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Also, use these tables to figure out your FHR breakpoints. If you don't need the 20 FHR from Sandstorm Treks I wouldn't use them. They don't offer much outside of Poison Resists and most of my characters solo Hell with negative Poison resists just fine. I personally would use something with Lightning Resists to get it up to 75.
Alright, I didn't know the exact FHR breakpoints, so in this case though since a polearm is technically not in the spear class (someone correct me if I'm wrong because it will definately change the attainable Hit Recovery) a 5 frame hit recovery is 48 FHR and a 4 frame hit recovery is 86 and 3 is 200 FHR so either shoot for the 5 or 4 frame. If your comfortable with the 5 frame then do as doctor clock suggests and drop the treks and switch them out for some res boots to up the lightning, or go for gores for the crushing blow/open wounds/deadly strike just so you have some form of crushing blow small as it may be. If you want to try for the 4 frame then you can either drop the treks and get 36% FHR from charms (preferably 3 skiller/12% FHR grand charms), or keep the boots and get 16% FHR from charms (2 large ones will do, or some other combination).
I was planning on going for the 4 frames at 86fhr so sandstorm will probably have to stay in the gear. Also just found a 8fhr large charm and a 5fhr small, so with all the gear so far i will only be 3 points away.
But without some good FHR will I not be constantly interrupted when fighting bigger mobs?
Im planning on using a defiance merc with reapers toll for extra defence and crowd control, but will a good FHR rate not be needed still?
Last edited by wacktapaz; 16-08-2011 at 10:37.
FHR is definately needed as Doctor Clock said, especially since you won't have a shield to block with. He recommends the War travs probably for the adds 15-25 dmg mod so that you have a higher base amount that is multiplied by the vengance skill, still your preference though as you should still have plenty of inventory space available for more FHR charms.
Avengers - even shielded ones - are squishy as hell. If you can afford it, take a look at Delirium. The ctc Confuse combined with Decrip really takes a lot of heat off of you, and Reaper's already has the life leech mercs usually get from their helms so you don't lose much there.
To get decent defense you really need two things - high base defense along with +def%. Although tripling your defense will make all the difference, with Treachery and no shield there's not much for Defiance to multiply. Something like Gloom or Fortitude should take your def from 5 to 10k, but I'm not sure if it's worth losing Treachery's IAS.
You pretty much have to expect as a 2H avenger to be hit quite a bit, This is where the FHR and DR% comes in because the more you can negate and faster you get back into the fight the better to keep yourself alive. Even with a big defense armor your defense will still be lacking since there is no shield/holy shield. Fortitude would definately make up this difference but as hubb said replacing that ias would be pretty difficult to hit the next breakpoint, not to mention the loss of fade and venom. Your best bet is probably just to suck up the damage and tank as best as possible.
Edit: The delirium is a good idea, I usually don't mix curses since they overtake one another but the confuse should effect a larger area and the decrep will most likely affect the monsters your currently working on killing.
Ye, it's really not as bad as people make it out to be, even with something like LT and Decrip. I mean, if you can't survive because your LT just got overwritten by Decrip then you're clearly doing something else wrong.
RE the rest: Fair enough, I just found them reaaally squishy. If you can get your DR close to 50% then that's great, but other than that Defense is the only way to shrug off hits. I guess Treachery's res, DR (Fade should be active most of the time on this char), FHR and IAS is tough to beat![]()
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