The drop in saves is clearly the goal. I believe what Desocupado was questioning is that 1) You need to beat a Will save and since this can be up to 60 (Death KNight higher?) you will need 120 Intimidate, a gear constraint, and .... 2) according to the description Terrifying rage lasts 2d3 rounds = 3 rounds on average = 18 seconds
I am also interested if this Feat is considered to be worth is, given these two caveats.
The aura itself lasts the whole time you are raging (4min)
I have yet to actually fear anything, but the -saves pops all the time. The biggest bonus is that it makes you a better tank, mobs hate having their saves reduced, makes them glued to you. Which is your job
yes, i find it very useful and have invested in that feat. I have maxed out my intimidate at 60, and further boost it in paragon levels so it is now 127. I read somewhere that although 127 is max, points exceeding 127 will add more to intimidate on a 1 on 1 basis, so that possible hell/abyss penalties will be easier on you . I might have gotten this wrong though .
Can anyone help me with this. I want to look over it again, and I am thinking of how I can improve the damage. It does good dmg, but I Want it to dish out crits in the 1200-1500 range, which it doesn´t.
I was thinking of changing weapons to halberd or Scyte, will that help ?
Halberd only has 18-20 / x2 critical modifier, so you should go for Scythe (x4) _if you want the big flashy numbers_, while halberd allows you to skip Exotic wpn prof. High str, scythe, and you get to ditch the dual weapon feats. Pretty mainstream approach would be to go for the Harper scout splash with the leftover feats you get from not taking dualwielding feats, keeping ftr splash for the weapon spec and thus hitting like a truck with harper boots extra attacks, wpn spec, overall barbness, dualdmg type and enormous crits from the scythe.
HS also would give you the option of skipping LSA:Tumble and maxing it at 40. Dropping BG might hurt your saves some so would be good to check if you need to take save feats to get the saves to a level of your liking.
Post by Twilight Semner on Feb 1, 2015 17:40:22 GMT
Not sure I understand the desire to deal 1200-1500 damage crits. Sure, you can do it with Scythe, but why would you want 40% as many crits as you currently get? With Halberd your crit chance is 50%, with a x3 multiplier (assuming DC). With scythe your crit chance is 20%, with a 5x multiplier (assuming DC). If you've got 5 attacks, you're going to get 2.5 crits/round with halberd, and 1 crit/round with scythe. If you adjust your for crit multipliers, your "effective attacks" against crittables would be 10 with halberd (2.5 noncrits + 2.5x3 crits) and 9 (4 noncrits + 1x5 crits) with scythe. Overall you'd be doing LESS damage in order to get those shiny big numbers.
Various toons, needing various tags -- mostly lolfail tanks, some cores.
the idea of building for the max crit dmg imo is a bad idea, you should be focusing on max normal hits since most of the things you should be focusing as a tank are crit immune. imo scythe is only cool because of the dual dmg type, and halberd accomplishes that with one less feat + all the benefits semner posted earlier
of course that's just being optimal, I like to see big crits too
The advantage of larger packets is (slightly ) better penetration vs. high resists. It's the same concept as prioritizing physical damage portion with dex vs str tank: if the number is too low then it's really not going to show much in the log. If I'm only ever hitting noncrittable mobs, then I wouldn't care about the crit stats any more than a dexer cares about how big their physdmg is. However I do spend a lot of time hitting stuff that's crittable (contrary to popular belief sometimes your cores are badly played/laggy or you're in a small party or lacking a core and your tank is worrying about efficiently killing more than just the "top 5" crit imm big baddies.
As is well known, endgame zones differ with respect to general mob statistics; for example it's generally accepted that hell mob conceal/crit imm frequency is very high and AC not very high, whereas abyss mob conceal/crit imm popularity is not very high but AC and ABs tend to be much higher than hells. Another "common feature" of many abyss mobs is noticeably-higher resists than hell mobs. There are some (and for me, many) scenarios, regardless of the run, in which I prefer 40% less crits in exchange for 40% more dmg per crit.
Not defending the choice, just explaining why I place higher desirability on multiplier than range (not just for the huge crit #--if I want that I go play a morph totem grow 1hitter:P). I'm sure that if anyone took the time to do an exhaustive comparison, the numbers would not reflect much (if any) advantage as per this "theory", but nonetheless it's my preference.
Anyway, regardless of the crit stats, it all comes down to whether or not you truly have a spare feat for exo prof, which most tanks honestly don't, especially most "experimental" "new wave" 2hers; therefore halberd remains a more advantageous choice than scythe (assuming dmg stats are too close to worry about considering).
Having higher multiplier is mostly relevant when using the wrong elemental type (dustbone weapon) - which can happen often as a Barbarian. Against critical immune either weapon is the same. Higher multiplier is also relevant when monster have high parry and resistances.
edit: To get 17-20 you gotta be wm, in which case hally is 10-20. totaly forgot keen.. sigh
Personaly I'd go for 31bbn/4ftr/5hs for maximized non crit damage. Then there is the debate about hally/scythe vs doublewep.
Double wep gets +2 offhand, goes from 7 (with harper boots) to 9 attacks, which is about 28% increase vs 20% flat increase from 2hand bonus. 2handed wep does have more downside thou..
Costs 4 feats (3 vs scythe) Costs 2 ab Smaller damage packs, worse vs high resists Main thing - loses double type physical damage.
So where double wep does more damage vs combat dummy, it may not do more in real run, it does vs certain group of enemies, but definetly not even close to all.
Then ofcourse.. the option of wm vs hs or pally/bg - Assuming all of these goes minimum 4ftr for weapon spec route, which atm is propably the highest factor damagewise.
Wm costs most feats, hs costs feats and skill points. Huge crits against crittable vs +2attacks, which is (if using hally/scythe) 40% (unless toyshop boots/wrap, 20% vs those) increase on everything (and the above 28% with double wep) vs no offencive bonus. Hs is bound to specific boots, which limits gear setups a lot. Pally/bg has huge saves.
Overaly I'd go with Hs if you dont have wrap. With wrap it is closer call, but I'd still lean towards Hs vs Wm.
So overaly to be high damage treat against as many targets as possible I'd go ftr/hs splash with halberd.
Lastly, another thing in hally vs scythe discussion. 11-20x3 vs 17-20x5 goes in hally's favor like above mentioned when you ignore enemy AC (you can do it in hells). However, in abyss there are some crittables which as paragons have 100'ish AC, some even higher. If you have like 105ab at final build, lowest attack is done at 90ab, meaning a 10 wont hit, yet alone automaticly crit even if it hits, since even with power crit the confirmation roll can be too low.
Now if you go more uni and end up say 97'ish ab lvl 60, at lowdemi in p3 abyss you're propably rocking ab of 90-93 or so. Lowest Ab at that case goes even under 80, which has hard time critting even mediocore abyss AC every roll of 10-15. Now overaly hally still propably does more than scythe vs average critable, but there's a group of mobs where scythe > hally.
Now all that AB stuff doesnt really matter here in Herc's case since iirc his barb is close to 80 and definetly is atleast 5xDemi, so AB is almost a non factor. So halberd would definetly be my recommendation.
I'd have to basically say that ultimately, anything without non-maxed attacks (HS if possible and/or wrap) is non-maximal dmg output where it counts (vs the Ferocious Five and other various noncrittables like nalfeshnee etc). My comment above @ killing crittables should definitely not be taken to mean that WM splash in any way outweighs HS splash. It simply doesn't, period. Even with the annoyance of the buff and losing boot slot, 2 more attacks is an extreme damage improvement, and more importantly it's a damage improvement that works vs. PF/Male/Balor/Mary/DK, unlike augmented crits.
If anything, I'd venture to say that really, I don't see much point in argument or debate of WM vs HS (assuming as in herc's case a "finished" toon and rich player with all or most gear needed to make whatever build work). I bet if someone did the math, it'd probably show that 2 more attacks/round ends up generating very similar or possibly even more dmg from critical hits than even a WM's more frequent/more powerful crit dmg.
I'd also add that much like the minja, more attacks provides a very favorable adjustment to your flurries, translating to a noticeable improvement in dispatching trash quickly. And on that note , coupling this with huge scythe crits means you can often instakill even 2-3 trashes in a round/1 in just your first flurry. It's not uncommon to see 2-3 crits in that 1st flurry. Vaguely funny to insta more than 1 mob per round; unlike MS there's no cap on how many 1500 crits you can land in a round