Showing posts with label rune-satchel. Show all posts
Showing posts with label rune-satchel. Show all posts

Tuesday, May 7, 2013

Top 11 things I would change when I rule Middle Earth


In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!

Rarely in my blog or in my game will you see me complain. I love that GMs and Turbine employees come to read my articles and I have only nice things to say about life in Middle Earth. I optimize the system as it is given and make the most out of it and have a grand time doing it! However, I jot down things that I would like to see differently and have made a list over the years.

Today, I present the “Top 11 things I would change when I rule Middle Earth”Oh sure, there could be more things to say like… I would rather not have wide-sweeping class revamps each year, and I would rather quests and details be fixed rather than releasing content at the fast-pace it has felt like it has been coming. However, these 11 things are ones that seem very easy to change.

(1) Runekeepers need an In-combat rez. This one is my greatest peeve in the game; I have written about it before (rune-keeper-dev-diary-riders-of-rohan). The RK is supposed to be able to be traited and built to be either a squishy strong DPS class or squishy strong Healing class, but not at the same time.

Not that I begrudge Captains as they are one of the coolest classes in the game, but even Captains have an in-combat and out of combat rez. A Captain is effective enough to be the tank… has the best buffs… good damage… heals well enough to be main healer in many situations… AND has a rez. But a RK, one of the main two Healer classes, has no combat rez. If I group with a Captain now in a group smaller than a Raid, it is implied that he is in charge of Healing and I am going DPS. 

The only defense for not having a combat rez is that RKs must “see the future” and use “Do not fall this day” skill. It has a 10 minute CD. On a break in combat, it is gone and you wait for another 10 minutes. It has a very narrow use. To be successful with it… either you expect that at some point you will lose the tank or the healer (not you) and you have applied this Pre-Rez, or you have in an instant, foreseen that someone else in group was about to die and chose to let them die versus healing them. As is more often the case, someone got agro for a moment, got one-shotted, and the group is headed for a wipe… unless there happens to be a Captain with you to do what any Healer should be able to do.

So yes, Healing class needs a Combat Rez. Make it a trait, legendary, long CD, whatever. Just make it playable.

(2) More Housing hook flexibility and Evictions: This is a two-part peeve involving Housing. Thankfully, these issues are scheduled to be worked this year. Here’s hoping.

Housing Hook flexibility and storage: The hook system for laying out items is very limited. There are so many housing items in-game but so few places to put them. Between the lildanas and myself, we have a kin house and a deluxe house. We have filled every hook in both houses, filled every housing chest, and DanaOnar’s vault is filled with 120 more housing items. Most every one of these items are items that are either Bound, Unique, or only found at Festivals. I don’t keep around anything that I can go get from a vendor out in the world. That said, I can’t go see any new barter housing items in Great River, Rohan, etc… I have no where to put it or even hold it in the vault. Further, the lotro store has some very cool housing items to Buy, but I have no place to put anything new because of hook limitations.

See some very cool Property Guards I bought (u10-virtues-and-property-guards) and would totally spend more money on more if the hook and housing system was improved.

If I want my yard to look like a festival threw up on it, that should be my prerogative. I play a game called “Webkinz” with the lil hobbits and just as an example of what a simple game like that does with housing, I can literally put anything anywhere (and expand the house to as big as I have coin to afford). If I want to line every space on the floor with trophies I can. If in lotro, I want to pit two Draigoch statues facing one another or have 32 snowmen standing in phalanx formation out in the yard, that should be doable.

Housing Evictions: That is silly to leave a house abandoned for years and have it not be available to other players. I surveyed the lildanas’ neighborhood and found that 80% of the houses were locked due to non-payment. Around where I live (Lorien), you cannot abandon a house and not pay taxes on it. I read that this portion of my pet peeve is scheduled to be addressed in Update 11, which will be sometime “soon”. Preliminary indication is that houses that have been abandoned for more than 6 months will be foreclosed.

(3) Shared Coin: We now have a Barter Wallet that can share barter items that are Bound to Account, yet if you want to share coin between characters, you have to send it through hobbit mail. That is ridiculous and needs to be fixed. Two ways to fix it are to either make coin a shared feature in the Barter Wallet or to make a portion of the “Shared Storage” of items a shared bank.

The best reason I have been given as to a downside to shared coin is that the limit for coinage is 9999 gold, 999 silver, 99 copper. Yeah… I am sure that affects a large population (she says sarcastically). Fine, fix the upper limit cap if it stands in the way of implementing a better shared coin bank.

(4) Longer friend list, notes section: The friend list in lotro allows only 50 names. It should be much longer; I would propose that 2000 is a more reasonable number. The 50 limitation cuts the list so short it is almost not usable at all. Finding people with alts is an even more difficult problem. Further, the friend list needs a good notes section.

Forgive me if we spoke more than a week ago and I forgot who you are. A better friend list would help bring people together… which is kind of the point of an MMO.

(5) More Dances: There need to be more dancing emotes in the game. There are currently 10 dances (plus the basic four); 8 are from festival, 1 is an Inn League Jig, and 1 is from Enedwaith. I think that 30 is a good target for the game. Oh, before you choke on your breakfast coffee, let me suggest to roll them out periodically. Festival is a great time and place to introduce more dances. Target releasing 1 per festival or 4 per year. That isn’t too much to ask.

(6) Permanently Unlocked Battle instances: The 3 Angmar Battle instances and the Battle of Lorien need to be unlocked and accessible via the Instance Finder. Bonus points to Turbine if the battles are actually scalable with suitable Mark rewards; however, I would accept just unlocking the instances so that people could see them. Right now, these are four instances that most people never see which make them a wasted resource.

(Update 05/12/13: Rats, each instance must be unlocked 20 times before the next opens, not the 10 that I wrote in this paragraph on first edition.) The 3 Angmar instances are The Battle of Aughaire, The Battle before Rammas Deluon, and The Battle of Rhunendin. They are accessible only in Gath Forthnir in northern Angmar and are staged that Aughaire must be beaten 20 times “per server” before Rammas is opened, then Rammas must be beaten 20 times before Rhunendin is unlocked. However, the counter resets frequently and sporadically. I would bet a gold that 99.99% of players have never seen the final battle Rhunendin. I have been looking for 3 years and have never seen it unlocked on Arkenstone. (In case you wondered why I don’t just go slam through this level 50 fellowship instance repeatedly until I personally unlocked Rhunendin, additionally, it has a 3 day Cooldown before it can be accessed again… the counter will reset before I could get through that many Cooldowns.)

The Battle of Lorien is accessible from the city of Caras Galadhon in LothLorien. It is also a locked instance requiring the “Preparations” quests to be done a certain number of times per server, and the counter resets periodically. Fortunately on Arkenstone, Lorien rep and passage is often desirable and this Battle stays open about half the time, although it is hard to access as one must travel to Caras Galadhon and accept the quest to be able to enter the instance. It also has a 24 hour CD.

(7) Shorter and uncoupled Festival Consumable timer: The festivals allow for some new emotes to be bartered. You consume a certain number of “emote consumables” and learn to do this emote as a skill. When the consumables were first released, they had a reasonable Cooldown timer, around 1 - 2 minutes. That made it feasible to actually get through 300 consumables in a reasonable amount of time.

During Yule fest 2011, the consumable CD timers were tied together and the timer was lengthened to 5 minutes (youll-yule-festival).  Therefore, 300 uses for deed completion now takes 1500 minutes (25 hours), or to do six deeds, you are looking at 150 hours, not counting any lost seconds between the 5 minute CD resets. With exception to very few difficult deeds, almost no deed in the game takes 25 - 150 hours to complete. The long timer that is tied to other consumable uses is completely unreasonable.

(8) No Moors multi-boxing: Here is the problem as I see it. When a multi-boxer appears in the moors, the entire focus and game changes. (how-to-cheat-in-moors) Instead of thinking about raids and outposts, all activity becomes focused on one person, “where is the Multi-boxer?” As a lone entity, no one is going to stand up to a foe that is doling out 6 times the damage with the push of a button. It will take a group to coral the one multi-boxer. (Update: BTW, I have no qualms with people multi-boxing, just don't do it in the Moors where it is negatively impacting other players.)

It is true that some occasions of this abuse of fair play might pass any policing, but sometimes it is too obvious to be ignored. When I was asked how this might be policed, the easiest answer is to write it into the code of conduct and have it as a reportable offence. It is easy enough to report Gold Spammers and Vulgar Harrassers. In my opinion, since it is directly interfering with others game play, it is a worse offense than those and should be easy enough to at least report and have some followup. Fortunately, like gold spammers, this issue doesn't arise often.

(9) Fix Broken festivals: 2012 went through the dark time of seemingly not being able to release a festival without problems. The one that comes to mind at the moment has to be “Farmer’s Faire” where half of the quests were broken (faire-hobbits-dont-get-drunk). 

The Faire eventually got the hobbit quest to work, but ended with the “Golden Egg” and “Fishy, Very Fishy” still basically broken. It was estimated that 1 in 10,000 eggs were Golden Eggs; I think there were 6 golden egg winners in Arkenstone for the entire festival, which is stupidly bad odds. “Fishy, very fishy” was indeed very fishy also. No one in Arkenstone claimed to have beaten that quest, which was to pull out 50 good fish before pulling a bad fish, with the quest available once per day. As far as I understand, no one on any server actually did win this quest, which trumps the Golden Egg on stupidly bad odds and poor festival design.

(10) Include older festival horses and random luck horses in the lotro store: During most festivals, the current horse and last year’s horse are available for barter; you can visit them at Hengstacer Farm before you buy and undoubtedly I have included them here on danania.net in All the Steeds. Occasionally, you can also buy the previous horse (the one from 2 years prior from the lotro store). One horse that has never been in the lotro store is the “2008 Yule Horse”, since he pre-dated the store startup. He is one of my lost sheep that I would buy if it were available. I recommend putting all applicable festival horses in the store each festival (those older than the previous year).

Also, horses that are based on luck should periodically go to the store. A few that I see in the stable (All the Steeds) that people might want include 

(a) “Skeleton Painted Horse” random drop in the fall festival, 
(b) “Hobby Horse” random drop at the Yule festival, 
(c) “Red Painted Skeleton Horse” random drop from lootboxes, 
(d) “Treasure laden goat” random drop at treasure hunt, 
(e) “Treasure Laden Horse” random drop at treasure hunt, 
(f) “Cave-claw Masked Horse” random drop at treasure hunt, 
(g) “Steed of the Duskwatch” random drop at 5th anniversary, 
(h) “Lossoth Steed” random drop at the 5th anniversary, 
(i) “Steed of the Jester” random drop spring festival 2012.

These steeds are beloved by those who have them. However, none of these are extremely special steeds like any of the Meta deed steeds that really mean something. People who have them just got lucky at whatever slot machine was offering them. I am thankful to have 7 of these I listed but would totally buy the Hobby Horse and Red Painted Skeleton Horse (at typical store prices).

(11) Weapon slot and Class item slot cosmetics: A common complaint I see is that if one gets a stupid looking weapon, they just have to suck it up because you cannot change the way it looks. I don’t need technical explanations as to how clothes can look different but weapons cannot look different, just fix it.

More direct to me though, my cosmetic pet peeve is that I do not want to see my RK bag, ever. Just make it invisible. I do not have that option and I should. Either give me an “invisible” bag I can equip cosmetically or a check box that I can hide its visibility (similar to the other cosmetic slots that have a show/hide check box).

(Update 05/10/13: If you made it this far, follow onward to Silent-podcaster-1st-age-li-changes which gives a list of links where this article was reviewed by famous Podcasters!)

Monday, June 4, 2012

Legacies for RK bags



“Gandalf, I will teach them my ways so that I might raise up an army of Runekeepers, all mightier than myself. May we use this knowledge for the good of Middle Earth.”

It’s time to pick up from last week’s discussion on Legacies (Legacies-for-rk-stones). This week we will talk about Legacies for RK bags.

Some key common topics from last week include: how to spot a Major versus Minor legacy, setting your legacies on the LI between level 30 and 40, & the importance of having separate LIs for DPS and Healing. I won’t rehash that here.

So, let’s jump into the Legacies for Rune-satchels.

Major Legacies for RK bags
Here are the major legacies for RK bags, subdivided by type. There are 8 Major legacies. You will likely get to choose 3 of them for your RK bag.

Major: Set Min Max
Distracting Winds CD debuff -4s -60s
Self Motivation power return Buff -2s -30s
Scribe's Spark Damage Lightning 2% 20%
Shocking Words stun chance Lightning 2% 20%
Essence of Flame Damage Fire 2% 20%
Writ of Fire Damage Fire 2% 20%
Pulses Prelude to Hope Heal 1 9
Writ of Health Heal 1% 10%


Minor Legacies for RK bags
And… here are the Minor bag legacies. There are 8 of them; or you can slot a Stat legacy instead of those.

Minor: Set Min Max
Ceaseless Argument Damage Lightning 1% 15%
Chilling Rhetoric CD Frost -1s -10s
Frozen Epilogue CD Frost -5s -160s
Do not fall this day CD Vision -5s -160s
Legacy stat x 28 / 33 36 / 41
Target Shocking Touch resist debuff -1700 -2000
Epic for the Ages Healing Heal 1% 10%
Mending Verse Healing Heal 1% 10%
Word of Exaltation CD Heal -4s -30s




Time to build a RK rune-satchel

Of the 17 choices: 5 are Healing, 4 are skill damage, 1 improves stun chance, 2 are frost skill cooldowns, 3 are middle path, 1 improves Shocking Touch, & then finally the always possible stat improvement.

Let’s go through them and narrow these down to build a bag that maximizes DPS, then one for Healing.

Healing (5): (Pulses Prelude to Hope, Writ of Health, Epic for the Ages Healing, Mending Verse Healing, Word of Exaltation CD) If your job is to maximize damage, no Healing legacies belong here. For the healing bag, probably take them all.

Skill damage (4): (Scribe's Spark Damage, Essence of Flame Damage, Writ of Fire Damage, Ceaseless Argument Damage) Assuming you actually do use these skills (and why wouldn't you be?), these are some clear choices for a DPS bag.

Shocking Words stun chance: Many bosses are immune to stun chance, but this legacy is still very useful against non-bosses (and creeps). I personally use Shocking Words at lot. Once the crits and improved stun chances start rolling, this skill spends most of the fight at around 83% stun chance and hitting for over 5k damage.

  
Frost CDs (2): (Chilling Rhetoric CD, Frozen Epilogue CD) A max’ed Chilling Rhetoric legacy would put the CD from 30s to 20s. The max Frozen Epilogue would move the CD from 5 minutes to 2 min 20 sec. These are good, but what did you give up to get these?


Middle Path (3): (Distracting Winds CD, Do not fall this day CD, Self Motivation power return) All three are useful skills, but the gain versus loss… Distracting Winds CD 3 min to 2 min, Do not fall CD 10 mins to 8 min 20 sec. When are you in constant combat for 8 minutes? Mebbe Saruman? (Draigoch lasts a long time but there are constant combat interrupts that spoil this one).

Self-motivation (which was recently changed in U6)… Normal: once every 2 minutes you restore 10% of max power. With this legacy maxed, it could gain that power back in 90s. So, for example, over the course of a 6 minute fight, I could gain an additional 820ish power. That is not nothing, but how often is power really an issue AND 820 power is the difference between life and death? Let’s prepare for maximum dps and then go fix the power issue by other means if that is a problem.


Shocking Touch: I used to use Shocking touch more. Only when I really need to stop a foe in his tracks do I use it now (moors). How often have I seen anything resist a shocking touch? Not often, so I am not certain how much this legacy to lower the target's resistance really helps. It isn't the difference of can you use Shocking Touch, your touch is just more effective.
  
Build a DPS bag

For a DPS bag, I am not going to take the Healing, the frost CDs are good but situational, and the middle path only inadvertently gives more DPS if something goes very wrong.

The skill damage legacies are fairly easy choices. (1) Major: Scribe’s Spark is in constant use, followed by (2) Minor: Ceaseless Argument, (3) Major: Writ of Fire damage and (4) Major: Essence of Flame Damage.

Fortunately, my bag has 4 Majors and 2 Minors (just luck on the Reforge). My other Major choice is (5) Major: Shocking Words stun chance. Actually, I would have dropped Essence of Flame to get Shocking Words, just because of the much greater frequency and functionality (for me at least) of its use.

So, what about the 6th Legacy? I opted for a stat, Vitality (or could have gone with Will depending on how the rest of the build was designed). Chilling Rhetoric would have been good also if you use Chilling Rhetoric as often as its CD ends, and I have used Shocking Touch before. Any of the others just aren’t max DPS legacies.

 Build a Healing bag

The RK healing bag is fun!

First of all, as with the DPS stone’s Tactical Damage, you must maximize the Tactical Healing of the Healing Bag. For this reason, you will want a 2nd Age bag if you can get it, and since the skirmish guy gives them away (see bottom of Legacies-for-rk-stones), you should be able to get this one.

The Healing bag has easy choices. What helps healing? The five Healing Legacies: (1) Pulses Prelude to Hope, (2) Writ of Health, (3) Epic for the Ages Healing, (4) Mending Verse Healing, (5) Word of Exaltation CD. For the 6th Legacy, I chose a stat, Will.

You will notice that there are not enough points to maximize Tactical Healing and all five of these legacies. Which has the least value as a Healing legacy? I would vote that extra Pulses to Prelude of Hope has the least benefit. Prelude naturally lasts 30s; each additional pulse gives an extra 5s. Are you really not going to hit Prelude again within 30s? Of course, you will. It is a good part of the healing rotation. After you offer someone a Writ of Health, you follow up with a Prelude of Hope. It has no induction, is a nice heal with a HoT, AND the combination of Writ then Prelude gives power back to you and the target. It is a great skill, but meh for a legacy. Another stat might have been more useful.

A little planning on Legacies goes a long way. As always, feel free to leave comments or questions!

Tuesday, March 20, 2012

Update 6: All about LI Relics and Virtues


Wow! Update 6 has been very interesting!

A few things to dive into…

** The Runekeeper got a large overhaul. It has been fun learning the timing and features of the revised skills and traits and looking at the revisions associated with RK LIs and legacies. Of course you know, an overhaul means that more bloggy math is on the way. That will take several posts to fully discuss what just happened. (Tables and percentages will be involved.)

** New quests and (I believe) a new instance has been released for the “Great River”.

** Virtue traits rose to a max of 14.

** Relics have increased a Tier, up to Tier 8, with special relics just for level 75 LIs.

Let’s start with the easy ones: Virtues and Relics.

Virtues

Each virtue has a primary modifier, a secondary modifier, and a tertiary modifier. I color-coded the modifiers in the chart shown (blue – primary, purple – secondary, green – tertiary). I included a Table for Virtues at 14 and Virtues at 12 to show the difference for Update 6. (As with most pictures on this site, you can zoom in on the tables to see them easier.)

Your choice of virtues depends on who you are and where you are going.

For RKs, typical virtues are Zeal, Loyalty, Confidence, Wisdom, Idealism, or Honor. I choose the first five for a good selection of morale, critical offense, and resistance, with maximum Will. If you are choosing virtues where the primary modifier and secondary modifier are not critical to your class, you need to understand what you are giving up.

Update October-2012: The virtues go up to 16 now. Check it out at rohan-begins-crafting-and-virtues-at-16.




LI Relics

I realized a while back that relics are a mystery to some and I wanted to write a post on them. I’m going to assume that you know how to find a Relic Master and basically how to slot a relic in your LI, so I will skip right to the relics themselves and compare the various options from which you could choose.

The first thing to know is that Relics come in different flavors: Settings, Gems, Runes, Crafted. Easy enough. You can get the first three types from many places including instance rewards, skirmish rewards, quest rewards, and deconstructing LIs. The crafted ones come from… Crafters. J I will now go through the options for Settings, Gems, and Runes at Tier 6, 7, 8 and the special ones. If you are over level 65 and aren’t progressing toward at least have some T6 relics, you might want to reevaluate what you are doing and why you aren’t getting relics. (We can talk about that another time.)

Each description below is set up to show in this order: Tier 6, Tier 7, Tier 8, Extraordinary (65 special), Westfold (70 special), Great River (75 special).

The level 65 specials have a set known as the “True” set. The True originals were designed by players. With Update 6, there are more True relics now available and I will list all of them here.


You will need to think about what is important to you. I circled the ones that are important for Runekeepers and will explain some reasons why as we go along. After writing this guide, I decided to leave out a lot of the math behind what is happening. Explaining what stats modify what features needs another post.

Relic - Settings

You can see that the Settings are designed in patterns. (For example, a T8 that modifies will has a similar T7 at a slightly lower will, which is better than a similar T6, and so on.)

For the T6/7/8you get a choice of +Will, or +Might, or +Morale, or +Power. At each level, all relics of that level have the same Tactical (and Physical) Mastery. (For example, all T6 have +520 Tactical Mastery.) 




The Specials 65/70/75 for settings are shown also. Are they “special” for your build?

The "of Stability" Settings give a reduction in item wear chance, bonuses to block, parry, evade, and bonuses to incoming healing. The Stability setting is for non-RKs.

The "of Beginnings" Settings give Physical Mitigation (protection from damage), ICPR, and Vitality. Vitality is important, as one would guess, because it modifies all the features that help keep you alive (resistance and mitigations).

The "of Endings" Settings give some ICMR, has a Critical rating, and +7.5% Devastate Magnitude. The Devastate Magnitude is interesting but know that the 7.5% is factor added onto your devastate damage. How often you hit a devastating blow is still calculated based on your “Critical” rating, which is modified by Fate.

The 65 True Settings are the “True Setting of the Ages” and the "True Setting of Continuance".





Relics - Gems

Like the Settings, T6/7/8 are set up in a pattern. All basic gems modify Critical rating. So with the basics, you get to choose from +Vitality, +Agility, or +Fate.





The "of Faith" Gems are built for Block, Parry, and Might. Do you have a shield? If not, block has zero value for you.

The "of Charity" Gems have the best Tactical Mastery of the available options. It also has Power and Tactical Mitigation.

The "of Hope" Gems have good Morale, Power, and Critical Defense.

Comparing the Gems as a RK, both the Charity and Hope have the same power and a smidge of some defensive protection. So, it comes down to a choice of +730 Tactical Offense or +283 Morale.

The True Gems here are the “True Gem of the Circling Seas” and the "Truen Gem of the king under the mountain". If you are going for Offense from the Circling Seas, the Charity Gem is a better option.






Relics - Runes

In the T6/7/8, there are patterns again. This time the options are (1) Incoming Healing and block, (2) ICMR and parry, or (3) ICPR and parry. None of these choices are very exciting for RK.




"of Courage" runes give Agility, Evade and Parry.

"of Power" runes, despite the name, have nothing to do with power. They boost Fate, Physical Mitigation (defense), and Physical Mastery (useful for non-tactical classes).

"of Wisdom" runes boost Will, Evade, and Attack duration. This one is a legitimate contender for a RK, although the max evade boost is ~1.5% chance to evade and the attack duration is not a modifier for inductions like I would have thought it might be (it modifies action animation time).

The interesting Rune is the “True Rune of the Two Trees”, the special for 65. It gives bonuses to Morale, Power, ICMR, and ICPR. The other True Rune is the "True Rune of the Dark Watch" for those who want more overall base stats.





Relics - Crafted

There are now 5 levels of crafted runes.

Each crafting guild can make a different type of crafted relic, depending on what you want to modify. The modifiers and their associated guild are (a) Morale  –  Cook, (b) Power – Scholar, (c) Vitality – Weaponsmith, (d) Will – Jeweller, (e) Fate – Tailor, (f) Agility – Woodworker, (g) Might – Metalsmith. Good to know, breaking a crafted symbol is a good way to get shards.

Here is a shot of what Tailors make. The other crafts are similar with the modifications (stat, morale, power) just mentioned.



(1) Minor Symbol: The options for the first level “minor symbols” are +10 to any of the five stats, +50 morale, or +50 power.

(2) Symbol: The next level of crafted relics require a Compendium volume 1, obtained in Moria (repeatable orc and dragonet slaying) or the skirmish camp (86 marks, 9 medallions). Similar to the minor symbols, these symbols come in flavors that modify +20 to any of the five stats, +100 morale, or +100 power.

(3) Device: The third level of crafted symbols are new for Update 6. They are similar to the previous symbols. These devices come in flavors of +30 to any of the stats, +150 morale, or +150 power.

(4) Symbol of Tactics: The fourth level of crafted symbols require a Compendium volume 2 and are not shared by outsiders. When a crafter makes one, it is bound to the crafter. The Compendium comes from Mirkwood (repeatable spider slaying) or from the skirmish camp (258 marks, 18 medallions). The crafter can trade them for one of two options: (a) +390 Critical, +390 Tactical mastery, or (b) +390 Critical +390 Physical Mastery.

(5) Device of Tactics: The best crafted symbols, also not shared by outsiders, require a Compendium volume 3, which comes from Bron in Galtrev. The crafter can make symbols for 

  • (a) +20 Will, +540 Tactical, +540 Critical 
  • (b) +20 Fate, +540 Tactical, +540 Critical 
  • (c) +20 Agility, +540 Physical, +540 Critical 
  • (d) +20 Might, +540 Physical, +540 Critical

Table of Crafted Relics:


Cooldown to make
Shards obtained on Refine
Crafter only?
Minor symbol
+10 stat
18h
64

Symbol
+20 stat
2d 18h
158

Device
+30 stat
2d 18h
162

Symbol of (Tactics)
+390 Critical,
+390 offense
6d 18h
384
Bound
Device of (Tactics)
+20 stat,
+540 Critical,
+540 offense
6d 18h
768
Bound


Need to make a specific relic?

The Relic-master can help you meld any relic you want, for a price. His price is in shards. Shards are obtained randomly while breaking LIs and merging relics to higher tiers. OR, you can obtain them deliberately by breaking other relics. The greatest source for relics to break is by crafting them for the purpose of breaking them. The primary job of my entire team of lil danas when we are not at festival is the creation of relics for conversion to shards or for sale on the market (where others break them for shards).

Table of relic melding costs:

Relics needs
Shards needed
T6
1 T6
96
T7
1 T7
232
T8
1 T8
484
Extraordinary (65)
3 T6
696
Extraordinary (65 True)
4 T6
1392
Westfold (70)
4 T7
1,566
Great River (75)
4 T8
3,523

Personal preferences?
My advice is to make a plan and go for it. Without a plan, you will be in the moment wondering if that +Block and evade relic is good for you.

My current Relic sets for my 2 DPS and 2 Healing LIs are the same; since the modification to Tactical (offense and healing are now combined into one modifier), I don't differentiate relic needs based on when I am healing versus hitting. My current relics were fairly good for Update 5 but could use a tuneup now that Tier 8 and Great River 75 are available.
(1) I have the Tier 6 Gold Setting of Precision (for morale) and am following the same line toward the Tier 8 Calendard Setting of Boldness (similar but more).

(2) I have both the Westfold Gem of Hope and Westfold Gem of Mastery. I took them both, one for the stone and one for the bag, because I liked the morale of the "Hope" and the tactical of the "Charity". I will continue along the same line toward the better gems of Hope and Mastery... the Great River Gem of Hope.

(3) I have the True Rune of the Two Trees. The only other rune that is reasonable for a RK is the Westfold/Great River of Wisdom, which give Will. In my opinion, the tradeoff is not worth it, and I will keep the Two Trees (compare +180 morale, +160 power, +96 ICMR, +96 ICPR ...versus... +26 will, +584 evade, -2.5% attack duration and the cost of construction).

(4) I have the crafted Symbol of Tactics (#4 above) and as soon as my cooldowns are done, I will move to the new Devices of Tactics (#5 above).