Shade LW temp

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
Friend of mine asked me to make him a Shade Pierce temp, this is what i came up with.
Please let me know what u think.

- 1 Only 1 SC armor part, rest is heal proccs (drop armor) I figure 1-2 heal proccs extra are more worth then the missing 20 HP, 20 AF. What do u think?
- 2 Legendary Weapons
- 3 ML10 Vest, pants, Cloak
- 4 I can drop 7 COLD if i want, do i need anything else more?

97/97 str
99/100 con
97/97 dex
30 AF
380 HP

26 Body
25 Cold
26 Heat

19(25) Energy
21 Matter
24 Spirit

25(30) Crush
26 Thrust
26 Slash

+11 CD, CS, Env, Pierce, Stealth

10 Melee speed
10 Melee damage
10 Style damage
 

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
Forgott to say that it also has RoD
 

Amphrax

Part of the furniture
Joined
Jul 14, 2007
Messages
2,117
You need spell pierce... also everyone can just post stats on :) give items and a proper Template
 

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
You need spell pierce...

Cheers for taking the time to comment mate, i got a few wonderings/comments tho, i havent played for like 3-4 years so im abit rusty.

1: Ive heard about SP in shade temps but i also heard that it doesnt make a big difference.

2: What exactly does SP do? is it tested properly?

3: Is it worth sacrifizing stats/other bonuses for?

4: Ive been looking around here for temp ideas, and there seem to be only 1 guy promoting SP temps, and that guys temps suck IMO.

also everyone can just post stats on :) give items and a proper Template

5: I didnt make this template for anyone else but me and me friend so if im "faking" a good template that doesnt hurt any1 else but us 2. I only want to know if there is anything i desperatly need to raise, is there anything i can lower?
 

Punishment

Resident Freddy
Joined
Jan 23, 2005
Messages
8,604
Tbh leggy temps are so 2 years ago, for a solid 6-9 months myself and others ran them and people cried to high heaven wondering how people could do so much frontload) but personally what you will want come next patch is as good a mh free template as you can make.
 

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
Tbh leggy temps are so 2 years ago, for a solid 6-9 months myself and others ran them and people cried to high heaven wondering how people could do so much frontload) but personally what you will want come next patch is as good a mh free template as you can make.
So are you saying that LWs doesnt work now, or are they just not as good as they used to?

I understand having the MH free if you like using weapons with different stats, but is there any other pro?
 

Punishment

Resident Freddy
Joined
Jan 23, 2005
Messages
8,604
Im saying with the way assasins envenoms are being changed that assasins will no longer be able to anytime swing and drop people in seconds with frontload, so i would suggest a shades of mist template with MHI so you have the survivability to still win, im gonna be on my skald when new patch goes live been on a 2 week break or so atm to let the noobs get brave then it's time for the return of the Hypnobitch
 

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
Im saying with the way assasins envenoms are being changed that assasins will no longer be able to anytime swing and drop people in seconds with frontload, so i would suggest a shades of mist template with MHI so you have the survivability to still win, im gonna be on my skald when new patch goes live been on a 2 week break or so atm to let the noobs get brave then it's time for the return of the Hypnobitch

I understand what you are saying but i just want to know if LWs are viable as dmg output compared to "regular" weapons?

As for survivability i reckon 5 (FIVE) armor heal proccs (only hands are crafted) will do the trick

What changes are they doing to envenom?
 

Punishment

Resident Freddy
Joined
Jan 23, 2005
Messages
8,604
Lw's are viable and are an important component in any classes weapon arsenal, but pure lw damage based templates are more based on spike damage than continuous dps which coming next patch will be a bad thing.

Heal procs mean jack on a NS tbh, your wearing a gimp suit in reality, SI vest slayer/SH arms ml10 legs rest omnis is as good as it gets really and next patch dd envenom damage get's cut in half and alot of hybrids are getting small boosts.
 

Neo

Loyal Freddie
Joined
Dec 23, 2003
Messages
809
Lw's are viable and are an important component in any classes weapon arsenal, but pure lw damage based templates are more based on spike damage than continuous dps which coming next patch will be a bad thing.

Heal procs mean jack on a NS tbh, your wearing a gimp suit in reality, SI vest slayer/SH arms ml10 legs rest omnis is as good as it gets really and next patch dd envenom damage get's cut in half and alot of hybrids are getting small boosts.

<<next patch dd envenom damage get's cut in half and alot of hybrids are getting small boosts >< What do you meen with that? Im not being disrespectfull, i really want to know :)
 

Punishment

Resident Freddy
Joined
Jan 23, 2005
Messages
8,604
Patch 1.112
Class Balance


Assassin

Balance Changes
  • All toxic Direct Damage poisons have had their damage values reduced by 45%.
Bug Fixes
  • The Direct Damage proc buff from the toxic poisons is no longer removable.

Heavy Tank

Balance Changes
  • Rampage, has had its percentage to prevent all debuffs increased from 35% to 100%.
    • When using Rampage, the Heavy Tank’s group will receive the Bolster effect, blocking 100% of stat debuffs only, for 20 seconds.

Animist

Bug Fixes
  • Animist pets and bombers are no longer affected by resist pierce bonuses beyond the 10% cap.

Bard

Balance Changes
  • All Endurance regen spells have had their values increased by 2.
Bug Fixes
  • Blanket of Ivy (level 44 spec Armor Factor buff) should once again no longer overwrite existing spec AF buffs.

Bonedancer

Balance Changes
  • A new spell has been added to the Bonedancer class in each specialization. This spell will provide a ground-targeted, 350 radius area of effect for 21 seconds, with a 5 minute re-use. Each specialization will have access to a different version of the spell at level 29 specialization.
    • Bone Mystics (Darkness Specialization)
      • Level 29 – Bone Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses 200 cold damage every 3s for 21s.
    • Bone Guardians (Suppression Specialization)
      • Level 29 – Skeletal Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses a 50%, 15s duration snare every 3s for 21s.
      • The Level 29 spell, Summon Bonebuilder, has been moved to level 28 to accommodate this change.
      • The level 28 spell, Powder Skeleton, has been moved to level 27 to accommodate this change.
      • The level 27 spell, Summon Bone Bouncer, has been moved to level 26 to accommodate this change.
    • Bone Warriors (Bone Army Specialization)
      • Level 29 – Skull Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s RUT – Drains 20% endurance and 10% power every 3s for 21s.
  • Bonedancers have been given a forced respec.

Cleric

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively.

Druid

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.

Friar

Balance Changes
  • The Friar’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
  • The level 8 style, Defender’s Fury, has been changed to a parry reactionary and has had its growth rate slightly increased.
  • The level 44 style, Stunning Wrath, is now a follow-up to Defender’s Fury.
  • The level 29 style, Friar’s Boon, has been changed to a rear snare with a 15s duration.
  • The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively.
  • Friars have been given a forced respec.

Healer

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.

Mauler

Balance Changes
  • Maulers now receive Stoicism at level 35.

Mentalist

Balance Changes
  • Mentalists now receive the Speedwarp ability at level 49 in the Mentalism baseline.

Necromancer

Bug Fixes
  • Necromancer pets are no longer affected by resist pierce bonuses beyond the 10% cap.

Nightshade

Balance Changes
  • The casted Direct Damage line of spells has had its range reduced from 1500 to 1250.
  • The instant-cast Direct Damage line of spells has had its range reduced from 700 to 500.

Paladin

Balance Changes
  • All Endurance regen spells have had their values increased by 2.
  • The Armor Factor Chant line of spells will now stack with all other Armor Factor bonuses. The range of this chant has been reduced from 1500 to 500.

Runemaster

Balance Changes
  • Runic Ward (Bladeturn) has been moved to level 1 Suppression Specialization from level 2.
  • Minor Entrapping Rune (Snare DD) has been moved to level 2 Suppression Specialization from level 1.
  • Runemasters have been given an Area of Effect Root Spell at the following levels in the Runes of Suppression Specialization line:
    • Level 30 – Runes of Snaring – 2.5s cast - 1500 range – 49s duration (Body) – 350 radius – 19 power
    • Level 39 – Runes of Tangling– 2.5s cast - 1500 range – 60s duration (Body) – 350 radius – 25 power
    • Level 49 – Runes of Entrapment – 2.5s cast - 1500 range – 73s duration (Body) – 350 radius – 32 power
  • Runemasters have been given a forced full respec.

Shaman

Balance Changes
  • All Endurance regen spells have had their values increased by 2.
  • The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.

Savage

Balance Changes
  • The Savage’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.

Thane

Bug Fixes
  • The Endurance Reduction buff will no longer be overwritten by the Skald’s Endurance Reduction chant.

Warden

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.

Valewalker

Balance Changes
  • The Valewalker’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
  • The level 12 style, Foxfire, has been changed to a rear snare with a 12s duration. Its growth rate has been slightly reduced.

Vampiir

Balance Changes
  • The Vampiir’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
 

Bahumat

FH is my second home
Joined
Jun 22, 2004
Messages
16,788
Don't use LW if you intend to sit in labby as everyone has a bb thus they have bb resists. Going up against a ns or sb with 50% heat resists whilst using heat weapons will make you cry.

With melee weapons your opponents can pop the 10% melee resist buff, but with other /use items they could have cool down timer etc.

With cl resists they permanent have an additional 10% magic resists as you have no cool down on recasting
 

Users who are viewing this thread

Top Bottom