![]() ![]() if you get the majority of your damage from Blood, use 3 Tomes). Minor talisman signets are usually focused on whatever your primary source of damage is (e.g. Alternatively, you can swap in a HP minor as needed. Many people try to stay around 3000 HP for NM's and you can do this with two blue Vigours on finger and wrist and a Veles (from issue 6) on the neck (which must also be from issue 6). Those are the most expensive signets (about 1.4M for a green) so that's something to consider. Again, weapon signets only trigger on attacks by that weapon but a head signet will always be active.ĭepending on how daring you are (and whether you have a HP piece), you may or may not want to fill your major slots with Violences. Actually placing the signets is a matter of preference and widely differs. Sometimes you'll see a Cruel Delight, particularly in Blood builds. Abuse, Aggression and Fury are used to fill out the remaining head/weapon signet slots. By having one of your own, you guarantee you'll always have one as opposed to having to rely on others. Ideally, there should be at least one Breaching per group but since multiple Breachings don't overlap, it's less useful to have more than one. Regarding head/weapons signets, Breaching and Laceration are definitely considered the cream of the crop and they're among the most expensive signets. That way, there won't be any points wasted on a less useful stat. For example, if you have an Elemental Force-based build, you may want a crit power piece while a non-EF build might prefer more penetration. To allow gear to be more easily interchanged between builds, people often try to use glyphs that are all of one stat rather than mixed stats. Instead, weapons need to be tailored around the particular build being used. ![]() That's why most people avoid putting hit rating on a weapon - in order to get 650 hit, you'd have to put hit rating on both weapons to avoid glances. One important thing to remember is that weapon stats only apply to attacks made by that weapon. That said, depending on your build, you may want to go past those levels. Diminishing returns start for penetration around 800 and are pretty sharp by 1000 while I think crit power has moderate diminishing returns in the 300-400 range. In most places, 650 hit is the level at which no attacks will glance and for exceptions, Fever Pitch helps. Focus on those before moving on to crit rating/power. The most important stats to reach are 650 hit (and use Fever Pitch when needed) and at least 750-800 penetration to start out with. I've found this thread on the official forums useful. Continued abuse of our services will cause your IP address to be blocked indefinitely.I don't have anywhere near 10.4.4 gear but have been trying to work this out too and I'd suggest playing around with this Gear Planner to both plan what you want to do in the future and how to fit in your current gear as you level up. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior.
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