What is a "good" Utility for Drops to look out for?

Started 15 Jan 2019
by Sepplord
in PvE
I am starting to get drops that are maxlevel during levelling and i don't to get a really good drop and not notice and sell it.

Is there a rule of thumb regarding utility what i should take a closer look at?

Is jewelry with sub50 utility worth keeping already?

Is it different for each slot? (aka a cloak being good at X utility, but a ring needing more/less to be intresting?)
Tue 15 Jan 2019 11:17 AM by opossum12
I wouldn’t keep anything below 50 util.

I also find that items with +skills (melee, magic, etc) tend to have boosted utility, so I try not to keep them unless they have very high util.
Tue 15 Jan 2019 6:13 PM by Seigmoraig
You should start looking for level 60+ items. Unless it has been changed since I did it in the beta (September/October) level 90+ ROG items drop in raids
Wed 23 Jan 2019 7:07 AM by rubaduck
Utility only tells you how much stats there are on a given item, it doesn't really tell you if it is good or not. A lot of people try to chase the highest utility ROG's but the fact is that the actual stats is what you need.

Every stat has a value of utility, and a 37.5 imbue point spellcrafted MP can hold 64 utility. That means anything between 55 to 64 will be a good target area as long as you need the stats.

On my druid in beta I had mostly 55 to 64 utility rogs and managed to fully template it with 99% qual SC'ed pieces. I wouldn't recommend to try to go anything better if you're already capped unless you're going for a weaponless template for a melee class (requires high high utility rogs with the correct stats, and MP crafted spellcrafting)
Wed 23 Jan 2019 8:20 AM by Sepplord
Thanks for the advice, i have also figured that tempalting seems to be pretty easy here.

You mention weaponless temps for meleechars...the benefit seems to be that i can use any weapons without caring about their stats right?
Is that a fashoin thing? Or why wouldn't i simply use the stats of the weapon i want to use too?
Wed 23 Jan 2019 8:22 AM by rubaduck
Sepplord wrote:
Wed 23 Jan 2019 8:20 AM
Thanks for the advice, i have also figured that tempalting seems to be pretty easy here.

You mention weaponless temps for meleechars...the benefit seems to be that i can use any weapons without caring about their stats right?
Is that a fashoin thing? Or why wouldn't i simply use the stats of the weapon i want to use too?

Yes, weaponless means every stat is capped without taking stats from weapons in to the equation. This gives you room to switch them out during combat without affecting the performance of stats. Very handy on merc/bm/savage/berserker/ns/sb/infil .
Wed 23 Jan 2019 8:28 AM by Sepplord
rubaduck wrote:
Wed 23 Jan 2019 8:22 AM
Sepplord wrote:
Wed 23 Jan 2019 8:20 AM
Thanks for the advice, i have also figured that tempalting seems to be pretty easy here.

You mention weaponless temps for meleechars...the benefit seems to be that i can use any weapons without caring about their stats right?
Is that a fashoin thing? Or why wouldn't i simply use the stats of the weapon i want to use too?

Yes, weaponless means every stat is capped without taking stats from weapons in to the equation. This gives you room to switch them out during combat without affecting the performance of stats. Very handy on merc/bm/savage/berserker/ns/sb/infil .

Okay thanks, one follow up question: is there a downside to swapping between weapons that have the same stats? (as long as i don't put Con/Hits on the weapons)? For example i have hammers and axes with the same stats on a berserker (or take it further, the hammers have +hammer and the axes have +axes). Does using those stats in the template have any downside (aka you can get hit, while switching and there is a window where no stats apply?)
Wed 23 Jan 2019 8:40 AM by rubaduck
Sepplord wrote:
Wed 23 Jan 2019 8:28 AM
rubaduck wrote:
Wed 23 Jan 2019 8:22 AM
Sepplord wrote:
Wed 23 Jan 2019 8:20 AM
Thanks for the advice, i have also figured that tempalting seems to be pretty easy here.

You mention weaponless temps for meleechars...the benefit seems to be that i can use any weapons without caring about their stats right?
Is that a fashoin thing? Or why wouldn't i simply use the stats of the weapon i want to use too?

Yes, weaponless means every stat is capped without taking stats from weapons in to the equation. This gives you room to switch them out during combat without affecting the performance of stats. Very handy on merc/bm/savage/berserker/ns/sb/infil .

Okay thanks, one follow up question: is there a downside to swapping between weapons that have the same stats? (as long as i don't put Con/Hits on the weapons)? For example i have hammers and axes with the same stats on a berserker (or take it further, the hammers have +hammer and the axes have +axes). Does using those stats in the template have any downside (aka you can get hit, while switching and there is a window where no stats apply?)

I don't know to be fair. I do know that there are a downtime in terms of swingtime but other then that the stats will take effect immediately you switch.
Wed 23 Jan 2019 8:50 AM by Sepplord
fair enough, thanks for you input and being honest
This topic is locked and you can't reply.

Return to PvE or the latest topics