I like the idea of this. I have been musing on how to increase MF on my eBotD whirler but the idea of trading out Fortitude hasn't even occurred to me.
That said, I still think my merc needs his Treachery to survive but I suppose there's no harm in trying him out with Fort for a time.
Hmm, just when I thought I was too bored to run Trav anymore, this pops up. I like the thought that more of the blue jewels I find might end up as facets
sorry for not responsing, i didn't subscribe to the thread, unfortunately
so did you try it out? i like it. i now have the runes for a CoH, but i am not sure whether i will just face the same problem of having more boring runs.... (and i might want to use the ber for something much more significant should i be lucky with a certain rare rune in the future....)
that said, the number of facets and GOOD rings/amulets seems to have been really lucky. i recently did many runs and got only few facets (still no 5/5....). plenty of unique rings, but most rather boring (i.e. nagel/dwarf star/manald/....). but still, the difference in the number of unique/set finds is significant.
So my whirler is just about ready to run trav. For the time being, he has 2x oath eth small crescents, but that'll likely change to something much better soon I have arreat's and it'll probably get upped. SoE will as well I would guess. What do you guys like for armor both on the barb and merc?
I have a forti archon plate, CoH wire fleece, 2x Treachery, one in an eth hellforge plate, one wire fleece, arkaine's valor, black hades, and a couple others, but those are the big ones I was thinking. If I could, I'd do an eth forti on my merc and my regular forti AP for me, but I haven't found another Lo yet. It'd probably go into a grief anyway. Thoughts?
If no enigma, I'd say go with fortitude on yourself. Even if you have enigma, I dunno. Depends on your kill speed. I get decent run times with fort/griefs. I gotta say though, GA+Kiras+Reapers on merc really is tough to beat in trav runs.
Enigma beats all other armors. Council members are easy to deal with with oaths, Fortitude will only slow you down. You lose much time running to them, entering durance to have merc with you, and then some time passes when merc walks toward enemy... Simply put, if you wanna have decent running time, you should be able to travel fast there and have mobility, because killing is not problem here. So, if you have 45 sec killing speed with fortitude, it's decent time, but with nigma you would have under 40 in that case.
Since you don't have Enigma, Forti will serve you well if you want that. CoH is also very comparable to Forti (even better perhaps). Grants almost as much damage, but also grants other mods like + skills for better hork, increased speed, resists if you need them... With Coh, you can go more on strength build because you would be safer with mass resists and life steal bonus, so overall I believe CoH is better option than Forti. Ah yes, MF also.
CoH doesnt add almost as much damage as Fort. The plus skills do help increased run walk for speed in getting there and hork. If your running trav why bother with MF theres other much better MF area's. Maxed resists with Fort isnt a problem for that matter. Also you can get a map where all the council is off to the right inside the room pop into durance to collect your merc and back out, it saves time since you then dont have to wait for your merc. My grief zealot does the runs in under 40 seconds unless theres a PI wearing fort. My WW barb is close.
CoH does add as much dmg as fort I think, just slightly less.
200ed to demons + 20 str + 2 skills (26 ed from ww and mastery) and if we assume standard gear for trav runner you would get 2% DS from mastery (translated to 1% effective DS). Considering DS affects your total ED, it would add 1% of your total dmg (350 from LoH + 246 from CoH + 313 from skills + 200 ed from str + 200 might merc) 1% of 1309 is still 13. So 246 + 13 = 259 ED total. Close enough to fort? Also you get 1% hork more (assuming standard setup) and inc speed (that you need considering you don't have teleport) etc etc etc. Also bear in mind that + skills from CoH do affect AR on weapon mastery what leads to more consistent attacks aka more dmg. Also 8% leech isn't tosser, and 8% DR gives you 8% more effective life meaning you can add more str since both armors cover resists pretty well. MF is just useful add. You won't cry about loosing it but you won't want it removed from item.
And you have 0% of corpse shattering with CoH compared to cold armor proc from fort that has low chance to kill corpse, but still can do it.
I'd say CoH is overall better armor. Small difference in ED but lots nicer stats to boost overall. Interchangeable armors, but small advantage goes to CoH imo.
Also, I'd like to see video of close to 40 sec fort trav runs. In order to be effective without barb you need run times close to 25 sec; 40 sec from zealot is very far from that number. Close to 40 sec with fort barb...video or I'm not buying it. Even best runners (scrcrw excluded) have huge problems getting lower then 40 sec with enigma. Without it, I'm pretty sure it's impossible (close being +-20% run times at most).
I havent timed the Barb its not as fast as the zealot for sure, close but not as fast. I never claimed a zealot was the most affective trav runner merely said that I ran it in under 40 seconds with my pally, using ****+charge of course. I run the barb because horking way more than makes up the difference in run times. As far as buying it or not I really could care less if you do.