Someone made the point - if play with a sorc and let the merc stay between you and the monsters, is different situation than playing hammerdin and. Some folks like to make treachery, on a low defense base armor, so your merc get hit more often and has a better chance of procing. From experience,whatever mathlete you get in here trying to prove either or on this one, I'll stand by treach again adding that often times when the merc gets mobbed by actual monsters, not "on paper ones" being able to hit faster makes all the difference in him getting locked up or overwhelmed. In order for the fade to proc - your merc need to actually get hit. If your baaling and getting decrep'd, you'll want treach fo sho!. In a smaller game and if given decent levels of off ed% sometimes fort will be better. This point has been one of contention for ages, and there is kernal's of truth on all sides. The more hits per sec really allow the merc to quickly refill his life bulb since the damage difference between treach and fort isnt so great that the extra damage offsets extra additional hits. (unless you want to micro manage life tap curse, then use gface ias ) I'd have to plus one that as well, and further add, that paired with an andy's for life leach for that next bit of ias needed to bump up the attackpoint. I've seen it advised a lot over fortitude, particularly because my merc will be using infinity and the ias helps with cb.
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