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Discussion in 'Archive' started by SupremeV, Oct 10, 2013.
what dyes do u use my fellow tyrrs?
depends if u wanna dominate oly go con if u wanna be casual tyrr warrior got for str
cuz con helps with what exactly? haven't saw a single test proving con is better for something else than little health boost
i would bet for stun resistance, success rate.
con = max hp, hp regeneration, weight, breath, shield def. success rate, resistance to physical abnormal state
physical debuffs: stun, paralyze, knockback, knock down, hold, disarm, petrify
i will bet for check again how much it helps vs stun and the other debuffs
from all the expirements that i have seen con doesnt make a big enough difference to the resistances. and if you think about it you can see why... mages have the half con that fighter classes have, we are talking about 40 con less, they would be gimped if it made a big difference to resistances. the opposite goes for men.
on my tyrr i use 2x str+3 dex-1 and one str+5 dex-1 dyes.
since i focus more on pve atm the dex reduction is not much of an issue for me ( kamael=highest dex among warriors) and besides that istina shirt which gives +1 dex makes it more comfortable so currently my stats are:
dex:55 ( 57 is normal)
the ideal tyrr dyes imo are: 2x str+5 dex+1 and con+5 str+1
for the con issue and stun resist you can also check:
resistance to mesmerizing debuffs
awakened classes have a boosted resistance to mesmerizing debuffs, also known as incapacitating debuffs. there are two types of mesmerizing debuffs:
physical: stun, paralyze, knockback, knock down, hold, disarm, petrify
mental: sleep, mutate, fear, aerial yoke, silence
when an awakened character is affected by a mesmerizing debuff, that character’s chance of being affected by another debuff of the same type is lowered for 15 seconds. if the character is affected with a second mesmerizing debuff, the chance of being affected by another successful mesmerizing debuff decreases even further.
the first mesmerizing debuff has the usual chance of success.
the second mesmerizing debuff has 60% of the usual chance of success.
the third mesmerizing debuff has 30% of the usual chance of success.
a character affected by three mesmerizing debuffs at once becomes immune to further mesmerizing debuffs.
in addition, some awakening class skills boost resistance to physical (p. mez resistance) or mental (m. mez resistance) mesmerizing debuffs.