tonyawk wrote:hey Rumblealex,
Thank you for this information. I'm curious to know why the autor of this guide think that it better to play 2hand in 1.3 and what kind of changes have been made in comparison to the previous versions of the game.
Higher base weapon damage in 2handers benefits greatly from end-game runewords like Shark(xis) which gives 230% enhanced damage. So you can renew a superior flamberge until you get one with 25-30% base enhanced damage, add 20% from an oil of luck, and you end up with 275-280% enhanced dmg.
Combine this with bloodlust bonus from the runeword, and you end up hitting decent damage.
The reason for picking a 2 hand sword probably because we need less defense to survive various ubers in the current patch. We have 40% dodge, 70% avoid and 70% evade with maxed faerie flame, Elvensong/Symbiosis synergy and werewolf form.
With
Skythrone
or
Windsinger
you can reach up to 85% avoid/evade.
But I find the wolf squishy if and when you get hit. I prefer running a 1hand sword with a shield. I'm not the best guy to explain why a 2hand might be better since I don't actually play with one.
There's something special about running a 220% increased attack speed sword that makes you fly across the zone in record time. The damage is lower for sure, but the extra defense is worth is in survivability, and you can still scrape a little more damage with
Akarat's Crucifix
. 400% enhanced weapon damage and bloodlust!
I've run TA and, Fautz and Tengaze with Coldhunger and Flying saucer without much issues. Monsters will take time to die, but you have to understand that not every single monster will die when you run the place. Just spam the whole place and quickly grab whatever happens to drop. don't stand in place for more than a second at all.
For TA and Tengaze you can use
Wyand's Fervor
for that juicy 50 mana on striking that can keep your mana topped for the whole zone.
For Fautz I prefer using
Linga Sharira
but switch my belt to
The Endless Loop
The Endless Loop
Light Belt (Sacred)
Defense: 1101 to 1143
Required Level: 100
Required Strength: 550
Item Level: 105
40% Combat Speeds
+(10 to 19) to Charged Strike
Slow Target 10%
+50 to all Attributes
+75 Life Regenerated per Second
+(0 to 1) Mana on Striking
Socketed (2)
. it's not as self sufficient with mana cost, but it still help with harbinger uptime.
For Bremmtown or Viz'jun I don't use either of them. I need the armor for extra defense, and the 5% CtC teleport on striking can cauze you issues with the bosses. I've lost two cold fusion schematics in Viz'jun because the boss teleported to unreachable places. in Bremmtown, the black star dragon just teleports in unexpected places, and you can't anticipate properly his one-shot laser.
Some ubers you won't have any choices but to respec in something else. Wolfdruid just isn't made to kill those.