View Full Version : LF Javazon: CoH or Enigma?
w a t s o n
11-09-2007, 10:33
I am in the process of building a LF javazon and before i start distributing her stat points i was wondering what the better armor is. This is sc, and she will be using spirit/max vit build. Enigma would really help get that 156 str, but resists and other mods on Coh seem to good to pass up. Keep in mind that I dont really need tele on this char, will mostly be doing pits, cows, ect. On a side note, what merc is best for Lf zon? I'm thinking holy freeze, but there may be a better option im not aware of.
I would defenitly go for the CoH if you dont need the tele. I have a LF Zon too and its really not that tough getting the 156 str.
I have str from anni(15), Torch(14), Sandstorm(12), Gloves(14), Mara(5), Shako(2), CoH(20), TGods(20), Titans(20) and from charms(10). Now all these get me up to 152 str since a zon starts at 20 str. All i have put in str is 4 points, which could have been avoided if i had a better stat Anni or Torch or used some str charms..
Regards Beltt
KremBanan
11-09-2007, 13:46
Between these two duped armors, I would go with Enigma.
Reason: The Teleport. Yes i know amazons dont tele fast!, but you will mainly use it for:
#1 Positioning your merc(and Valk). If you are doing Chaos and IM is castet, then you can tele him back to you and you kill the monsters before he kills himself.
#2 Telerunning. You have good FRW speed and combining it with tele through walls, you will get to your target(Baal for example) alot faster.
#2 Telerunning. You have good FRW speed and combining it with tele through walls, you will get to your target(Baal for example) alot faster.
once again, if baal is your target, take a character that is good at baalrunning.
enigma: you can use the teleport to reposition your merc though perhaps, teleporting will make sure that conviction is near you all the time. Making killing faster. Besides this, there are other good mods as str, damage reduction, frw, and huge mf.
coh: has the same skill, is more defensive with the huge res it has, and even this nice armour has mf. Put in some damage reduction and other great mods. If you die, you run has failed.
It comes down to what you want. Though taking enigma for the teleport is wrong. If you go with enigma, atleast go for the nice combo it has. Teleport is not the same for a amazon as a hammerdin. They would even take it if teleport was all it offered.
I am in the process of building a LF javazon and before i start distributing her stat points i was wondering what the better armor is. This is sc, and she will be using spirit/max vit build. Enigma would really help get that 156 str, but resists and other mods on Coh seem to good to pass up. Keep in mind that I dont really need tele on this char, will mostly be doing pits, cows, ect. On a side note, what merc is best for Lf zon? I'm thinking holy freeze, but there may be a better option im not aware of.
Both armors are very good, it really depends on where you MF the most. If you don't plan to do Baal a lot, then COH for sure.
The best thing [for me] about the enigma armor is that when I go down into WSk and can see the next level right across from the side wall, I can simply tele straight across the wall to it easily, without having to run the whole map to get there. It's convenient...:thumbsup:
However, for your stated runs like cows and pits etc, the COH would probably be the better choice.
As far as a merc goes, if you want to be throwing lots of lightning furies at the monsters, you will suck up a lot of mana pretty quickly, so an act two freeze aura merc with an Insight is pretty hard to beat.
S.
Summerfun
11-09-2007, 15:05
As far as a merc goes, if you want to be throwing lots of lightning furies at the monsters, you will suck up a lot of mana pretty quickly, so an act two freeze aura merc with an Insight is pretty hard to beat.
I think some mana leech and infinity beats it pretty easy
KremBanan
11-09-2007, 18:49
However, for your stated runs like cows and pits etc, the COH would probably be the better choice.
Enigma comes with a very nice FRW, which you will appriciate very much in Cows and Pits
once again, if baal is your target, take a character that is good at baalrunning.
First off, that was one example. But if we where to follow up on that, why dont we all just make Hammerdins.
It comes down to what you want. Though taking enigma for the teleport is wrong. If you go with enigma, atleast go for the nice combo it has. Teleport is not the same for a amazon as a hammerdin. They would even take it if teleport was all it offered.
I agree on that it comes down to what you want. But why you saying its wrong to take Enigma if teleport is what you want?
First off, that was one example. But if we where to follow up on that, why dont we all just make Hammerdins.
because somethings are better done with other char. btw, that's just an example too. You can make other char that are about as sufficient as the hammerdin.
But why you saying its wrong to take Enigma if teleport is what you want?
Let me put it different. It's wrong to assume that teleport is a must for an amazon.
infyrana
11-09-2007, 19:45
I run my LF Amazon with Enigma. This is mostly because of the MF upon the armour, the Teleport has been helping loads though I must admit, along with the FRW. I am levle 88 and running her for MF runs (pindle/eldritch/shenk/thresh/Hell Cows).
The ability to position my Merc and Valk where I need them is a life saver when I do cow or pindle runs. Be it stuck in the doorway to Pindle and my merc not going by/or catching up to Pindle before he hits me, or my Valk badly pulling the Hell Cows in such a way they amass around her and attack me. By porting back I can get the Hell Cows to then target just my Valk and in a line so that they do not walk around for one to attack me directly.
I have Sanctuary to make up for the missing resists, and use a 4PTapaz Monarch to help my MF'ing. I have a choice of armour for my merc, be it the Enigma, CoH or Wealth (though regardless of that, my Barb merc always fails to survive Hell Cows, and I never liked the Act 2 mercs).
I must admit though, I don't survive too well in the Pits or the Ancient Tunnels if I up the number of players beyond 1. I can't cope with the amount of lightning resist archers I am pitted against (for someone reason my Hell Cow games or pits/tunnels are always laden with oodles of LI mobs). Were I to put the CoH and Sanctuary back on and pass up on my MF %age, I'd probably fare much better.
SocraticB
11-09-2007, 19:55
I like Enigma for my MF LF Zons. If you're doing Pits and Cows, then resists of the CoH aren't as important as if you were doing the WSK. The extra 40%-70+% MF of Enigma (depending on your level), however, would be a significant help in MF'ing. The extra run speed of Enigma will also be useful, as will the %damage taken goes to mana. The teleport isn't necessary for Pits/Cows, but I've found it useful to get out of tough spots in those areas, AND it lets you do Summoner and Andariel key runs quickly.
I don't like the A2 Freeze mercs for LF Zons - you want to be able to round up the monsters into tight groups for a quick death by LF; when they move slowly due to Holy Freeze, it's harder to do. With a high Fast Run/Walk, my LF Zons never missed a Freeze merc.
I'd take an A2 Defense merc, to reduce your chances of being hit by the stray cow or by ranged attackers. Might is only useful if you really depend on your life/mana leech. Act 3 and Act 4 mercs are of limited use (especially as the best merc runewords are polearms). A1 mercs can be useful if you put Faith on them, but not as useful as A2 mercs.
*SocraticB
crawlingdeadman
11-09-2007, 20:35
heh, we beat this to death in this thread (http://forums.diabloii.net/showthread.php?t=543756)
ps. tele sucks!
w a t s o n
11-09-2007, 21:50
Thanks all for responses and for the link, It was somewhat helpful, however the topic beat to death in that thread was Tele Vs Static or some bs like that.
@ Beltt Thanks for your response, i hadnt checked to see if you could equip a monarch with base str using CoH, for me this makes CoH the easy winner.
infyrana, your 4 topaz shield wont help you for mf, but you wont need to worry about lightning resist:azn:
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