Never actually posted mine though
Mage Staff: Nature Damage, Health Drain, Chance to Stun
Because I like having unique properties >_>
How Did You Spec Your Key?
Débuté par
MageTarot
, juil. 28 2011 12:24
#26
Posté 28 juillet 2011 - 06:00
#27
Posté 28 juillet 2011 - 09:11
Mage staff: Lightning damage, Armor Ignoring, Slow down enemies. (BTW, in case anyone hasn't noticed, I really hate the upgrade options.)
#28
Posté 28 juillet 2011 - 10:56
Dagger: Cold damage, attack speed, critical chance
#29
Posté 29 juillet 2011 - 12:44
Mage Staff : Lightning Damage, Mana drain and slow enemies movements speed.
Modifié par Sons of Horus, 29 juillet 2011 - 12:44 .
#30
Posté 29 juillet 2011 - 12:51
Dagger: Lightning Damage, Ignore Armor, chance to stun
Ignore armor seemed to be especially nice. Stun Chance because it works with my build (auto-crits on the stunned). Lightning for no particular reason.
Ignore armor seemed to be especially nice. Stun Chance because it works with my build (auto-crits on the stunned). Lightning for no particular reason.
#31
Posté 29 juillet 2011 - 10:11
Mage staff: Fire damage, Armour Ignoring, Critical Chance. Not sure if these were wise choices though...
#32
Posté 30 juillet 2011 - 10:48
Two-hander: Electric damage, armor pen, chance to stun.
The electricity was kind of arbitrary, though. I'd prolly swap out to cold or fire on a replay.
The electricity was kind of arbitrary, though. I'd prolly swap out to cold or fire on a replay.
#33
Posté 30 juillet 2011 - 11:34
Goosh wrote...
Mage staff: Fire damage, Armour Ignoring, Critical Chance. Not sure if these were wise choices though...
I don't know for sure, but I think Staffs already ignore armour?
For the last, out of the two crit bonusses, I would have done Crit Damage instead of Crit Chance..(maybe more a personal thing)
#34
Posté 31 juillet 2011 - 07:41
I had the Rogue Dagger and I did Nature damage, Increase stun, Increase crit chance, and if there's anything past three I didn't do it yet.





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