MSchuyler Posted December 2, 2014 Share Posted December 2, 2014 Mods and armoring have primary stats that vary with your character: Cunning, strength, aim, etc. Enhancements usually have a main stat of endurance plus one or more secondary stats like "alacrity" or some such. There are only a few enhancements per level available from a vendor, but if you are an artifice crafter, you can train on several dozen per level (thus conveniently spending a bunch of credits), that have stats all over the map. My question: What should you pay attention to when buying enhancements? Is there a secondary stat or stats that are more desirable or useful than another? Should you always go for alacrity over power. for example? Any help appreciated because I'm very confused over what to do here. Link to comment Share on other sites More sharing options...
Adric_the_Red Posted December 2, 2014 Share Posted December 2, 2014 (edited) Which stats you want will vary according to your Class, AC, and Discipline (formerly Specialization). For details, look at the SWTOR Class Guides on http://www.dulfy.net . Edited December 2, 2014 by Adric_the_Red Link to comment Share on other sites More sharing options...
NYYankee Posted December 2, 2014 Share Posted December 2, 2014 The aforementioned guides are a good place to start as it depends on what you're going for with your build. In most cases, it's safe to stack power. Shield, Absorb, and Defense are of interest to Tanks. Alacrity is good for ACs that rely a lot on channeled powers (e.g. sage/sorc healers). Accuracy typically isn't that critical as one can receive sufficient accuracy bonuses from other sources. The tweaks made in 3.0 may change the priority of these somewhat, but we won't know the full impact until more people have played it. For example, Accuracy is being made more important for tanks so that their taunts don't miss. Link to comment Share on other sites More sharing options...
Fidelicatessen Posted December 3, 2014 Share Posted December 3, 2014 The aforementioned guides are a good place to start as it depends on what you're going for with your build. In most cases, it's safe to stack power. Shield, Absorb, and Defense are of interest to Tanks. Alacrity is good for ACs that rely a lot on channeled powers (e.g. sage/sorc healers). Accuracy typically isn't that critical as one can receive sufficient accuracy bonuses from other sources. The tweaks made in 3.0 may change the priority of these somewhat, but we won't know the full impact until more people have played it. For example, Accuracy is being made more important for tanks so that their taunts don't miss. This is good advice, but not at endgame. At endgame, your melee/ranged Accuracy should be at 100%, and your Force/Tech Accuracy should be at 110%. You will not have to have Accuracy on every enhancement to achieve this, but you should stack Accuracy until you reach those numbers. If you're playing a healer or a tank, ignore that whole bit about Accuracy. Tanks want mitigation stats (Defense, Shield, Absorb), and healers generally want Power, Surge and maybe a bit of Alacrity. I haven't futzed around with any of the new changes, so it may well be that tanks need to start stacking Accuracy as well at endgame. Link to comment Share on other sites More sharing options...
NYYankee Posted December 3, 2014 Share Posted December 3, 2014 This is good advice, but not at endgame. At endgame, your melee/ranged Accuracy should be at 100%, and your Force/Tech Accuracy should be at 110%. You will not have to have Accuracy on every enhancement to achieve this, but you should stack Accuracy until you reach those numbers. If you're playing a healer or a tank, ignore that whole bit about Accuracy. Tanks want mitigation stats (Defense, Shield, Absorb), and healers generally want Power, Surge and maybe a bit of Alacrity. I haven't futzed around with any of the new changes, so it may well be that tanks need to start stacking Accuracy as well at endgame. You're absolutely right. DPS need Accuracy for endgame stuff. Thanks for correcting my mistake. I don't play much endgame as DPS and should have brushed up before commenting. Link to comment Share on other sites More sharing options...
JediQuaker Posted December 3, 2014 Share Posted December 3, 2014 So, then, basically, what enhancements you choose will vary with the class and build you are running, and to some extent on where in the game you are. I find that, when you are levelling, it's good to try to maintain a balance. When you get near endgame, it's time to get more specific. Also, while levelling, don't be too concerned about making bad choices. During the 12x XP bonus I just bought the mods (armor, mod, enhancement) off the Planetary Vendors on the fleet, in spite of the limited choice and the fact I could craft other ones. (It was just faster and cheaper, and didn't really affect much). Link to comment Share on other sites More sharing options...
Recommended Posts