Forsaken World - Nugget's Pure Wind Bard PvE Build / Guide

 Latest update: 7 June 2014

Note 1
Build has changed slightly due to the +1 to skills from runes giving greater flexibility. It's still primarily a PvE build, but runes have given more options for PvP too. It's detailed where relevant below. I chose Nyos to boost Wind's AoE power at 35 nature. Nyos 55 is another AMAZING one. Because you can spam Requiem like there's no tomorrow, and each Requiem can give up to 30% chance to reduce the target's Attack Power by 55%, at 55 Nyos, Requiem becomes and offensive, AoE-based bubble, not just on you, but on your whole party.

Note 2
Expansion, new talents, level 90. Take them all. Take it all after requiem. That is all. XD

This is what my build looks like. I am building primarily for PvE, and of course, I'm not an expert. =) This is just what I've found works for me so far and what I think will work in the future.

This build has changed and changed again in the course of learning more, and updating this guide, so please take it as exactly that - a guide! It's not set in stone, and it's not something you *have* to follow. Hopefully it's something that lets you understand stuff better, and then make your own decisions.

It's rather long (haha), and some bits attempt to show my evolving concerns, because every class plays differently at different levels, and even if your chosen class doesn't seem much different, changes in other classes as they level up affects you, unless you never intend to group at all.

This build uses 17 rune talents total, that's the maximum number of runes you can socket. The maximum number of *blues* you can socket is 7, but that's only important in that you need at least 7 blues with 35 nature in total between them to gain the AoE bonus from the Nyos tree. Update: There were more rune things unlocked since I wrote this, so you get a few more talent points.

The talent tree I've shown here is base, without runes. I will indicate how many points should be filled in by runes. Obviously, the +s from runes will come at a slower pace depending on time and money. Note that you CANNOT get a +1 from runes in a talent that has pre-req talents.

You can see if a talent has runes by maxxing it, then mousing-over it in the in-game talent tree. If it still shows a 'Next level' after it's maxxed, it has a rune. Of course, this means you have to max the talent to know, so... either make a lot of alts, or use a lot of talent compasses. ;)

All 3 solos have runes (Solo of Wind, Light, Water). All are incredibly rare. And yes, they will give you the skill outright, though without the boosters to improve the skills, the value is arguable.

I've left 2 spare talent points free, put them wherever you like.

Rune List, courtesy of Aely from Illyfue, FW forums.

That being said, here we go. =)||

Why choose this stuff? Here we go...

Zephyr 5/5

Because wind is buffs AND DPS.

Infuriate 5/5 [6/5 with runes]
Because wind is DPS AND buffs.


Wind Melody Knowledge 2/2
For moar pewpew.

Tuneless Wind 3/3
I used to think of this talent as 'It's nice, but it's a filler. Not worth it for me to talent a filler, though I've read reports of it doing nice big numbers if you do take it.' My views have since changed.

The thing to understand here is that you're not taking it for the damage it does, you're taking it for the wind resistance it lowers and how that in turn increases your damage, and the damage of your wind-attack based party members. That being said, I'd only advise taking this once you're in your 70s, because before then, other talents will be more important.

I considered taking Waving Ripple 5/5 in the Water tree, but after further consideration, I believe that Tuneless Wind gives a higher DPS increase, simply because it scales. Basically 10 points of resistance = 1% less damage done. So -10 to resistance means that 1% more damage is done to the target. This in turn scales with the damage being dealt, vs a static 150 more Attack on your Surge (and 15ish more Attack total on your courage later on.) Tuneless Wind, if taken after 70, should boost your Wind damage (you'll be spamming C chords to DPS) and your Wind group members' damage by at least 6%.

Art of Music 0/2
You can take this when you're under or averagely geared, especially pre-70, as you'll be doing a lot of baptising. After 70, other talents start to return more, and I'd retalent to take it out, or not take it at all. 

Acoustic Stretch 0/3 [3/3 with Rune Talents]
Get (3/3) from runes. Results in a small end-game increase in DPS, if you factor in the amount of time it lets you continue spamming Cs rather than renewing buffs. Note that Acoustic Stretch runes are rare and expensive.


Solo of Wind 4/4 [5/4 with Rune Talents]
This got buffed majorly. Take it, take it all. At 4/4 it's 160 (180 at 5/4) free mastery that you can keep up ALL THE TIME, together with 12% damage reduction. That's 16% when combined with a runed 4/3 Windblade Shield. Take it. Take it. TAKE IT.

Rapid Melody 0/3
Great for PvP, for PvE, I don't tend to kite all that much.

*Even in Hell Road, I kite fine without this.

Gentle Sway 4/4
A must - this makes all your buffs buffier. And many people think Buffy is seksy. Frankly, I think Baptism is more seksy than Buffy!


Wind Shadow 3/3
Pew and help your party pew!

Divine Music of Wind 0/3
I originally put points in this, took em out again with a talent compass. Reason is - this is a PvE build. I do not gem for evasion, and I barely PvP (all I did was get my green necklace). You won't be able to evade bosses with only the evasion from this, and if you don't gem and gear hardcore for evasion, this really won't help you much in PvE.

Melody of Wind 4/4
Pew pew pew.


Sandstorm 0/2

Take this if... you pvp a little:
it's nice in PvP and nice on some self-healing WBs. But only take it after L60. Preferably after L70. The reason is that you're using 'spare' points from runing up Advanced Solo of Wind and Windblade Shield to have enough points to put in here, and still have 3/3 in both Advanced Solo and Windblade Shield. Before 60, leave this at 0/2 - after that, it's your choice.

Do NOT take this if... you never pvp: ALL except to earn green necklace/rings.

Advanced Solo of Wind 1/3 [4/3 after Runes]
Many will say this is useless - 12% of 1000 is only 120 etc. This is true on the one hand. On the other though... with Windblade Shield 4/3 (another talent folks think is useless), you take 16% less damage every 10s. It's not huge, by any means (lolwut, only 160/1000?) but it is there and consistent all the time. Put it another way, it's the equivalent of having 160 in each and every single resistance so...

This is at 1/3 because the other 3 points will come from runes.

Wind Maneuver 2/2


Wind Rhythm 2/2
It's a really nice DPS talent, but the only time I use Note of Rest to spam DPS is when the boss is so easy I don't need to do anything but surge and courage. Which is uh... other than low level farming (and even sometimes then with baby squishy teammates)... really not all that often. -_- Maybe after I'm geared out the wazoo (if ever), it will be good. Before that, nah.

Note: My perspective on this changed a bit at 65 with Light Sonata. Now I can and do spam C chords when I only maintain surge/courage/baptism. However - that being said - I still don't use Note of Rest on my C Chord spam unless it's a very safe boss fight in a small instance where we won't move much. !Hello fissure bosses! This is very much a personal preference thing though, and if you're comfy whipping out Note of Rest at every opportunity, go for it.

Note2: Perspective changes again at 70-75 (depending on the groups you get). At 75+ especially, I'd say go for it! The reason is that by 75 almost all the priests you group with should have AH by hook or by crook. This usually means you'll be baptising a lot less, and DPSing a lot more, particularly when you get Requiem and Frost Storm both (AoE pewpew). By this point, you should also be comfortable enough to spam Cs when you want to, and still be able to weave your baptism if you have to. Additionally, by 70+ you'll start getting your scaling talents, so your damage output will be appreciably higher than before - this makes it even better.

Just one thing though - DO NOT TAKE THIS BEFORE 70.

Wind Resist 0/4
With 3 in Advanced Solo of Wind and 3 in Windblade shield (3/3 for both is achieved with runes), sure it'd be nice to have this on TOP, but really, I get more 'resistance' out of those two skills combined than wind resist. And this is PvE build so... nah.


Improved Chord of Wind 3/3

Movement: Song of Wind 1/2 [2/2 after Runes]
Run, Spot, run! (I don't find the 2% more on something I can only cast (with this build) every 90s to be worth it.)

Ferocity of Wind 0/2 [2/2 after Runes]
Doesn't really matter in PvE, but it's a nice PvP talent. As with Sandstorm, only take it after L60. Preferably after L70. The reason is that you're using 'spare' points from runing up Advanced Solo of Wind and Windblade Shield to have enough points to put in here, and still have 3/3 in both Advanced Solo and Windblade Shield. Of course, if you love PvP, you may choose to take this (and Sandstorm) earlier. Note that you'll get 2/2 from runes.


Advanced Rhapsody of Wind 2/2

Voice of Freedom 2/2
The definitive wind bard skill. -_- Get out of jail free card. I have this at 2/2 because I don't like WONDERING if it will be up in time. If you can live with that uncertainty, make it 1/2.

Wind Speed 0/2
It's nice, but I preferred to use it on other things. If you aren't convinced by my argument about Advanced Solo of Wind + Windblade Shield, this is a good place to put things. Note that you COULD take the 2/5 points from Waving Ripple and put them in here... But Waving Ripple runes that I have seen (or not seen) are really rare, and really expensive. So that would mean you'd need 5 WR runes instead of 3. Your preference.


Windstorm Movement 2/2
Crit chance, crit dodge, mana regen, oh my!

Note that the description on the TALENT TREE is WRONG for the mana restore portion. What it really does is, "Has a 25% chance to restore 1% of YOUR max mana to party members every 4s." Yes, it's a bit pathetic on the mana-restore front from normal movement. However, the crit chance and dodge is still nice. Movement: Song of Wind has a 20% chance to restore 1% of YOUR max mana to party members every 1s. -_- This is on top of the chance given above, at least as far as I've seen from personally testing. Additionally, the chance for proc is every 4s.

That means, every 4s, it rolls a 25% chance to see if it will proc and restore 1% mana. The description isn't QUITE as clear as that, but it's how it works. It also means that in a 'best case' scenario for Movement: Song of Wind will proc 1% of your max mana restore 10 times. In a worst case scenario uh... nothing happens.

Also, it means that the restore may be a much higher percentage of a party member's mana, relative to yours. If it procs on a Protector, and it is restoring 1% of your max mana - as a bard - that's way more than his max mana as a prot.

One more thing to note is that it rolls each time for each party member, separately. So some people may have little blue numbers, while others have none.

Windblade Shield 1/3 [4/3 with Runes]
See the above stuff mentioned in Advanced Solo of Wind. Note that it's 1/3 on your talent tree, it should be 4/3 with runes.


TIER 10:
Advanced Voice of Freedom 2/2
Advanced Get Out of Jail Free. ^_^

Inspire 3/3 
Because you will have a LOT of AP even if you just use buffs. If you gem for damage, among other things, like I do...


TIER 11:
Notes of Wind 2/2

Wind Inspiration 3/3


TIER 12:
Requiem 1/1


!!WATER TREE!! Important if you are considering...
Waving Ripple 2/5 [5/5 After 3 Waving Ripple Runes]
[Note: This entire bit has been rewritten after much discussion and testetestesting.]

5/5 in this talent will give you 150AP, but how much is that 150AP worth to your party? Well, here goes!

At the time I ran this test, I had 2/3 Inspire, so it was a theoretical 6% increase (rather than 9%).

Test 1: Remove 150 ap (3 rage IIs, gear without AP), test with party member watching her AP from my courage.

Test 2: Put on 150 ap, test again

 6% of 150 should be 9. What we got was 12. That is MORE than 6%. O.o

Gentle sway doesn't factor in this +150 test, since it is present in both tests, and can therefore be ignored.

So now we have the very reasonable statement, 'yes dear but it's still piddly to your party'. And to that I must agree. It IS piddly!

But 150 to me is not piddly - yet anyway - and it's constant, the party piddles are on top of it.

Conclusion, Inspire returns more than it should. However you must consider whether it's worth it to take Waving Ripple, when Inspire's AP returns, though higher than they should be, still aren't anything amazing to the party.

I used to think I'd rather have that straight 150 extra over any of the other stuff (including Wind Rhythm), because in the case of Wind Rhythm especially - I don't like to gamble. I like consistency and steadiness.

However, as detailed in the beginning (yes waaaaay up there) of this post, I had a fresh look at the scaling damage derived from Tuneless Wind's wind resistance debuff, and have since changed my mind. However, all the stuff said above still applies, so if you still want it and you aren't convinced by Tuneless Wind and Wind Rhythm, go ahead! =)

Rune Tree Update: No reason not to take this now - with 3 points via runes. Not a priority though, fill up easy runes first. Waving Ripple runes seem RARE.

Nyos Rune Talents (17 points)
Wind Talent Runes
Total rune points used for wind Rune Talent Name
3 Acoustic Stretch x 3 (nice to have)
6 Advanced Solo of Wind x 3 (key skill - max it)
Movement: Song of Wind x 1 (nice to have)
Inspire x 1 (VERY nice if you can get it)
Ferocity of Wind x 2 (PvE nice to have, PvP max it)
Infuriate x 1 (Very nice if you can get it)
Windblade Shield x 3 (key skill - max it)

Water Talent Runes
Total rune points used for water
Rune Talent Name
Waving Ripple x 3 (very nice if you can get it)

Light Talent Runes
Total rune points used for light
Rune Talent Name
Solo of Light x 1 (If you can get it, why not.)


Bot setup
Note that you NEED 35 Nyos nature (or more) to use this setup optimally. I have no idea if it's any good if you have less than 35 Nyos nature.

My gem priority in an IDEAL situation, my gem priority would be...
Bloodstones, Ragefire, Crit %, Crit Damage %, Crit Dodge%, Crit Reduction %

Goldsparks and shattershards - where previously I viewed wind bards as steady DPS rather than a high-crit class, I had a philosophical change of heart. While our crit is not as good as a water bard or a rebel priest, and our crit is only on our wind damage skills - still, I've found that in decent groups I can C-spam quite a bit. And so, to Hell with survivability! ;) Gimmeh NUMBARZ! But more seriously, I'm still gemming full bloods and rages before sparks and shatters, and my gear is ALL something-stout, so I have, and will continue to have decent survivability. If you don't want to go kamikaze this way, crystallines and twilights are definitely a good thing. ;) And for the other slots, anything but azures. Mana is of no use, pot through it.

60-75 Gear IDs
Any stout gear, forget the set gear, it's not really good for Winds. Re-IDs in order of importance: HE / HP / Crit heal / Mastery / Attack (NOT Wind Attack)

Reason is from 60-75, you'll be covering the bulk of the aoe-healing where it's needed, and stacking HE in these level ranges lets you do that beautifully without appreciably gimping you. After 75, as stated earlier, your priests should all have Angelic Harmony, and you shouldn't need to baptise so much anymore.

75+ Gear IDs
Mighty stout gear (if you can get it, it's very very rare to see it on Storm for bards). Re-IDs in order of importance: Attack / Mastery / HP / Crit Damage / Crit Chance / HE / Crit Heal.

General Tips / Observations
Most priests I PUGged with from my mid-50s to late 60s thought I was light, and were surprised to find out I wasn't. Honestly, wind isn't that much of a pushover as a healer *if the group is playing reasonably*, from 55-69. Just a few pieces of HE gear net appreciable returns with Gentle Sway. Just don't be lazy, and don't be stingy with pots. That being said they are NOTHING compared with a well-played decently-geared Light. The thing about PUGs is your chances of encountering a well-played, decently-geared Light at these levels seems somewhat low. ._.

Normal fights (after 55), do Baptism/Courage/Surge.

Hairy fights when everyone is taking damage (after 55) do Baptism/Majesty/Courage/Surge (assuming you have no light bard in the party). Baptism stacks, no matter how many bards you have, you should generally cast it.

Baptism/Majesty/Courage/Surge works better for hairy fights (imo) where you have to hold Sonata of Life for the AoE, because the rotation just fits together better. If I'm careful, I can almost always counter the boss AoE immediately with Sonata of Life. Don't feel bad if you drop surge now and then, just put it back up fast as you can.

I find Fantasy to be mostly useless in PvE, unless your group is full of evasion-whores.

Your rotation will get easier once you have Light Sonata (65).

After 60, with Rhapsody of water - normal fights (if you feel like it) and hairy fights:
Baptism, Courage, Surge, Baptism, Majesty, Courage, Surge (use solo of wind), repeat.
This rotation (barring lag, having to move a lot, etc) will let you keep up all 4 comfortably.

It is easier after 65, with Light Sonata. With Light Sonata you can usually hit Sonata of Life exactly when you want to. Pre-65, you may not be able to to so.

If you do not yet have Sonata of Light, then in hairy fights, I would fall back on dropping surge from the rotation in favour of being able to time Sonata of Life. Do note that this is a non-issue after 65 and Light Sonata =)

Also, after 65 and Light Sonata, even without taking Acoustic Stretch, you should be able to spam Cs if you're doing only Surge/Courage/Baptism. It may take a bit of adjusting if you're used to only keeping your buffs up, and not focusing on DPS, but it's worth it once you get used to it. About 65% of the time, if I'm PUGging and I do this, I can take and keep aggro if if I want to - especially if I use Note of Rest as well.

After 70-74, and DEFINITELY after 75+ (depending on your parties)
Keep up Surge/Courage, spam Cs, use note of rest when you can, if you've specced into tuneless wind by now, use it. DON'T baptise unless your party obviously needs it. After 75 wind bards should have all their defining talents, and are better off DPSing than healing *unless the party obviously needs it*.

Where I'm Currently At Equipment-Wise
I stopped updating this 'where I'm at'  at 78. It's not that I won't be chugging along slowly getting upgrades and levelling to 80. It's that there's a point in FW where you can do all PvE content without being in any danger of dying if you know your class unless you a) do something really really stupid, b) get really really unlucky, c) try to solo something you really shouldn't (Koubo! haha), d) let your cat play your toon. That point comes much sooner than the general community (imo) likes to acknowledge.

I think my wind bard has reached that point - well I know, actually. XD So here's the last 'Where I'm At' that I'm going to put up. =)

Why is your HE so high *dated question to do with 60s-74 gear, 450ish HE? Are you going for the AS set?
Well... first off, it's NOT that high, and it's only going to drop further as I move into high 70s gear. It's average/decent for a wind bard, but only pathetic for a light. Pre-75 gear, I had my HE at 440ish, and it was good enough to offheal with. But post-75, I'm dropping it to under 100 (without Nyos). Wind bards come into their own after 70, and after 75, you REALLY start seeing it. So after 75, have much better things (yay AP, Crit, mastery) to spend my gear stats on vs HE.

Is the AS set any good for wind?
No, it's crap. I have all my 75+ gear waiting. The stats it does have that are directly beneficial to wind are easily surpassed by patiently building up non-set blues. My 65-74 set already surpassed the AS 75 set bonuses in HP and HE, and if I treat my 75+ gear the same way, it will MORE than surpass the AS 75 set in HP and HE no longer matter after 75, for wind. Nice as Crit Heal % is, it's not a priority for wind bards, imo. If I get my ideal which is Mighty / Deadly / Ruinous Stout on every piece, I'll surpass the attack bonus from the AS set as well.  Bear in mind that while Mighty is always amplified by Wind Bard Talents (hi inspire!), as you go up in mastery and gear pwnage, Ruinous will begin to return more. But don't neglect AP - because of Inspire. Come 75+ I'm now re-IDing for Attack/HP/Mastery/Crit%. Say goodbye to HE.

What about the ToK set vs Champion or Wargod? (Props to Dragonland on Storm for convincing me of this.)
ToK is very very good for alts, or if you don't want to spend a lot of time / money on your bard. Warning though, ToK is all-or-nothing. If you wear it ALL, the set bonuses make it competitive with (and possibly better than, depending on your choices) a mix-n-match set that can take a large combination of time and money to put together. If you can only wear a few pieces of ToK, don't bother. The set bonuses from just a few pieces won't make up for what you lose from getting attack/hp and crit/hp from mix-n-match. However, ToK is incredibly cheap these days, so if it's an alt, and if you use the full set, go right ahead.

If you're poor / cheap / it's an alt, hey? - then I advise going for 9/12 one piece at a time, rather than going for 6/12 on all, then trying to slowly get them all up. 9/12 first on strategic pieces (boots, weapon, shoulders, gloves, belt) will give you back more than 6/12 on everything. Yes, people may look at you funny, but I've tested this. XD

Champion and Wargod are better than ToK, but the same all-or-nothing applies, especially since a lot of both sets seem to love def/mana. ._. All-or-nothing is much harder with Champion and Wargod though, unless you GoS / Tok / ASHM or PvP nonstop, so if you take champ, you're likely seeing a long road before you see the +65 and +35 mastery from the full sets. The base stats are better than ToK, but the bonuses are much more all-or-nothing than ToK.

Summary: If you're going to be playing enough to really farm the heck out of PvE (and spend quite a bit of cash on crafting the materials) or PvP a lot, then go Champion (PvE) or Wargod (PvP). If not, go ToK.

ZOMG! How much did you spend on this game?!
I've played FW for slightly over 24 months now, and have purchased about US$200 in Zen. I've yet to SPEND it all.

Economy has changed in terms of what people will pay for from gathering professions, now that you can fly around and pick herbs/mine without aggroing. Metal still seems to sell, but herbs have been hard hit.

Hay, if you don't CS for gems and don't sell mercs for moneh, how did you get those HP pre-75 (I was 18k pre 75)?
Part of the reason my HP are so decent is - arena neck. 50-59 bracket, ?66? HE, ?360?HP with a 150HP+ ID. Arena jewelry - especially necklaces - is something you should aim for. It's REALLY easy to get, and even a noob can game the system. No, really.

Game the system? Lil 'ole meeeee?
Yup. You see, you have to do at least 10 arena matches per week to qualify for points, and in order to buy gear, you need at least 1000 ranking (the absolute beginner's ranking if you don't lose), in order to buy the low end green items like the necklace mentioned above. Which is far and away better than ANY necklace you'll find in the AH, short of an epic one that costs a couple of D.

So - just play ONLY 3v3 or ONLY 6v6. That way, it doesn't matter if you lose (though of course, winning gets you more arena points per week.) Even if you lose, you'll still get points based on your 1000 rating from the arena you didn't touch. You can then use your points to buy gear that has a minimum 1000 req for that arena. So all you need to do, really, is go over and over till you have the rep level you want. It took me two weeks to get to L3 rep, which got me the 50-59 slot green necklace. L4 if you want 60, L5, etc. It's worth it. Of course, once you start winning, you switch over to the one you haven't won in yet, to rake in more points. I'm just putting it out there that even if you ALWAYS LOSE NONSTOP... you can still benefit.

I've heard wind is hella squishy. Are you squishy like a leftover sashimi slice?
Despite my utterly ignoring defence and accuracy gems (I'll basically woreANYTHING stout pre-75, so my def and acc comes from there) in favour of purely bloodstones and ragefires, I'm pretty hardy. I credit that in part to maxxed Advanced Solo of Wind and Windblade Shield. If I find I start missing, I'll gem a single eagle II or III, but as of now, with the way I pick my gear, I see no need. 

Let's put it this way - when and if I die in a dungeon, it's usually due to my own stupidity, and not because of Teh Squishy.

It's too hard to get all that gear and all those gems. :(

I know it's counterintuitive, but it's true, and this applies for all classes, starting latest level 50 - buy your gear TEN LEVELS before you need it. Trust me. At least 10, maybe 15. You'll get to make a lot better choices this way, and save a lot of money. If you level slowly, and you do this, you'll have a very, very decent set of gear by the time you hit the level to wear it all. I do this for every character I have, but my wind bard is the first one to benefit from closely following that rule. My vamp and rebel (both over 60 as well) have a mix of 65+ and 65- gear. My bard is the only one with all 65+, and I strongly recommend ONLY 65+ gear until you get to 75. It's really just that much better. If my vamp had all 65+ gear, she'd probably have 18k hp at 67, rather than her 16.2k.

All chars over 60 now get 2 gem boxes a day from GL, so if you have massive altitis like me, this may help you. I have 3 over 60 atm, and may have 5 in a few more weeks. We'll see.

And if you think this is expensive, just go play a vampire, a priest, or a warrior. XD Perspective. It halps.

Hey, didn't you use to say what your DPS was like?
Yeah, I did, but that was from back when noone believed wind bards were worth bringing. XD I don't think I need to say what it's like anymore, at least not on that account. ._. Look at Hell Road. The top ranks are ALL wind.

Subscribe here to get my FW posts without being spammed by all of the other non-FW stuff I natter on about. :)

Forsaken World - Defence in PvE vs PvP

Defence is not 1:1 with damage - it's 1:1 with ATTACK.

That means that if your opponent has 2000 atk and 3000 bonus damage (5k total), and you have 900 def, the base damage will be 4100 AND THEN masteries/resistances/wrath will apply.
And that means that , in your example, the damage recieved with 900 defence and 500 resistance would actually be 2050, not 1400.
But let's not forget that there are tons of variables. For example: how exactly does resistance work? Does it subtract from the opponent's mastery or from the damage output? And thus, if the opponent has 0 mastery, does that mean that 500 resistance will reduce damage by 50% or will it not have ANY effect at all.

Bottomline: Defence would be a good stat to gem-soccet/refine/id IF solarflares and ragefires, bonuses, base stats etc offered the 2 stats in a 1:1 ratio, or at least close (like with acc-eva) but since both atk and defence effects are buchered down a lot by wrath, and since def is very low compaired to atk+bonus dmg to begin with... It's not really worth it in PVP.
But in PVE there is no wrath effects. Moreover, instead of 1-2 players hitting for much there are many mobs hitting for little, so defence's effect is multiplied. Thus, it's an excelent PVE stat.

Because this makes perfect sense, tallies with my own experience, and I'm sick of people spouting stuff that they obviously don't understand, with an utter disregard for context.

Forsaken World - It seems bizarre, but I love that FW is cash shop based.

Which is rather odd, coming from someone whose other MMO 'love' is Guild Wars - which is pretty much at the other end of the spectrum. Where what you get, you pay for with skill.

More specifically, I love how FW has built the entire game architecture around its cash shop.

Yes, it's Pay2Win, just like any other CS game.

You want the BEST gear? The BEST character? Pay for it - either in cash, or in scads of time. And it works beautifully.

It works beautifully because you can indeed pay for it in scads of time. Unlike other PWE games, there really is no NEED to use the cash shop. If you play 18 hours a day, every day, you most certainly won't need to use the cash shop. This is rather different from say, Jade Dynasty, where if you wanted to play 18 hours a day, every day, without using the cash shop, it would be so agonising as to be impossible. (Yes, I know China's JD doesn't have cash-shop-fuelled, PWE-approved bots. I don't even want to think about what JD would be like without those bots - or espers, as they're called.)

By 'pegging' the prices of RL currency to in-game currency, and further balancing that by making mobs and quests give untradeable currency, PWE has solved the inflation problems that plague this genre in one fell, elegant swoop.

And it isn't just the triple currency system which makes it shine. It's how they've thought out and integrated every single thing that has anything to do with economics, the game economy, and currency. They haven't just limited their economic controls to their trio of virtual currencies, one of which interfaces with real cash. They've elegantly tied crafting, consumables, gear drops and the player propensity to trade and hoard stuff into the system as well. And they've even created a crafting system where the crafted items are valuable at least half the time. Sometimes extremely valuable - and sometimes even more valuable than 'set' pieces even with their special bonuses. It's really nice to be able to sell the stuff you make for a decent price, to other players, and at least break even from crafting, if not always make a profit. (Gear is in the Diablo/WoW style, with both randomly statted pieces, and set pieces with random stats and set bonuses.)

What's more, it's because of this thought and integration that every single piece of gear in FW is BoE. No BoP gear. Ever. There *is* BoP stuff... but this BoP stuff is advanced crafting materials used to make potions and consumables. And it's bound because they want people to join guilds - and guess where these things can be bought? Ayup, higher level guildhalls.

Guilds (or more specifically, guildhalls) in FW require daily tradeable gold to maintain, in addition to other various point system scoreboards. For those of you who've MUDded, it's very much like the old 'rent' systems you'd find in some MUDs, with the main difference being that only guilds pay rent - players don't.

But back to the pure-BoE gear.

Even with gear being pure BoE, people do still run instances for gear because it is, after all, cheaper than buying it off the auction house - if you don't count the time you spend in instances hoping that something with stats you can use / the set piece you're looking for will drop.

What it means, though, is that you really, really, REALLY don't need to kill something(s) over and over again with people you can't bloody stand, just to get more/better stuff so you can... rinse and repeat.

But what, you ask, are you paying for, O gloriously juicy one? Are you pimping your yous out with your wallet? Should you not be buying crispy battered chicken instead?

Nah, I'm not paying to be THE BEST. On the level of cash shop whales, where spending goes into the thousands, and sometimes even tens of thousands, I have neither the means nor the desire to compete. What I find myself spending money on is mostly (lol) bags for my packrattitis, and stuff like that. Since I started playing FW slightly over 6 months ago, I've dropped US$50 on it - and I haven't even spent most of it yet. Meaning, I've bought the currency, but I think I've only actually *used* US$15 of that $50.

I do like earning my in-game tradeable cash by myself, even if it only exists because *other* people are spending money. It isn't the 'I'm too leet to cash shop' mentality - it's more of the, 'I currently don't feel any burning NEED (unless I'm feeling really lazy)'.

At levels 70-80 (my highest toon ATM is 60), I have a feeling that I *will* drop a bit of cash on my gear to bring it up to a standard of passability that satisfies me. However, PWE has designed FW so well that I know that I don't HAVE to spend that cash...

...if I play 3 times longer than I do now. XD

But hey, put it like that, and I'm suddenly very sure that I'd much rather drop the cash on it!

Interestingly, because of the odd mentality in CS games, people are somewhat more easygoing in instances than they are in subscription games, and CSing is NOT seen as being compulsory if you want to get into groups. There's a curious ambivalence when it comes to players who CS, not least because there are arena rankings as well.

On the one hand, people are happy that things die faster (as long as the things aren't themselves), when they're with a CSer. And on the other hand, there's the desire to poke one's nose in the air and say, 'All people who use the cash shop are clueless nubs, and not leet like meeeee...' But the end effect is that people in FW are pretty forgiving of gear that isn't all that good - vs gear that is poorly chosen but expensive. Poorly chosen expensive gear is met with vocal derision, due to the CS dynamic, and of course - envy! He blew all that cash on his gear, and it's stuff that's totally shit for his class? NOOOOOOOB!!!!

All in all, I'm surprisingly - and incredibly - happy with Forsaken World, despite its being the polar opposite of Guild Wars. Never thought I'd say this, but I love them both!

Of MMOunts and Water Allergies, or "Hey, where'd your sheep go?"

So there the nugget was, doing Trade Runs in Forsaken World, while a faintly bemused nugget-boy watched from behind his book. The nugget-boy, you see, is not a gamer.

Forsaken World Trade Runs in a PvE server are extended run-around-a-lot quests you do to get rep, which you can then exchange for tradeable gold.

They are an incredibly mindless MMO version of a TradeWars style planet-hopping trading game, and go something like this:

1) Get Trade Run quest from Merchant NPC
2) Buy stuff from Merchant NPC
3) Open map, click on map location of next merchant NPC, let computer autorun your toon
4) Read a book, go afk and make a sammich, watch a movie in the other window, or - in this particular nuggety case - fall over on your side like a beached whale, and stare rather blankly at nothing
5) Repeat until you've gotten the maximum amount of currency allowed in that run
6) Hand in to Merchant NPC
7) Do it all again

Showing incredible restraint, nugget-boy managed to wait until the third or fourth instance of nugget falling over on her side, and lying beside her laptop like a blankly staring beached whale before asking, 'Umm... what are you doing?'

Nugget: I'm waiting for it to autorun to the next trading post. By itself. I did mention a bot could play this game.

Nugget-boy: I... see...

Continuing with business, Nugget falls over a-la beached whale a couple more times, only this time, nug-toon is dismounted because she decided to ride into a silly body of water.

Now, as all we MMO players know, MMOunts are generally highly allergic to water. There is absolutely nothing surprising about a large sheep vanishing upon contact with a small body of water.

Except if you don't play MMOs.

"Hey," quoth nugget-boy, "Where did your sheep go?"

Nugget: Uhhh *thinks furiously about how to explain what, on a fresh look, seems like utter insanity*

Nugget: *DING!* It's allergic to water!

Nugget-boy: O.O But where did it GO?

Nugget: It uh - it hid in my bag!

At this point, hysterical giggles are starting to bubble up from beneath the batter, but the nugget bravely manages to suppress them.

Nugget-boy: Your sheep fits in your bag?

Nugget: Uh, yes. It's allergic to water so it jumps in my...heh bag... and once I'm on dry land I just... haha... take it out again because you know it really fits so well in my... heeheehahahHOHOHOHO!

By this point, I've infected Nugget-boy with teh giggles, and we're both laughing hysterically at the ludicrousness of the whole thing.

Maybe this is why MMO-wise at least, this is usually done in the company of other fellow MMO-folk, or alone.

Still... Nothing like a fresh pair of eyes to inspire a healthy dose of absurdigiggles, woot!

Forsaken World - Names Have Magical Powerz!

Forsaken World's priest class is a sad example of how dev confusion with class roles, and naming classes 'priest', 'cleric', 'non-ninja monk', 'medic' (or any other name players tend to automagically associate with healers if they've a) played any of this sort of genre at all, or b) played D&D), influences class perception.

Or more specifically, it's a negative example of how to handle a class that has three talent paths or specs, with one of them focused on healing, and the other two being no-holds-barred DPS of DOOM!

Because that's what priests in FW are. Two of the trees are flat out damage dealers, one more PvP focused, one more PvE focused. They are not inferior to other damage dealers in any way (once high level enough and people get their skills blah blah), and they do, in fact, have the highest Damage Per Hit (DPH) of all the classes, if not the highest DPS.

If FW priests don't spec for healing, they are NOT healers. They heal for about as much as an even-levelled potion.

And yet the LFG tool classes them as healers, no matter what. Main healers, to boot.

Silly devs are silly!

This is where I conclude that the problem is the word 'healer', and how people (including designers) define healers. What they've done is put a Franciscan, a Templar, and a Dominican together and said, 'Wut! They're all priests!' Well yes, but they're not all healers. And that's the problem with the LFG system, and player perception once they see a word that they associate with 'HAELZ!'

The LFG does this with vampires as well, classifying them as healers, but here's where an odd thing happens. And here's where player perception straitjacketing class roles due to poor naming really comes to the fore.

You see, vampires, exactly like priests, have one healing spec and two damage ones. The healing spec is a main healing spec. It is on par with a priest main healing spec. It is, without any argument, a main healer.

The other two specs are damage dealers, very competent ones - again with a PvP and PvE emphasis.

Yet no one in instances EXPECTS vampires to be specced into the healing tree.

LFG with only vamp for heals, and the vamp isn't heal-specced:
Ugh! Crazy system! It really needs fixing. Sorry guys. Yeah understood, it's cool.

LFG with only priest for heals, and the priest isn't heal-specced:

... and so on -_-

Most amusingly, the ONLY class where all three specs are some kind of party support with low to average DPS, and high to average party support is the bard. Which the system classifies as 'support healer only'. Go figure.

So all those ancient superstitions about Namez having POWWAH? >.> They're right.

Guild Leadership 101: Screaming WE ARE A FAMILY AND YOU BETTER PLAY TOGETHER does not make it so, and does not make it happen

Something silly-sad happened last night in one of the Forsaken World guilds I'm in that made me *gasp* *drumroll* miss raiding. Or at least, the discipline inherent in a good raiding group.

In Forsaken World, higher level guilds get major perks - including access to BoP ingredients needed to craft non-BOP high level food and potions. And subsidised potions, cool mounts, the whole works. What I find very important though, is the BoP food and potion ingredients, since in FW, you DO NOT REGEN (or well, you regen like a dying snail) if you do not eat/drink.

There's a daily instance called Gods' Trial, which runs for 1.5 hours in the time period when I play, and is an 'xp instance'. It's exactly what it sounds like - a super easy instance where you get oodles of xp. It's designed specifically to do that, and it's so simple that even PUGs find it hard to fail at it. Each run lasts about 20-30 minutes, depending on how fast people kill, and even as DPS pugging this, queue times are under 5 minutes, usually under 3. For a healer or tank, it tends to be under 1 minute.

So last night, feeling like a Dyootiful Nugget, I decide that I shall Be Social and Go With the Guild Instead of a PUG that Cannot and Will Not Fail.

And just like the previous time when I did this instance with said guild...

...I had to wait 20 minutes for people to FUCKING ARRIVE after being invited and the group showing as full.

20 minutes for something that, were you to queue in LFG, you'd get a group and be teleported in in under 5 minutes.

So, back to the fact that in the guild group I was in last night, there were two extremely inconsiderate people who made us wait 20 minutes at the instance transfer mob.

And so I whispered to our illustrious GM, who was in the group, '...not to be bitchy or anything, this is just feedback - but... our guild runs are always so slow to start. And people might be pugging because of that. In a PUG I get a near instant queue regardless of what class I am. If I go with a guild group I have to wait at least 15-20 minutes.'

...and she essploded. O.o

Nugget *cheeps*: But but... yeah I get the support the guild thing, but this instance is so easy, and ANY class gets a super fast queue. Naturally for harder instances I will prioritise the guild (being a healer), but for this one... anyone can get a slot - FAST.

Illustrious GM: Well you better hope you are active in the community, it's not about PUGs I will NEVER go with PUGs unless it is a LAST RESORT we are a FAMILY it doesn't MATTER if the PUGs are OKAY. (Yes, she started to remind me of a crazed Christian fundamentalist.)

Nugget: O.o Okay, fine. Sorry I said anything.

Nugget *thinks*: Ur stoopid.

Nugget *thinks moar*: we have to stick together and 'be a family' but people being totally fucking inconsiderate is fine? Making people stand around for 20 minutes so they're deprived of one extra round of something they could have gotten into in a MINUTE that only runs twice a day (once, effectively, unless you stay home and play all day) is fine?

*shakes nuggetteh fist*


And so...much as I'm glad I'm no longer raiding, much as I NEVER want to raid again, I miss some aspects of being in a disciplined raid.

Worst thing was, the solution is so obviously (to a nugget anyway) to make it known that hey, people, be considerate to your guildies. Don't make them wait, or else you will be whapped. But no, making the group wait 20 minutes for a 1 minute queue is fine. Stating that this attitude is a problem is not fine.


Forsaken World - Counterintuitive advice for DPS from a Divine priest

If you're not a Protector or a Warrior, and you see me, your friendly neighbourhood divine priest, being hit by a crapload of mobs - DO NOT AOE. (Unless, of course, you can kill all the mobs in that one AoE. Then go right ahead.)

And more importantly, DO NOT PULL THE MOBS OFF ME.


Because you'll die faster than I will if you do that.

See, PWE's game engines have retargetting lag on heals. After I target someone, I need to make sure I've selected them for at least 0.5s (or it could be 1s, I count by 3 spins of my mousewheel upon target change), or else the heal goes to ME. Not my target.

When a crapload of things are hitting on me, I'll be spamming heals on MYSELF, and probably the tank.

If a nice DPS (mages especially, you're so squishy), comes in and says I WILL SAVE J00 I WILL TAKE THEM!!!!!

That DPS will usually die. Not because I'm being mean but because I've been totally focused on, 'Oh oh oh oh stayin' aliiiiiiiiiiiiive!' that by the time I realise what you've done, and retargetted, and waited for the retarget to take... you'll probably be dead. This especially tends to happen in Arena of Souls.

Divine priests are very durable. Especially those with Iron Bone pets.

If you wanna tell the tank the healer's being eaten though, that's great - because I'm usually too busy BeeGeeing to be able to type that. And if you have a spare heal, no matter how puny, healing me with it is sweet. ;)

P.S.: This advice is good till level 49 - my priest isn't 50 yet. And so far trash in FW doesn't have the kind of disabling power that mobs in Guild Wars do, nor do they yet hit as hard as WoW heroics - where you really don't want them whaling on your healer.

To the searcher who asked: "how much money equal how much eyrda leaf"

400 Eyrda Leaves (charged from PWE) = US$10.00
1 Eyrda Leaf = US$0.025
20 Eyrda Leaves (Mercury Statuette) = US$0.50

1 Mercury Statuette = 20 Eyrda Leaves
1 Mercury Statuette (if you do Midas Touch, on average) = 5g
1 Mercury Statuette = US$0.50
1g = US$0.10
1g = 4 Eyrda Leaves
1g = 100s
1 Eyrda Leaf = 25s (don't pay more than that)

Note that this only works if PWE's grand currency and economy control experiment with Forsaken World works, and continues to work. It has all appearances of doing so right now, but we'll see in a couple of months.