Death_By_Smiley Posted October 8, 2013 Share Posted October 8, 2013 So as we all know, BIS Enhancements are hard to come by for PvE. Thus, token assignment isn't just for set-bonus for armors, but also for a getting those BIS enhancements. This is made harder, since the only Best in Slot (BIS) enhancement available from comms is Alacrity/Power/Endurance from Marauder legs. Edit: This sheet is for 2.4 HM Token Gear items (HM Dread Fortress and palace). This doesn't necessarily apply to 72 token items and lower. Thus, I made a cheat sheet for everyone that has the enhancements for each token item. This should help raid groups assign tokens, and help people make the most informed decision on how to spend them (for example, sorc DPS would actually be better getting the Assassin DPS offhand, since it gives the rare and needed Accuracy/Power/Endurance enhancement). Note: I don't address armors and mods for the following reason: armors are all setup as expected, tank set armors are high endurance, DPS and Heals are all high main stat. Best in slot mods for heals and dps (mainstat/power) can be acquired by all classes except Strength users for 80 ultimate comms. Strength users have to spend a bit more to get (strength/power) mods. Tanking mods for comms unfortunately all suck, but all the token mods appeared BIS for tanks. That said, I didn't have room to address whether they were defense or absorb. Please let me know if I have anything wrong. I will correct it quickly. Happy raiding! https://docs.google.com/spreadsheet/ccc?key=0AocmtBO8DmSddGFXVDg5SUd5OHE2S3NYcG5kdGFsb3c&usp=sharing Link to comment Share on other sites More sharing options...
VoW_LugNut Posted October 8, 2013 Share Posted October 8, 2013 Very useful. Thanks! Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 8, 2013 Author Share Posted October 8, 2013 NP. And if anyone notices I got something wrong (I listed 96 enhancements and 48 ear/implants. I'm sure I made a mistake in there somewhere), please let me know, and I'll correct it ASAP Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 8, 2013 Author Share Posted October 8, 2013 By the way, my personal analysis: hands kind of suck. Of the hand pieces, 3 are not BIS, only 1 is highly sought (meaning power/acc or power/surge), and 7 of the 16 are crit/alacrity, which is generally considered a bad enhancement. Only 3, three!, have power, and two of those are with alacrity. My suggestion: go for chest and legs, learn those HM bosses, and you'll get the most useful enhancements. Boots also have a lot of accuracy crit. Link to comment Share on other sites More sharing options...
Ausgelebt Posted October 9, 2013 Share Posted October 9, 2013 no power/surge implants for marauders? :< Link to comment Share on other sites More sharing options...
cxten Posted October 9, 2013 Share Posted October 9, 2013 no power/surge implants for marauders? :< Don't worry, you can grab the juggernaut one. Vindicator MK-X to the rescue! Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 9, 2013 Author Share Posted October 9, 2013 no power/surge implants for marauders? :< Yeah, All Strength implants, Ears, and Mainhands are interchangeable. The same applies to every class (though you may have to strip the barrel/hilt, et al. out) Link to comment Share on other sites More sharing options...
dipstik Posted October 9, 2013 Share Posted October 9, 2013 what is force/tech power in full 78? Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 9, 2013 Author Share Posted October 9, 2013 what is force/tech power in full 78? Couldn't tell you off hand. I'm not there yet Link to comment Share on other sites More sharing options...
Arenatah Posted October 10, 2013 Share Posted October 10, 2013 Thank you based OP for this list Link to comment Share on other sites More sharing options...
OneShotXV Posted October 10, 2013 Share Posted October 10, 2013 (edited) what is force/tech power in full 78? 2302 tech power (1151 each barrel) Edited October 10, 2013 by OneShotXV Link to comment Share on other sites More sharing options...
Anthraxal Posted October 10, 2013 Share Posted October 10, 2013 Very handy, thanks! Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 11, 2013 Author Share Posted October 11, 2013 Glad people are finding it useful. Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 12, 2013 Author Share Posted October 12, 2013 I just updated this to make it more "pub-side" friendly. The enhancements are unchanged, but the labels should make you feel better. Link to comment Share on other sites More sharing options...
paowee Posted October 12, 2013 Share Posted October 12, 2013 Woot awesome thank you for this! Link to comment Share on other sites More sharing options...
diadox Posted October 12, 2013 Share Posted October 12, 2013 (edited) I just updated this to make it more "pub-side" friendly. The enhancements are unchanged, but the labels should make you feel better. Could be worth noting that unlike snipers, gunslingers can't use the barrel from a scoundrel offhand since it's specifically tied to shotguns. Thought I'd point it out since you encourage snipers to grab the operative knife. Anywho, great work! Edited October 12, 2013 by diadox Link to comment Share on other sites More sharing options...
Death_By_Smiley Posted October 21, 2013 Author Share Posted October 21, 2013 Could be worth noting that unlike snipers, gunslingers can't use the barrel from a scoundrel offhand since it's specifically tied to shotguns. Thought I'd point it out since you encourage snipers to grab the operative knife. Anywho, great work! This is reflected in the latest update. Link to comment Share on other sites More sharing options...
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