The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it’s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice! From Omougi on the EQ2 Forums: Our goal with these adornment and spell conversions is to give you guys something in the place of nothing essentially. Before, you were playing a zero-sum game if you had enough crit...
critical mitigation
Editor’s Note: A week ago, Dethdlr sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn’t been polished or edited. But in light of today’s announcement, it’s timely and provides an interesting contrast to my article. For many years in EQ2, I was a casual raider. What I mean by that is, I would primarily run group zones with guild mates but from time to time I would join a pickup raid or tag along when another guild needed to fill some raid slots. Several...
A funny thing happened when I was chatting with some folks about today’s news of Critical Mitigation being completely removed from EQ2. A few of them were surprised when I reminded them that Crit Mit has been part of EQ2 for over 3 years. Critical Mitigation was introduced in November 2008 with The Shadow Odyssey expansion. At first, it played no part in solo quests or group zones, thus many people weren’t even aware of it at the time. But anyone who was into raiding x4 (24 person) zones, and later, Ward of Elements x2 raids, has been collecting...
Drunder and Critical Mitigation The Shadow Odyssey introduced Critical Mitigation, a stat needed by players to survive the heavy hits of raid bosses and enemies. Sentinel’s Fate upped the numbers, but it was Destiny of Velious which rolled out Critical Mitigation to all group zones and even overland solo content. The three new Drunder dungeons, new Citadel of V’uul x2 raid, and three new Drunder x4 raid zones are no exception and set alarming new standards for the amount of Critical Mitigation needed even to do heroic content. Adding to the concern is that while mobs can be examined...
As we first discovered in our Critical Oversight in Public Quests Gear? article, the progression from solo quest gear, to Public Quest gear, to Group Instance gear, and on to Raid gear, has not made a whole lot of sense. In particular, Critical Mitigation has been all over the map. Silius has announced some upcoming changes in the Critical Mitigation numbers of various gear throughout the Velious itemization range.
Feldon
July 13, 2010 2:19 pm
Hirofortis has posted a thought-provoking thread on the EQ2 Forums regarding Critical Mitigation on raid gear and pondering just how much Crit Mit is needed to proceed in raiding. Just looking at the Tier 1, Tier 2, and Tier 3 raid gear available in-game, a player can acquire critical mitigation amounts of 110%, 127.8%, and 141% respectively, not including any critical mitigation achieved by having high numbers in the necessary stats. Critical Mitigation from Raid Armor Sets T1 T2 T3 Head 10.00% 12.00% 15.00% Chest 20.00% 20.00% 20.00% Shoulders 10.00% 12.00% 15.00% Forearms 5.00% 9.60% 12.00% Hands 5.00% 9.60%...
There has been some talk on the EQ2 Forums both in PvP circles and elsewhere, in the Beta forums, not to mention EQ2 Flames, with a lot of concerns about how fairness is going to play out in the Battlegrounds. There have been suggestions that people will exploit and game the system as a stepping stone to progress further in raiding. I am not taking sides in this, but so far I am reasonably happy that these issues are being watched like a hawk. Parts 1 and 2 of what should probably be a 2 part post. 😉