![]() Hp decreases hit recovery lock, defense can mitigate physical damage if you’re on proportional level against the foe, By example flayer dungeon is area level 80, if you’re below that you get some nerfs on defense and they get some buffs on AR. My tip is always about: hp->defense->resist. Travincal can be tricky but is more “easier” to track where you getting hit and what foes you would deal. The act 3 is full of surprises and annoying monsters, fetish/flayers are really painfull foes because often are hard to see. Bone fetish can explode doing a ton of damage also, The blow dart ones would deal way less damage but could apply poison and by their numbers could easily deal some considerable amount of damage, like 10 could eat 1k hp in less than 10 seconds by example. Consider the amount of atks you receive at same time and having less than 45% is really impactful on your hp pool.Īlso keep in mind that on flayer dungeon and jungle you got several annoying demons, the shaman by example could easily deal about 198-204 if you have 0 fire resist. I would suggest about 45-75% all resist, because their elemental damage scalates a lot. That’s why I mentioned defiance aura on merc if you have trouble against ranged foes. The more your mana pool, the more you regenerate mana.Ĭold slows foes but also means that foes outside his range would be unnafected. Still him having insight or not isn’t a problem in there. The meditation aura helps for sure, if you have at least 1 point on warmth and increase a bit you mana pool you can compensate the insight rw tbh. ![]() And on durance pay attention to vampires, councils and bone fetishes.ġk hp is somewhat fine if your other stats are great. You often would have councils(I think one of them is cold immune), the zealots and the healers(cold imunes btw). Well, at act 3 most issues are about outside the travincal and durance.
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