Gear
There are three factors what to consider when choosing gear:
The bonuses on the item.
The stat distribution of the item
and the Item level of the item representing the increase in maximal Hit Points and damage.
In most cases the bonus is the deciding factor to take an item. However, when the bonuses are not so great, the other factors are part of the decision. When items do not have any bonus - like enchantments - then their purpose is the increase of Item Level and changing the stat distribution into a more favorable way. Then the recommendation of the stat priorities stated in Part 1 can be followed:
Slots that change the stat distribution in a bigger manner - like the mount equip power - are typically cheap to change. Thus, these slots should be still filled based on the stats needed.
For slots that change the stat distribution slightly it is recommended to start taking Hit Points and then fine tune stats by switching gear out which gives Hit Points.
With this update, I have added a ranking for the bonus each item provides. The ranking goes as followed:
βββ For great bonuses (and often recommended items)
ββ For good, but not really awesome bonuses.
β For moderate bonuses.
β For exceptionally bad bonuses.
Besides, the order goes from interesting choices to less interesting choices: e.g. a moderate starter item with one β is in front of a hard achievable good item with ββ. Adding this ranking also means that this section got a bit more subjective, so take it with a grain of salt.
The deciding factor of a piece of gear is given as a subtitle.
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