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View Full Version : Fortitude OR enigma ?


tuvard
22-04-2007, 13:09
Well, what should i use ? i dont know, what do u guys have to say ?:rolleyes:

just wondering, cus i am remaking my druid..

Sepdick
22-04-2007, 13:39
With what druid? And what skills? And what other gear? PvP or PvM?


Lol weird question

tuvard
22-04-2007, 13:53
kk sry forgot that( again ) :P

Pvp Fury/Rabies :thumbsup:

soul killer
22-04-2007, 15:35
Enigma all the way.
45FRW and ~65STR pwns Fort.
+Str means more Vita.
45FRW means you have way more mobility.
Never underestimate how useful tele can be.
+Skills are always welcomed.

Versitility > Dmg.

Strid
22-04-2007, 16:10
Yeah, I agree. You're going to need the run/walk on Enigma and the life. Only dedicated "toe-to-toe" melee builds should go with Fortitude IMO (probably lots of exceptions but, yeah).

Summerfun
22-04-2007, 18:17
Enigma :thumbsup:

tuvard
22-04-2007, 18:22
i guess since all say enigma, i go the enigma way :P

Queen Mebd
22-04-2007, 18:59
Enigma all the way.
45FRW and ~65STR pwns Fort.
+Str means more Vita.
45FRW means you have way more mobility.
Never underestimate how useful tele can be.
+Skills are always welcomed.

Versitility > Dmg.

If you've got the room in the stash, both. Otherwise Enigma is better suited for an all-around setup. A Fortitude could be useful if you want to throw on a Guillaume's as well and duel pure fury. Don't build around the strength from Enigma for a PvP fury-rabies wolf, you'll be able to use a lot more gear this way (Bramble comes to mind here). The teleport can be useful for the occasional deshift and reposition, but I've never found it come in handy when you're forced to deshift from dropping to that last hitpoint - it may save you in such a situation, but don't count on it.

tuvard
22-04-2007, 19:25
ahh but i will hit the last breakpoint no matter what :thumbsup:


Cept when i trade my Bloodfists In for trang gloves

Venom
22-04-2007, 23:23
Couple things I will point out about engima...
+ (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)
This is the equlivant of +0.75% enhanced damage per level. (1% ed = 1 str)

+2 skills will add to your rabies/fury damage/life/attack rating

+2 skills is the equlivant of +34% ed with fury
+2 skills is the equlivant of +44% attack rating
+2 skills is the equlivant of +15% to max life

so by level 88 your engima will have the equlivant of +100%ed (66% + 34%)

you lose ~200% ed but gain alot of other nice perks.
The gains from engima are actually pretty darn incrediable... even when not teleporting. But the ability to teleport when you need , can really save the day (pull a 360).

but I've never found it come in handy when you're forced to deshift from dropping to that last hitpoint
Ever try to teleport away if a charger deshifts ya due to almost killing you?
Or reshift when a foher hits you

Strid
22-04-2007, 23:27
I find the Ber rune is nice aswell.

xpumafangx
23-04-2007, 02:59
No no no no wtf are you all talking about?


This has been talked about before. And its a clear that the best option is to all ways get a few different types of armors. Enigma is not the best option for every kind of situation you come in contact with. Hell its not even good for most situations.



GET BOLTH!

TheBassman
23-04-2007, 03:28
Got the wealth? Do both, building around a single armor will leave you at a disadvantage against several opponents.

I've only ever made pure fury but it should be this way for both builds.

Several armors can be beneficial to your build so don't limit yourself to only one.

(sorry if someone already posted something along these lines, just read the initial post.) =)

tuvard
23-04-2007, 07:44
i have both :rolleyes: soo that wont be a big problem, i'm not the wealthiest,but i got most items:thumbsup:

Verashiden
23-04-2007, 07:53
Lol at the ones suggesting teleing when at one life.

What frame FCR are you going to be at? 20? By the time the animation ends you're already dead nine times out of ten. Enigma is a good armor but the tele is negligible for a Wolf. So please don't bring that up into the argument.

Mudgolem
23-04-2007, 07:56
Use enigma,but have fort in stash just incase you need it :P

Verashiden
23-04-2007, 07:57
I normally open with Fort and switch to Nigma when I need the extra speed or skills.

Venom
24-04-2007, 03:19
Lol at the ones suggesting teleing when at one life.

What frame FCR are you going to be at? 20? By the time the animation ends you're already dead nine times out of ten. Enigma is a good armor but the tele is negligible for a Wolf. So please don't bring that up into the argument.

Well here is where you are wrong... :laughing:

You get hit by a fireball... you deshift... you keep dodging fireballs...
time to tele away! (can't be hit by fb in air :thumbsup: )

You poison a smiter he is charging after you... he manages to deshift you. you stop, block and tele (haha get it stop drop and roll :laugh: )

Just cause your not in werewolf form doesn't mean your block drops to zero.

nine times out of ten.
If your block is at 10% maybe...

TheBassman
24-04-2007, 03:22
But after the block animation and by the time you're able to get a tele in, your opponent has had plenty of time to pounce on the 1 hit KO that is your druid. I'd say rather than tele, reshift after a block.

Verashiden
24-04-2007, 03:30
Erm, never heard of name lock? You seem to think that teleing away will stall them for the seconds needed to finish a reshift animation. That's not quite the case since most people chain name lock to stay on you. Tele might work on a Sorc. However, A windy, Hammerdin, Tele Smiter, WWsin, or any hybrid thereof are just going to tele right back on you and finish you off right there.

TheBassman
24-04-2007, 03:34
One word. Win.

If you kill them, you won't have to worry about it... =)

Queen Mebd
24-04-2007, 04:31
Erm, never heard of name lock? You seem to think that teleing away will stall them for the seconds needed to finish a reshift animation. That's not quite the case since most people chain name lock to stay on you. Tele might work on a Sorc. However, A windy, Hammerdin, Tele Smiter, WWsin, or any hybrid thereof are just going to tele right back on you and finish you off right there.

I've got to side with Verashi , thanks for succinctly elaborating this point. Even though you do posses teleport, you won't be casting it quick enough to get away from competent opponents. 40 fcr (from Trang's and an Arachnid, we'll assume you've ber-ed the SS for the pdr) will get you to fourteen frame casting (as found here (http://forums.diabloii.net/showthread.php?t=238126)). I can't think of many attacks that hit or cast slower than that. You'll be hit again in many cases before you can manage to cast teleport. As Verashi pointed out, many classes have quick follow ups or a secondary attack that will easily finish you, even your Templar example doesn't hold up so well if the paladin has enough sense to flash holy shock before you can reshift or tele. This of course assumes your opponent knows their build and knows yours as well, pubs are definitely another story. Torches' firestorm is another thing that can easily finish you off in melee before you'll even have time to reshift if you don't have any cyclone armour active.

I'm not trying to argue here, but rather show that teleporting cannot be relied on against competent opponents (anecdotes aside).