The Blue Hunt (Wolf using slow effect)

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Re: The Blue Hunt (Wolf using slow effect)

Post by grimjerk on Thu Dec 25, 2014 2:10 pm

Perhaps the Werewolf is one of those toons that could benefit from the Teleport when struck trick. Being ported keeps you out of hit recovery and having Harbinger on right click means auto-targeting.

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Re: The Blue Hunt (Wolf using slow effect)

Post by anhvanthe on Thu Dec 25, 2014 5:08 pm

I have no problems with resist up to now. Permanently 75% from orb, 20% from Sunstone, and 10% from amulet. I have no good sockets yet so resistance perfect gems are the only choice. I am trying to re-roll good jewelry to get IAS, & %CB so that I can replace the belt and gloves (which are mainly used for IAS and CB) with something else.

Edit 1: I only put 10 hard points into Harbinger to get 0 timer. I will respect when reach Destruction to see if it's worth smax.

Edit 2: I just realized that Harbinger also gather Elvensong ,so my play style changed a bit. I will cast 2 Elvensongs (another 4 points into elvensongs to get 2 minion won't hurt my skill plan) before Harbinger. As I notice, as soon as Druid Harbinger into a crowed mobs, Elvensong will cast spell once or twice. As surrouned by acid fiends, my elvensongs have a higher survivability, hence works more effectively.

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Re: The Blue Hunt (Wolf using slow effect)

Post by ducnh85 on Fri Dec 26, 2014 3:41 am

elven is survival-core of druid, i think so. It will charm mob before mob hit it, so only AOE skill can hurt it

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Re: The Blue Hunt (Wolf using slow effect)

Post by anhvanthe on Fri Dec 26, 2014 7:43 am

LOL

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Re: The Blue Hunt (Wolf using slow effect)

Post by ducnh85 on Fri Dec 26, 2014 10:21 am

i think that amulet cant make you harbringer... non- stop. Each click cost 2xx mana

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Re: The Blue Hunt (Wolf using slow effect)

Post by grimjerk on Fri Dec 26, 2014 11:04 am

@anhvanthe wrote:
Edit 1: I only put 10 hard points into Harbinger to get 0 timer. I will respect when reach Destruction to see if it's worth smax.

I'm not sure what the Werewolf's final attack speed break point is, but you should consider this; if your only reason for putting hard points into a skill is to get the timer down, it doesn't make any sense to get the timer lower than your attack speed.

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Re: The Blue Hunt (Wolf using slow effect)

Post by ducnh85 on Fri Dec 26, 2014 12:44 pm

in this mod, rise IAS is not big problem..

and the speed of harbringer animation like teleport in LOD, very fast.

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Re: The Blue Hunt (Wolf using slow effect)

Post by grimjerk on Fri Dec 26, 2014 12:53 pm

I didn't say it was a problem.

It doesn't matter how fast the animation is. Say that the Werewolf's final IAS break point is 4 frames. That means you can attack every .2 (because the engine rounds up from .16) seconds. So a skill timer of 0 has no advantage (other than it would prevent it from interfering with other timered skills).

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Re: The Blue Hunt (Wolf using slow effect)

Post by anhvanthe on Fri Dec 26, 2014 6:32 pm

To me, there are a lot of "wants" in this build, because it has many potential play styles. Marco has put many materials in wolf tree so I need more experiments to finish the end-game skill planner.

Edit 1: My first end-game equipment. RW is usually practical and achievable. I am trying to utilize "Target Takes Additional Damage of 25" with Doom but an amulet with Doom is not a worthy trade-off, even though I am using a sword with 25 mana on striking

Snowsquall (RW Gloves)
Level 100
10% Chance to cast level 9 Cone of Cold on Attack
Adds 75-175 cold damage
Slows Melee Target by 75%
+(101 to 150)% Enhanced Defense
+(21 to 25) to Energy
+(21 to 25) to Dexterity
Cold Absorb 5%
Target Takes Additional Damage of 25

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Re: The Blue Hunt (Wolf using slow effect)

Post by Jutsin on Sat Dec 27, 2014 4:41 am

168% ias is the breakpoint u can hit FHR really easy with Auhe Runeword its kinda nice if u dont have SBS

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