accuracy: 80% base + 22% boost (no fizzles!)
This is all from crafted gear. Clothing, rings and athames. Also, choosing the right wand and amulet helps, too!
So, don't worry so much about critical, but concentrate on boosting your other stats so that you can survive the battle better.
AstroStorm, Vengeance only raises critical by 20 rating, not 100 rating, unless my computer is gltiched :D . So I calculated it, vengeance raises the chance of critical by 3 percent if critical is out of 600, which is what I heard. Just want to check.
AstroStorm, Vengeance only raises critical by 20 rating, not 100 rating, unless my computer is gltiched :D . So I calculated it, vengeance raises the chance of critical by 3 percent if critical is out of 600, which is what I heard. Just want to check.
Cheryl Level 59 Myth Scarecrow Realm
Vengeance raises your critical by 20%, not points. And the tc version is a 25% boost. That is if the card is correct, as it has the % sign on it. Brings my total to around 41% I think when I cast the trained spell. I use crafted Wintertusk gear, and a lifeforce blade (total critical 126 I think). Vengeance is very useful, but even with that, bosses will still block. I am a death wizard btw.