The 1.10 daggermancer/first draft

darnocpdx

Diabloii.Net Member
If you have slow gear, clay golem and holy freeze isn't decrept kinda wasted? With all that goin on why bother. LR would be better, and if you have a fast running speed fast to hit rate you should be able to wacker em without getting hit not useing decrept. Honestly I like Holy Freeze, but I'd much rather have (or even a hope of) defiance and holy freeze than just being stuck with holy freeze. Of course you can go with defiance to holt freeze then back to defiance should you get the runes for doom while in hell.

Venom for a pure daggermancer is a waste of a mal rune, there are at least half a dozen better runewords than Venom to spend a Mal on. Plus you are short an extra 180% + poison damage, if coupled with LR and say 3 pieces of trangs is a huge difference. And most people don't have it anyway.

Also 300 dex isn't possible for everyone, I play HC and there is no way I'm putting more than half my points into dex. I'd rather have about 150-200 some good +AR gear and socket my daggers with eths. Which will still keep your AR high and lowers your opponents defense (which at the high levels has more effect than adding points to dex for AR). Which is easily apparent if you say take Hell Baal and figure out how much dex you need to hit him without -target defence, then figure it out after dropping his DR by 25%.

Open wounds does make it look like your poison damage is better than it is. Personally though I enjoy the slow torturous death that I bring these helpless creatures. Call me sick and inhumane, but I like it. (insert evil laughter).

But your whole post brings up a good point on why I dont say pump this stat
to this level and make sure you have this piece of gear etc...We all play even the same builds slighty different. I just like to put up options and ideas, not tell ya exactly how to do it.
 

darnocpdx

Diabloii.Net Member
Also I forgot, knock back if there are opponents directly behind them keeps them from getting knocked back. When howl kicks in in that same situation the monster moves up as the howled turns,, though they can be stopped as well but its not very often. Also it's always better to keep your opponents at a greater distance once poisoned which knockback doesn't do, and howl does most the time.
 
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