INTRODUCTION
On November 23, 2010, I entered the world of Alterra as an inexperiened bear. With no prior MMO experience, I wondered through the various stages, speaking to very few people and leveling through doing campaign quests. I wasn't until a few months later, with the introduction of the Balefort Sewers campaign, that I actually started to learn my "role." Still, my knowledge greatly lacked in all areas: specs, skills, and gear. Then one day, I was introduced to the forums and soon met the person I consider my mentor: MrWallace. From that point on, it was like I was introduced to a completely new game.
During this "revelation", I began to understand my role much better and worked to perfect my craft. However, I became confused as I saw a vast increase in "bow bears" or "dex bears." Eager to find answers, I searched the forums to study strength gear and why so many individuals were taking this route. My journey allowed me to meet many players and we collaborated ways to improve our class; through skills and gear. As time passed, we saw Nuri's Hallows, Mount Fang, and Humania enter into the picture and the role of the bear has gone from "tank" to "confused." It has been discussed more than once here on the forums about the death of the tank-bear and the rise of the "scatterbear." With this consistant rise of dex-bears, and the insane amount of elixir usage, many bears are either booted from fear of the scatter or act as if they are another bird as they stand in the back and auto-attack their way to the boss.
So what happend to this class? Why do bears NOT use the gear intended for them? Will we see the class disappear in the near future?
A LOOK INTO STRENGTH GEAR: AO3 to HUMANIA
Before we can answer the previous questions, a thorough look into the past, and present, "endgame" strength sets is needed to form a better educated guess. This section is to provide statistical data allowing for the reader to view each set in one section. After each set is looked at, we will discuss the changes from AO3 to Humania and what the future may hold. Pictures will be provided in the apporpriate section to allow for visual recognition of the stated data.
NOTE: Only the "top" endgame gear is included in this section. I understand other sets and combinations exist, however, we are only looking at what STS has given to the community to consider as the "best" during those compaigns.
AO3
Rift Sets - Lootable:
Power Armor of the Rift Req: Level 50, 158 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 44 Armor [Part of a Set, From Galactic Overlord]
Overlord's Helmet of the Rift Req: Level 50, 154 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 29 Armor [Part of a Set, From T'Paxx the Executioner & Galactic Overlord]
Screaming Skull Shield of the Rift Req: Level 50, 158 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 34 Armor [Part of a Set, From King Mynas]
Gurgox Hammer of the Rift Req: Level 50, 158 Str 194-269 Damage, 1.4 Speed, 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 4 Armor [Part of a Set, From Gurgox the Great]
Plasma Battlesword of the Rift Req: Level 50, 158 Str 139-214 Damage, 1.4 Speed, 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 4 Armor [From Alien Minibosses]
Sunblessed Scmimitar of the Rift Req: Level 50, 158 Str 107-114 Damage, 1.0 Speed, 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 4 Armor [Part of a Set, From King Mynas]
Set Bonuses:
Rift Set I Overlord's Helmet of the Rift, Power Armor of the Rift, Sunblessed Scmimitar of the Rift, Screaming Skull Shield of the Rift +5% Dodge, +50 Health, +5 H/s, +3 M/s, +5 Damage, +12 Armor
Rift Set II - "Gurgox Rift Champion" Overlord's Helmet of the Rift, Power Armor of the Rift, Gurgox Hammer of the Rift+5 H/s, +5 Damage, +10 Armor
Cyber Sets
Cyber Armor of the Rift Req: Level 50, 157 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 46 Armor [From 100 "Ok'tal Totems" Quest]
Cyber Skull of the Rift Req: Level 50, 154 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 29 Armor [From 50 "Cyber Shards" Quest]
Cyber Kite Shield of the Rift Req: Level 50, 158 Str 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 34 Armor [From 5 "Shadows Essence" Quest]
Cyber Sword of the Rift Req: Level 50, 158 Str 83-92 Damage, 0.8 Speed, 11 Str, 8% Hit, 2% Crit, 2 H/s, 1 M/s, 4 Damage, 4 Armor [From 25 "Captive Shadows" Quest]
Set Bonuses:
Cyber Rift Set Cyber Skull of the Rift, Cyber Armor of the Rift, Cyber Sword of the Rift, Cyber Kite Shield of the Rift +3 H/s, +1 Damage, +8 Armor
Cyber Rift Set II Cyber Skull of the Rift, Cyber Armor of the Rift, Plasma Battlesword of the Rift+1 Crit, +3 H/s, +7 Damage
SHADOW CAVES
Hate Sets
Guardian's Armor of Hate Req: Level 50, 157 Str 12 Str, 5% Hit, 5% Crit, 3 H/s, 2 M/s, 6 Damage, 49 Armor [From Shadow Anubis & others, Cave V]
Guardian's Helmet of Hate Req: Level 50, 157 Str 12 Str, 5% Hit, 5% Crit, 3 H/s, 2 M/s, 6 Damage, 32 Armor [From the Shadow Lord & others, Cave IV]
Guardian's Kite Shield of Hate Req: Level 50, 158 Str 12 Str, 5% Hit, 5% Crit, 3 H/s, 2 M/s, 6 Damage, 37 Armor [From the Shadow Witch & Shadow Demon, Cave III]
Guardian's Battlesword of Hate Req: Level 50, 158 Str 141-216 Damage, 1.4 Speed, 12 Str, 5% Hit, 5% Crit, 3 H/s, 2 M/s, 7 Armor [From the Dark Genie, Shadow Prince & Shadow Demon, Cave II]
Shadow Hax of Hate Req: Level 50, 158 Str 85-94 Damage, 0.8 Speed, 12 Str, 5% Hit, 5% Crit, 3 H/s, 2 M/s, 7 Armor [From The Dark Archer, Cave I]
Set Bonuses:
Guardian Hax Set Guardian's Helmet of Hate, Guardian's Armor of Hate, Shadow Hax of Hate, Guardian's Kite Shield of Hate +3 Dodge, +1 H/s, +9 Armor
Guardian Battlesword Set Guardian's Helmet of Hate, Guardian's Armor of Hate, Guardian's Battlesword of Hate +3 Crit, +2 M/s, +8 Damage
NOTE: Could not find a Hate Battlesword at the time of this post.
BALEFORT SEWERS
Fortified Set
Fortified Gemstone Plate Req: Level 55, 173 Str 14 Str, 8 H/s, 8 Damage, 60 Armor Levels: 55 Recipe
Fortified Gemstone Helm Req: Level 55, 173 Str 14 Str, 8 H/s, 8 Damage, 37 Armor Levels: 55 Recipe
Fortified Gemstone Shield Req: Level 55, 173 Str 14 Str, 8 H/s, 8 Damage, 47 Armor Levels: 55 Recipe
Fortified Gem Battle Sword Req: Level 55, 173 Str 136-162 Damage, 1.3 Speed, 14 Str, 8 H/s, 12 Armor Levels: 55 Recipe
Fortified Gemstone Sword Req: Level 55, 173 Str 120-128 Damage, 1.0 Speed, 14 Str, 8 H/s, 12 Armor Levels: 55 Recipe
Set Bonuses:
Fortified Gemstone Sword Set Fortified Gemstone Plate, Fortified Gemstone Helm, Fortified Gemstone Sword, Fortified Gemstone Shield +2 Dodge, +50 Health, +8 H/s, +4 M/s, +16 Armor
Fortified Gem Battle Sword Set Fortified Gemstone Plate, Fortified Gemstone Helm, Fortified Gem Battle Sword +2 Hit, +9 Crit, +4 H/s, +4 M/s, +6 Damage, +5 Armor
NURI'S HALLOWS
Demonic Sets
Demonic Glyph Platemail Req: Level 60, 140 Str 23 Str, 5% Dodge, 7 H/s, 5 M/s, 9 Damage, 66 Armor Levels: 60 Recipe
Demonic Glyph Plate Helmet Req: Level 60, 140 Str 23 Str, 5% Dodge, 7 H/s, 5 M/s, 9 Damage, 43 Armor Levels: 60 Recipe
Demonic Glyph Shield Req: Level 60, 140 Str 23 Str, 5% Dodge, 7 H/s, 5 M/s, 9 Damage, 53 Armor Levels: 60 Recipe
Demonic Glyph Battle Sword Req: Level 60, 140 Str 221-273 Damage, 1.3 Speed, 23 Str, 5% Dodge, 7 H/s, 5 M/s, 11 Armor Levels: 60 Recipe
Demonic Glyph Mace Req: Level 60, 140 Str 198-273 Damage, 1.4 Speed, 23 Str, 5% Dodge, 7 H/s, 5 M/s, 11 Armor Levels: 60 Recipe
Set Bonuses:
Demonic STR Set 1H Demonic Glyph Plate Helmet, Demonic Glyph Platemail, Demonic Glyph Mace, Demonic Glyph Shield+7 H/s, 7 Armor
Demonic STR Set 2H Demonic Glyph Plate Helmet, Demonic Glyph Platemail, Demonic Glyph Battle Sword+4 H/s, +7 Damage, +2 Armor
NOTE: No pictures available for Demonic Longsword. Searched for over a week and noone has one.
MOUNT FANG
Crafted Orlok Sets
L65 Crafted Orlok's Chiroptera Plate Req: Level 65, 150 Str 25 Str, 7% Dodge, 3% Crit, 8 H/s, 5 M/s, 11 Damage, 70 Armor
Vampiric Plate Fiber (3), Vampiric Bloodstone Setting
L65 Crafted Orlok's Chiroptera Helm Req: Level 65, 150 Str 25 Str, 7% Dodge, 3% Crit, 8 H/s, 5 M/s, 11 Damage, 46 Armor
Vampiric Plate Fiber (3), Vampiric Bloodstone Setting
L65 Crafted Orlok's Regal Shield Req: Level 65, 150 Str 25 Str, 7% Dodge, 3% Crit, 8 H/s, 5 M/s, 11 Damage, 56 Armor
Basic Orlok Buckler Shield (2), Vampiric Bloodstone Setting, Vampiric Blade Silver
L65 Crafted Orlok's Chiroptera Claymore Req: Level 65, 150 Str 217-292 Damage, 1.3 Speed, 25 Str, 7% Dodge, 3% Crit, 8 H/s, 5 M/s, 11 Armor
Basic 2H Orlok Blade (2), Vampiric Bloodstone Setting, Vampiric Blade Silver
L65 Crafted Orlok's Chiroptera Sword Req: Level 65, 150 Str 170-200 Damage, 1.3 Speed, 25 Str, 7% Dodge, 3% Crit, 8 H/s, 5 M/s, 11 Armor
Basic 1H Orlok Sword (2), Vampiric Bloodstone Setting, Vampiric Blade Silver
Set Bonuses:
Crafted Orlok sword set bonus (helm, plate, shield, sword): +3 Str, +1% Dodge, +7 H/s, +7 Armor
Crafted Orlok claymore set bonus (helm, plate, claymore): +3 Str, +5% Crit, +5 H/s
HUMANIA
Tiki God's Sand Walker Swathe
Req: Level 70/160 Base STR Stats: 33 Str, 7% Dodge, 3% Hit, 3% Crit, 5 Health, 8 H/s, 5 M/s, 15 Damage, 82 Armor
Tiki God's Sand Walker Helm
Req: Level 70/160 Base STR Stats: 33 Str, 7% Dodge, 3% Hit, 3% Crit, 5 Health, 8 H/s, 5 M/s, 15 Damage, 61 Armor
Tiki God's Sand Walker Scimitar
Req: Level 70/160 Base STR Stats: 240-315 Damage, 1.3 Speed, 33 Str, 7% Dodge, 3% Hit, 3% Crit, 5 Health, 8 H/s, 5 M/s, 16 Armor
Tribal Tiki Crusher of Emotion
Req: Level 70/160 Base STR Stats: 200-234 Damage, 1.1 Speed, 33 Str, 7% Dodge, 3% Hit, 3% Crit, 5 Health, 8 H/s, 5 M/s, 16 Armor
Tiki God's Sand Walker Drum
Req: Level 70/160 Base STR Stats: 33 Str, 7% Dodge, 3% Hit, 3% Crit, 5 Health, 8 H/s, 5 M/s, 15 Damage, 72 Armor
Set Bonuses:
Tiki God Sand Walker (1h) - +3 dodge, +24 health, +4 health regeneration, +4 maximum damage
Tiki God Sand Walker (2h) - +2 health, +4 health regeneration, +15 armor
ANALYSIS
Now that the data has been provided, we need to take a look at the "evolution" of the strength set through each campaign. (It should be noted, as we go from this point, I am a level 71 with a Mecha Bear face. This will skew the properties of the sets and does not reflect how the sets will perform at varying levels within the game.)
Defensive stats
I will first look into the defensive statistics of the sets. If we look at the defensive stats (or set survivability), I will compare each set to the next as well as the differences between pure strength and dual spec.
Working our way down, I will begin with dodge, followed by health, health regen, and armor:
Dodge: (dual, str)
Rift: 16 (1h); 8, 11 (2h)
Cyber: 11 (1h), 8, 11 (2h)
Hate: 12, 14
Fortified: 9,11 (1h); 11, 13(2h)
Demonic: 32
Crafted Orlok: 38,41 (1h); 31, 37 (2h)
Sand Walker: 39,41 (1h); 31, 34 (2h)
Health (health regen):
Rift: 754 (19), 853 (21); 698 (17), 796 (19)
Cyber: 738(17), 832(19); 718(15), 816(17)
Hate: 736 (20), 834(21)
Fortified: ??(47), ??(49); 702(34), 801(36)
Demonic: 733(41), 832(43)
Crafted Orlok: 737(46), 836(48); 724(35), 823(37)
Sand Walker: 784 (40), 882(42); 746(32), 844(34)
Armor:
Rift: 139, 144; 103, 108
Cyber: 138, 142; 97, 102
Hate: 151, 156
Fortified: 189, 194; 31, 135
Demonic: 198,203
Crafted Orlok: 210, 215; 146,151
Sand Walker: 265, 270; 179, 184
Looking at the defensive stats, a steady increase in each stat was seen in each category with exception to health and health regen. Those two categories seem to go up then down with each update with Fortified being the highest for health pool and Crafted Orlok highest for regen.
Offensive Categories
I will know break down the major offensive categories: Hit%, Critical Hit, and Base Damage. (I will not focus on dps as base damage is the major statistic factoring into skill damage.) The categories will be separated in the same fashion as the defensive categories.
Hit %:
Rift: 131, 99; 123, 91
Cyber: 131, 99; 123, 91
Hate: 119, 87
Fortified: 99, 67; 101- 69
Demonic: 99, 67
Crafted Orlok: 99, 67; 99, 67
Sand Walker: 111, 79; 111, 79
Crit:
Rift: 26, 25; 22, 22
Cyber: 26, 25; 22, 22
Hate: 34, 33
Fortified: 14, 14; 23, 22
Demonic: 15, 15
Crafted Orlok: 27, 27; 28, 27
Sand Walker: 28, 28; 31, 31
Damage range:
Rift: 173-180, 137-144; 246-321, 220-295
Cyber: 145-154, 109-118; 193-268, 167-242
Hate: 142-151, 117-126
Fortified: 184-191, 158-165; 200-226, 174-200
Demonic: 278-353, 242-317
Crafted Orlok: 247-276, 221-250; 286-361, 260-335
Sand Walker: 286-320, 260-298; 330-405, 305-380
From an offensive standpoint, strength sets have received a gradual increase in base damge. However, Hit% and Critical Hit has been very sporadic. We see Critical hit take a slight nose dive after AO3 then gradually climb back up after Fang. However, Hit % has taken a drastic nose dive since AO3 and has never recovered.
Skills - Stomp
Below are stats showing the damage the skill "Stomp" provides while equipping crafted Humania gear:
Pure Strength (Sand Walker 1h/2h):
Dual Strength/Dexterity (Sand Walker 1h/2h):
Dual Strength Dexterity (Sand Skipper Crossbone Set):
Looking at skill damage, we can make notice of two main points: (1) Dual speccing (having dexterity) adds to damage range efficiency, and (2) more strength adds to top end skill damage.
When comparing strength sets, we notice a lower base damage with pure strength speccing. However, we also notice an average increase of 3 points in top end damage. This may not seem like a lot, but it can be argued, especially in pvp, each damage point is essential.
When comparing the two strength set setups with the Sand Walker Crossbone set, we see a skill damage that is more efficient (range from low to high) than the 1h/2h Sand Walker sets, yet similar to the 1h set. The 2h Sand Walker set is far superior to the Sand Skipper Crossbone set when looking at skill damage. This is where the "bow bear" argument comes into play. Many bears use dex sets because of the psuedo-belief that dex sets provide more damage. In fact, while they do increase hit% and dps, the skill damage lacks and makes a tank less effective.
DISCUSSION
I will keep the discussion section relatively short. This is where I would like the community to chime in and post any thoughts/ideas/critiques. I will, however, begin the discussions with my observations and thoughts over almost 2 years of analysis.
Overall, I feel strength sets are sufficient in most areas. My biggest disappointment comes in the category of Hit%. Bears are the only class which cannot run as a "pure" as our ability to land attacks/skills becomes practically non-existent with this setup. The issue is not as great in PVE as it is in PVP as there is more support in PVE. With that being said, this category is the main reason why many bears have gone dual-spec or dex. In PVE, with the increased dodge encountered with mobs, a low hit% increases the chance of not pulling more mobs, and thus, makes the need for a bear to tank much lower.
The same can be said for PVP. With the debuffs available to mages and birds, a 69% hit drops drastically in a very quick time and thus makes any form of PVP difficult. Yes, many bears are counted on to be the "flag carrier" in CTF or the "speed bump" in FFA, but honestly, it gets boring. To know that I am useless if I don't dodge a debuff makes this part of the game less appealing. Also, with the increase in armor from the other two classes and by far the lowest damage of the 3, bears need a little boost to our pride.
So what are your thoughts? This is where YOU chime in and make your voice heard!
CONCLUSION
As you can tell, I am very passionate about this class. Since the creation of my "main", I have 8 other bears scattered through various levels. The purpose of this thread is to congregate all of the discussion over the past year or so and localize it. My hope is to have a meaningful, and successful, discussion to improve the class and educate the community. Please remember when posting to keep comments constructive and meaningful. It will greatly upset me to put this much time into a thread and have to have it locked because of ignorance and selfishness.
Special Thanks and Recognition
I want to thank JaytB, Badazz, and Stank for allowing me to borrow sets I did not have.
Special recognition to Yanis, Drewcapu, Whirlz, and JaytB for the set information. Without you guys, I would not even be half finished at this point.
Hope you all find this informative!!
-Crim
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