Please post any questions, comments, corrections, or suggestions here in this thread.
Thanks!
-Hal|||Yay! High five to Hal for actually getting his guide back up. Now if only he were a mod, he could sticky it himself...
But since that won't happen, we could all be cool and congradulate him immensely for being on top of things not only with a real 1.10 guide, but actually updating it, responding to its readers posts, AND getting it back up after the January Thread Massacre. Maybe that would keep this post at the top of the forum....|||Thanks for the Guide, Hal
I'm building my first conc barb... just to test IK set.|||In the boots section under either low-level/mid level (probably more of a low level boot), you should add the Cow king's set boots.
They are really nice in normal/nightmare with the +20 dex (let's you focus on vitality/strength earlier on), the magic find, and the 25-35 fire damage.
actually, when the whole set is combined, it isn't actually that bad, because you get 30% ias and 100 more magic find. The problem is that the stupid hat is a lvl 28 req, and by level 34 or so you should get better items.
BUT you can use the cow set AND sigons gloves/belt for another 30% plus 10% life leech. If you can get these two sets together, war hammers are very good because they do very high damage.|||Hey Hal, just one thought about gear/dclone, if you carry a natures peace in stash the pmh on it can be really handy for fighting dclone. I wouldn't recommend it for consistent use, but the small size makes it very easy to carry on a continuous basis. Ok make that two thoughts, dracs makes taking dclone easier yet, the lifetap can save potions and merc, but i wouldn't recommend carrying them special for him. An item with life tap charges also works.
Also a question/thought on r/w speed and enigma. Enigma gives 45% fr/w and gores give another 30%, one point in increased speed will make approximately another 30% after +skills gear (assuming good gear). That makes 105% with no charms. 105% gives 2.44 more yards/s. Now if you put enigma in a sacred armour instead of archon the 5% penalty takes you to 100% fr/w wich is 2.40 yards/s. So you could gain 76 base defence with a perfect sacred over a perf archon (not superior, that would widen gap slightly). Of course Sacred needs 232 strength, which may be a problem on it's own. (If you had the str charms, enigma adds approx 50-70 str at good levels so you could equip charms, equip armour, then unequip charms, not sure about corpse popping then). Anyway i was just wondering if the defence would be worth sacrificing .04yards/s assuming you can make str requirments. Oh also a fr/w table might be nice in the guide. Diabloii.nets table is at http://diabloii.net/items/modifiers/fastrw.shtml
Edit:
Ok thought of another question, is confuse an area effect or does it just effect one monster? ditto for mindblast, and your stats on delerium are out of date, not that it makes much difference.|||Throw on a reaper's toll on your merc and cast decrep on him and kick his arse

The thing about the build is that it doesn't really matter what equipment you use, the strength is in the synergies; you can pretty much go with whatever gear you want and be fine, though it is a slight bit more difficult for two-hand fighters since they lose the shield.
If you go with the IK set, you can leave dex at base and just work on str and vit. There are plenty of AR items like charms and rings and such in the game (not to mention the bonus to AR from set itself), and then Battle Cry cuts enemy defense in half, making them a lot easier to hit.
Long:
Confuse is AoE, and I'm pretty sure Mindblast is too (just a very small area on it, however). Thanks for pointing out the stat issue, I'll change that and update the page.
As for the run/walk question: speed is a very confusing statistic. For one, the amount gained from items works in diminishing returns, while that from skills doesn't, so we can't just add the totals together. There is a rather irritating formlua for all of it around here somewhere. Likewise, I believe the speed penalty from armor is applied at a different point in the equation, so that it has a much larger effect (it was either at the very end, after item/skill r/w had been calculated, or subtracted from the skill...I can't remember off hand).
In reality though, the main reason for not using something like sacred armor for enigma you've already mentioned: that contemptable str requirement. The big reason to use Enigma in general is because it lets you skimp on str in order to pump more vit, thus something like an archon or wyrmhide or such make great pieces to go with. My current rendition of the barb has 81 base str, which goes to 101 with annihilus, and then 131 with my BotD berserker, which lets me put on the archon, and then storm, and so on and so forth. Likewise, if you equipped Enigma using str items, then removed the str items, Enigma would turn red and dissapear from your character. I tried doing it the other day, as I was thinking about similar things as you, to no avail =/.
-Hal|||is this build good for MFing? in particular doing meph runs in hell and possibly diablo clone
or would you suggest a few changes to the conc barb guide for MF?|||Ok thanks hal for the build and info!!
Justa nother thing, have you tried it with the ik set and if u want do u want me to try it and give you feedback of how it goes so u can tell other newbs like me of the potiential it has. Just a point!?
No comments:
Post a Comment