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Ax2Grind
26-03-2008, 12:43
I'm having problems with the site, so I can't wait 15 minutes between page loads for all the threads that only touch on some of this set's properties and uses. Basically, I've gone through a few threads and tested the weapon speed calculator to discover a few things, so that first:

1. Since Whirlwind only uses weapon speed and on-weapon IAS, you'd think this a disadvantage, however Whirl has a different breakpoint system now. Not sure if it was that way pre-.10, but it makes sense that it's new since now dual-wielding weapons has different behavior, and that might be one of the reasons why. With this information, it turns out only +29%IAS is needed to reach the last BP, which means two jewels instead of any Shaels, due to the benefits of additional affixes.

2. With other attacks (standard, Bash, Stun, Concentrate, and Berserk, though I'm not quite sure about Leap Attack mechanics) I've found only with a Shael/jewel in the weapon and jewels in the helm/armor while wearing one of the two IAS amulets can you reach the next-to-last BP, of 11FPA - and then just barely, as anything less forces you to 12. Only two jewels in the weapon and one in the helm would work for 12, but a Barbarian requires the external IAS of Fanaticism to have any chance at 10.

3. Out of the three ways of getting that aura, only one is possible while using the set and playing without others in the game to provide it - Faith on a Rogue. Since the most reliable mercenary for single-swing attack builds is a Rogue, this makes sense, and only her attack speed needs assistance since with the same two jewels in the Stone Crusher needed for Whirling a Barb reaches 10FPA with the +25%IAS on the gloves. So, I'd like to confirm all this and the following:

A cold Rogue is ideal for Faith since the weapon does good physical and added fire already, giving the merc three forms of damage (not including Treachery option below) all from a range while the character fights up close. Her last BP is 9FPA with any bow, her only equipable weapon, but the 5WSM bows available only get three sockets maximum, leaving -10/0/10 and possible socketables for reaching that:
-10 (SLvl14+30 or SLvl12+35)
0 (SLvl13+50 or SLvl12+55)
10 (SLvl14+70 or SLvl12+75)

Griswold's Valor (0+30)
M'avina's True Sight (30+15)
Griswold's Heart (0+45)
Natalya's Shadow (0+45)

Andariel's Visage (20+15)
Stealskull (10+15)
Black Hades (0+45)
Crow Caw (15+15)
Spirit Forge (0+30)
Twitchthroe (20+15)

Treachery (45)

Rare/Craft Body (0+30)
Rare/Craft Helm (0+30)

Magical/Mundane Body (0+60)
Magical/Mundane Helm (0+45)
Clearly, ethereals are better if solely for a merc, and set pieces can't spawn that way, so depending on the Faith roll in the weapon used more than one of these may be needed. Have I got most of this right so far?

If so, then I can conclude that two IAS jewels in the weapon is all that should be socketed, since Whirl needs nothing more and all other attacks couldn't reach the last BP without Fanaticism, and only a Rogue using Faith for said aura needs to have her body/helm fixed for her last BP. This simplifies the set for the first part.

sirwhere
26-03-2008, 19:40
Can you manage to stay inside the fanaticism aura? I could do it with my amazon, but babos tend to move a lot and, if your rogue merc gets stuck, you'll lose the aura.

Ax2Grind
26-03-2008, 23:48
Leap Attack, Whirlwind, and the dual-weapon attacks (which can't be used with Immortal King) tend to cause Rogues to move too much, but standing attacks allow them to get a foothold. At SLvl12, Fanaticism has a radius about the same limit of their roving range, and once you get used to moving them a bit you'll find it second nature.

Ax2Grind
28-03-2008, 08:37
Let's consider the other bonuses, if the above information is correct (concluding two Fervor jewels in the weapon is all that's needed).

The full set bonus gives +50%ARes, and the body gives 40/40/40/50. Add the belt (with it's DRes) and three scrolls for a total of 148/120/151/130/20/0. I don't know of a build that can use IK which doesn't have at least a point into Battle Command and Natural Resistance, the latter getting +5 to Masteries from the set and another from the warcry making it SLvl7 minimum, meaning an added +47%ARes on top of that for 195/167/198/177/20/0.

Concluding from this is the fact that, unless you regularly face a Conviction/Lower Resist (dueling, ubering, Baal running your butt off), you don't need another point into Natural Resistance with the build you wear this on, nor do you need resistance charms/rings/amulets save an extra 8/9 to cold from a small charm should that be a problem.

The belt and the armor each have +25%FHR, which means a mere +36% and the next-to-last breakpoint is reached (another +114% on top of that to get the final BP).

2249Def total possible from armor, +50%FHR (36/150 from last BPs), 195/167/198/177/20/0 resistances (needing +8%CRes and +30%DRes to reach the normal limits, but only crafted shields get magic resistance), and no casting bonuses - this is a melee set, after all.

Have I missed anything obvious?