Sprow wrote:guide = nerf
this is pretty much inevitable with guide or not
Sprow wrote:guide = nerf
thysick wrote:Cant beleive theres no throwing guide other then scorpion in the guide section...
Istaryu wrote:griswold armor is not too bad, tu skull cap, tu light belt, tu chain glove, tu heavy boots or light plated boots, tu totem shield, later abandoned crafts, or witchhunter hood for helm, hexward for shield). You can also use honorfic items mo'd with fhr, flat dmg, dex, they are just as good as the bad tus, or even better because of the fhr.
Bljadzon wrote:Istaryu wrote:griswold armor is not too bad, tu skull cap, tu light belt, tu chain glove, tu heavy boots or light plated boots, tu totem shield, later abandoned crafts, or witchhunter hood for helm, hexward for shield). You can also use honorfic items mo'd with fhr, flat dmg, dex, they are just as good as the bad tus, or even better because of the fhr.
Good points all around, except I disagree with TU light belt (honorific t4 sash is superior in every way, or t2 even, if you have healing figured out, for a couple more MOs), for boots I recommend TU Chain boots (280str is not that much, Griswold's armor requires about the same, a few lowlvl charms and 6 Tal runes in your shield should do the trick) for +life, +mana and allstats (str is not really needed after reaching 280 for earlygame ubers, but vit and ene can add some minor edge to life and mana issues). For gloves, TU chains are okay, but I am traditionally give all my glove slots for honorifics on 90% of my chars for the earlygame (even sometimes spending a crystal or two to make a t4 honorific from Normal Shenk). Just look at what lvlreq 101 (almost analogous to SU) t4 honorific leather gloves / sash can provide:
20% dex (10% for sash, but t4 is still mandatory for potion slots)
50 dex
50 str (can be replaced by 10-20 dmg once you start getting charms)
60% fhr / fbr
30% allres
1% phys res (is marginally easier to roll on a honorific than on TU)
All this stuff for a fistful of gold. And it evolves with you too, and remains a good boy piece of gear until about 121 when Dunc kicks in. MO with MF after 101 for a bit of farming edge.
riskfactor wrote:IsVoid (Xis)really that much of an upgrade overVoid? The biggest difference seems to be physical damage, but that wouldn't seem to be very important for Maelstrom. You could also lose some mana on striking and you will have fewer MO slots. Am I missing something?Void
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Bljadzon wrote:riskfactor wrote:IsVoid (Xis)really that much of an upgrade overVoid? The biggest difference seems to be physical damage, but that wouldn't seem to be very important for Maelstrom. You could also lose some mana on striking and you will have fewer MO slots. Am I missing something?Void
Weapons
'Sur'
Runeword Level: 75
Adds 7-13 Damage
+(58 to 72)% Enhanced Damage
Slow Target 20%
Regenerate Mana +15%
Cold Resist +40%
Physical Damage Reduced by (11 to 15)
+(3 to 5) Mana on Striking
2% Reanimate as: Random Monster
Not the big one, but still very desirable (extra slow for farming, plus some damage - don't forget, bonus damage is a bonus, there's still a Dex-affected base which gets a good deal better by upgrading). A much better use of a xis rune isRebel (Xis). Nothing else really stands out besides those two (and the 100% all stats weapon xis runeword which you can try, but mana issues may ensue).