Welcome to the war, comrades. You have been selected to receive the latest training and tactics fresh from the warfront. The tried-and-true strategies you are about to hear are extremely effective and CLASSIFIED. Let’s get to the briefing. Today, we will discuss the value of different secondary stats in PvP with regards to healers and DPS.
More after the Jump…
After the fantastic articles by Ghoztt about stats in PvE for healers/DPS and tanks, I thought I would also talk about secondary stats, but from the PvP perspective. The first question to answer is “What are secondary stats?” Secondary stats are all of the stats besides Expertise, Cunning, Aim, Strength, Willpower, and Endurance. Some examples of these are critical rating, surge, accuracy, defense, absorb, and power.
One quick note: Because of diminishing returns, I am a big proponent of stat prioritization instead of stat stacking. What does that mean? That means I like to have a balance of stats with an emphasis on certain areas, rather than pushing all of my points into one stat.
It seems like there are four tiers of stats when it comes right down to it. Stats from the same tier will compete, i.e. the larger one stat is on a particular mod, the smaller the other stats from that tier are on that mod.
- Endurance/Primary stat
- Critical rating/power
- Surge/accuracy/alacrity/defense/absorb/shield rating
Expertise is on a tier all by itself, but in reality, it is affecting other stats in a way. Because of the presence of Expertise, there will be less of the other stats than will be seen on PvE mods of the same rating. This is to keep PvP and PvE gear balanced for the job they do, and to minimize the ability to go from one to compete in the other.
Critical rating is a very useful stat for all classes in all situations. This stat increases the critical chance of your skills, which will mean more damage and more healing. In general, it is fairly straightforward to obtain 35% crit chance with PvP gear, and an additional 5% from the Smuggler/Imperial Agent buff will take you to 40%. This is about as high as you want to go, as pushing crit rating past this point will result in too much work for the gain. Diminishing returns start really making it difficult at about 30%, so getting it up to 35% is all that most people do.
It is important to note that some specs have auto-crits built into them, for example Rage/Focus for Sith Warriors/Jedi Knights. There is a talent that makes Smash/Force Sweep an auto-crit after Force Charge/Force Leap and Obliterate/Zealous Leap. Critical rating has much less of an impact on this spec, but there are many other skills that still could use it, so it pays to still attempt to reach the 40% mark.
Surge increases the damage done by critical hits. The default value for the additional damage percentage is 50%, which means that, with no surge whatsoever, an attack that deals 100 damage normally will do 150 damage when it crits. With a healthy amount of surge, you can reach pretty high values, though 75% is what most people go for.
Power increases the bonus damage all of your attacks do and increase your healing power. Bonus damage and healing is also increased by your primary stat. You might think about bonus damage as where stats come into play with your direct damage. Thus, power is a very useful stat as well, but is usually only available in lieu of critical rating, so there is a measure of choice that comes into play here.
Accuracy is one of those odd stats that some people like and some people don’t. First off, you need to know that there are two types of damage: melee/ranged and Tech/Force. These are nicknamed “white” and “yellow” damage due to the color of the FlyText that appears when you get hit with it. The default value for accuracy of white damage types is 90%, while for Force and Tech damage the default accuracy is 100%. This means that accuracy is really not that useful for classes that rely primarily on Force or Tech attacks, while it is quite useful for melee and ranged classes.
Accuracy over 100% allows you to pierce defenses. What does that mean? That means that when you attack an enemy, they make a roll to defend against the damage before they make another roll to see how much damage is done. The first roll is applied with your excess accuracy against their defense rating, so accuracy can help when attacking classes with a lot of defense, like tanks.
Alacrity lowers cast time on channeled skills. This is another hotly-contested stat. There is one thing that I will say right now, because every time I make a post on my site that mentions alacrity, it seems like people are waiting in the woodwork to tell me that it is useless because the global cooldown is 1.5 seconds. Alacrity lowers the global cooldown if the induction of the skill is lowered down past 1.5 seconds. This is important, because healers can use this to get off casts in almost as low as 1 second that would normally take 1.5 seconds. This greatly lowers the chance of interrupts.
I like to prioritize critical rating and surge to the soft caps of 35%/75% unbuffed. After that, I will work on power.
Alacrity is a favorite of mine on my healers, and accuracy is very important to me on my Gunslinger for Sharpshooter spec, since it is entirely based on ranged damage.
I do not prefer accuracy over other stats for my Sage, however, because he uses Force attacks. Alacrity is useless for my Sentinel, as I only have two skills that have a cast time, and they aren’t long. If I ran my Sentinel purely Focus specced and nothing else, then I would have that auto-crit skill, so power would be preferred. Since I like to run multiple specs, I balance it pretty evenly.
Join us again next week for the tank edition of secondary stats in PvP.
Use this information well, soldier. Fight for victory and die with honor. Till our next briefing, DISMISSED!