Beorning Stat Priorities

Beornings are the only might-based medium armoured melee class in LOTRO. This can make it difficult sometimes to find ideally itemised gear.

The Basics


Might is Beornings' most important stat. It increases both damage and healing.

Might increases:
  • Physical Mastery (melee/ranged damage)
  • Tactical Mastery (healing spells)
  • Parry Rating (avoid melee or ranged attacks from in front)

Agility helps with melee damage, so if you can't find suitable might gear, Agility gear will still be useful, but not ideal.

Agility increases:
  • Physical Mastery (melee/ranged damage)
  • Critical Rating (critical hit chance)
  • Evade Rating (avoid melee or ranged hits from any direction) 

Vitality increases survivability. 1 point of Vitality increases maximum Morale by 5 points. A large health pool increases the effectiveness of some Morale-based abilities such as Composure in red line or Ferocious Roar in blue line.

Vitality increases:
  • Morale (health points)
  • Resistance Rating (avoid damage from wounds/fear/disease/poison)
  • Non-combat Morale Regeneration (health regeneration)

Will increases healing, but not as much as Might.

Will increases:
  • Tactical Mastery (healing spells)
  • Tactical Mitigation (reduce damage taken from spells)
  • Resistance Rating (avoid damage from wounds/fear/disease/poison)
  • Evade Rating (avoid melee or ranged hits from any direction)

    Fate has a similar role to Will in increasing healing. The yellow (healing) trait tree also provides some Fate.

    Fate increases:
    • Critical Rating (critical hit chance)
    • Tactical Mastery (healing spells)
    • Tactical Mitigation (reduce damage taken from spells)
    • In-combat Morale Regeneration (health regeneration)

    Offensive Stats


    Physical Mastery increases your melee and ranged damage. Might and Agility increase Physical Mastery.

    Physical Mastery is very important if you play as dps.

    Tactical Mastery increases your tactical damage and healing output. Might, Will and Fate all increase tactical mastery. Beornings have very few tactical damage abilities but the yellow line has some healing abilities that benefit.

    Tactical Mastery is very important if you play as a healer.

    Critical Rating increases your chance to get critical hits which do extra damage or healing. The maximum critical hit chance from your gear is 25% (the % can be seen when you mouse-over the Critical Rating score in your character sheet).

    DPS using the red line have an interesting relationship with critical hit chance: the trait tree provides up to 5% critical hit; critical hits increase wrath generation and every 20 wrath provide an extra 3% critical hit chance. At 100 wrath, a Beorning could have 20% critical hit chance from the trait tree, so they wouldn't require as much Critical Rating on their gear, but they also won't be at 100 wrath all the time either. 

    Fate and Agility also provide some Critical Rating. If you play a healer, you may have some Fate on your gear, while if you play dps or a tank you may have some Agility.

    Critical Rating will increase your damage and healing.

    Finesse is rare on gear at low levels but becomes more important at high levels. Finesse reduces your target's Resistance and also decreases their chance to Block, Parry or Evade your attacks. In other words, it makes your enemies more vulnerable and makes your attacks more likely to succeed.

    Beornings use a number of bleeds and also have a fear (Grisly Cry) so Finesse is important for dps and helpful for tanks. Healers will also want some Finesse so that their debuffing skills (such as Debilitating Bees and Piercing Roar) are successful.

    Finesse will increase your or your group's damage by making enemies weaker.

    Defensive Stats


    Physical Mitigation reduces the amount of damage you take from melee and ranged attacks. Tactical Mitigation reduces the amount of damage you take from spells. As a medium armour wearer, the cap for mitigations is 50%. Landscape mobs tend to be melee or archer types dealing physical damage, while instance mobs and PvP "Creeps" tend to deal more tactical damage.

    Physical Mitigation comes from Armour and virtues. Tactical Mitigation comes from Armour, Will, Fate and virtues.

    Mitigations will increase your survivability.

    Resistance increases your chance to avoid being affected by debuffs such as wounds/fear/disease/poison. If you're debuffed, you will be weaker and easier to defeat. You want as much Resistance as possible, but the cap for Resistance is 50% so you can never completely prevent debuffs.

    Vitality and Will provide Resistance, as well as a number of virtues. You should not need to gear specifically for resistance.

    Resistance will increase your survivability.

    Critical Defence reduces the magnitude of enemy critical and devastating hit attacks against you. This is especially important for tanks and can make it easier for healers to keep them alive. Critical Defence may also be useful for soloing but is probably not something that dps or healers need to gear for.

    Some gear (generally tanking gear) may provide Critical Defence.

    Critical Defence will increase your survivability.

    Incoming Healing increases the magnitude of heals applied to you through your own or someone else's skills as well as from potions. The maximum increase in Incoming Healing is 25%. This is most useful for tanks (as it can make them easier to heal) and Incoming Healing may be found on some gear, but it is not a high priority.

    Avoidance includes Block, Parry and Evade. Beornings cannot Block. Parry requires a weapon equipped and only prevents or reduces physical damage from in front so Evade is more useful as it prevents or reduces physical damage from any direction. The cap for Evade and Parry is 25%. Tactical abilities cannot be avoided.

    Parry is provided by Might while Evade is provided by Agility and Will. Both avoidance stats can also be found on gear.

    Parry and Evade will increase your survivability.

    Summary


    I'm not 100% sure about the priority order, but I think these stats are important for these specs. Your suggestions or advice would be most welcome.

    Tanks need Might, Vitality (Morale), Physical and Tactical Mitigations, Resistance, Critical Defence, Parry and Evade, Incoming Healing, Finesse.

    DPS need Might, Physical Mastery, Critical Rating, Vitality (Morale), Physical and Tactical Mitigations, Resistance, Parry and Evade, Finesse.

    Healers need Might, Tactical Mastery, Critical Rating, Vitality (Morale), Physical and Tactical Mitigations, Resistance, Will, Fate, Finesse.

    Don't forget you can get extra stats from virtues, class and race traits, buff food, scrolls, legendary item relics and essences. Try to get as much Mitigation, Resistance and Morale from virtues as you can, then look at what stats you can get through traits, on your jewellery and gear and then fill in gaps with legendary relics and essences. Buff food and scrolls give temporary effects so can help you get through a tough fight but may not be the most reliable source of stats.

    Virtues that may be helpful for Beornings include:

    • Zeal - Morale, Physical Mitigation, Armour
    • Innocence - Physical Mitigation, Tactical Mitigation, Resistance
    • Discipline - Physical Mitigation, Resistance, Might
    • Honour - Tactical Mitigation, Resistance, Vitality 
    • Fortitude - Resistance, Might, Non-combat Morale Regeneration
    (Beornings can get a race trait that increases Fortitude, Empathy and Honour) 

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