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This might be handy to add, mind you, this is my personal view and I don't know if other people share it, but the people I spoke with on battle.net seem to share my view on this.
gulls are good to keep as small currency.
But the following seems to hold true for most realms :
gull = silks = goldskin = perfect(MF wise) tarn = perfect(res wise) ward
On most items you will want at least 4 mods of value.
Mods of value on a armor are :
fhr 17/24
life over 50
res over 25 of the type fire,lightning or cold
sometimes str over 10
Mods of value on a helm are :
fhr 10
life over 35
res over 25 of the type fire,lightning or cold
high defence on a grim type helm.
On a belt :
fhr 17/24
Str from 15 to 20
life over 50
res over 25 of the type fire,lightning or cold
On boots :
frw 30+fhr 10
res over 35 of the type fire,lightning or cold
dex 9
Sometimes 40 mana counts towards value. Not often though.
Weapons :
150+ed combined with it being a exceptional item counts as 2 good Mods
AR over 200
+min damage over 10
+max damage over 15
-req 20 or 30
Str 9 or on blunt weapons more then 10
any res over 25 of the type fire,lightning or cold
+cold damage is sometimes a plus, rarely though.
Consider any item that does not have 4 mods to be valued a PS(maybe 2) unless somebody is specifically looking for the mods you happen to have on that item. The odds of which are usually very, very low.
Classic, where a runeword is a weapon missing the s in the middle.
That works very nicely. I might revise this later.
Not a rhetorical question. Why didn't I include Hammerdin in the starting builds and Summoner whatsoever? x_x
"Only the most cc builds listed.
mf barb - ww mace
mf sorc - orb, teleport
mf zon - lf
mf din - hammer
chanter
more"
The links doesn't work :(.
Really wanna play through with Classic only before D3 is released.
Are these the ones included here:
http://diablo.incgamers.com/forums/s...d.php?t=611653
I wanted to know which mods are available in Classic, but the link to Orphan's mod list doesn't work. :(
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