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I'd like to know if it's worth it and if it changes anything except the def as it is usual when upped.
changes def from 177-213 to 257-444, apart from that str req 58 -> 106
defense is rather unimportant to have on the standard necromancer, since he has no skill to increase it. but your call of course
a meleemancer with a defiance merc and forty could probably use the def increase...
Hierophant trophy and bloodlord skull have the same block chance, so I see little reason to upgrade it.
I could definately see a meleemancer benefiting from it, but then again at that point I would probably just scrap the extra skill points for the great damage reduction of SS instead.
Thanks for the help.
I was thining that some increase in def would make it harder for monsters to hit me. Even if it's a 1% increase it would be more then nothing
Also any use in socketing a shael in it? I got no resist problems and it's a bit annoying when sometimes i can't cast AD after 2-3 tries because i'm hit. Or would some more FHR help in this regard?
Cheers,
Jffun
Shael will move you from 8 frame block to 7 frame block. Whether or not that is worth anything depends on what spec we're talking about, and are we talking PvM or PvP.
Assuming PvM (you mentioned monsters hitting you), FBR is not needed for a skelemancer or a bonemancer. For a poisonmancer it is good (but then why would you be casting amp?). If you're playing some one-off spec like a meleemancer or something it might be good too.
It's a fishymancer and most probably i'll need to hit some higher FHR breakpoint because if i understood correctly FBR(or blocking, better said), also interrupts casting. This is more like an issue when we are partying and i teleport into a croud and get stuck there.
Thanks again for you input.
Cheers,
Jffun
You probably want to use spirit/spirit switch for teleporting long distances. That will get you a ton of FHR and FCR so you can teleport safely.
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