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Jan 12 2010 09:33am
hdin: blind spot fhr lock walk down if he gets out
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Jan 12 2010 09:34am
Quote (joshchx @ Jan 12 2010 08:33am)
hdin: blind spot fhr lock walk down if he gets out


Thanks I'll add that in the next version.
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Jan 12 2010 09:38am
Quote (Autocrat @ 12 Jan 2010 16:31)
1. It's not like a max block caster ignoring DR because ES sorcs rely on mana far more than a vita caster, with max block, relies on DR. You can get by on a max block caster without DR, the same way an es sorc with a limited budget can get by without resists.

2. You didn't even address the point I made in that quote at all.


1. It's not like there aren't budget options for resists, much like there is for DR (Stormshield..), that's just one of the flaws of an Infinity Sorc to begin with.

How is it not like a max block caster ignoring DR? They reduce 75% of damage inflicted to them (statistically speaking, of course), the only difference is that you reduce 95% and still ignoring forms to reduce the damage done to your HP, but mana can be brought to zero pretty easily and therefore you need some sort of protection when you are fully exposed and need to regen mana.

2. I'm questioning what you would do in the case that mana hits zero with bad resists (which is pretty often, play a smart offensive trapper and it's guaranteed to happen at least twice per duel).

Quote (Autocrat @ 12 Jan 2010 16:34)
Thanks I'll add that in the next version.


There's other moves you can walk down vs as well, such as smite. just fyi

This post was edited by Tails chao on Jan 12 2010 09:39am
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Jan 12 2010 09:45am
Quote (Tails chao @ Jan 12 2010 08:38am)
1. It's not like there aren't budget options for resists, much like there is for DR (Stormshield..), that's just one of the flaws of an Infinity Sorc to begin with.

How is it not like a max block caster ignoring DR? They reduce 75% of damage inflicted to them (statistically speaking, of course), the only difference is that you reduce 95% and still ignoring forms to reduce the damage done to your HP, but mana can be brought to zero pretty easily and therefore you need some sort of protection when you are fully exposed and need to regen mana.

2. I'm questioning what you would do in the case that mana hits zero with bad resists (which is pretty often, play a smart offensive trapper and it's guaranteed to happen at least twice per duel).


Sure there are budget options for resists that's why earlier in the thread I said that resists are trivial and that it's an easy fix.

I will admit that it's tough to stay alive after that mana hits zero. What i usually do is try to get away when my mana is geting low... not when I see it hit zero.


Quote (Tails chao @ Jan 12 2010 08:38am)
There's other moves you can walk down vs as well, such as smite. just fyi


I'll throw that in too thank you.

This post was edited by Autocrat on Jan 12 2010 09:46am
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Jan 12 2010 09:48am
Quote (Tails chao @ Jan 12 2010 04:38pm)
1. It's not like there i



ur pokemon broke
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Jan 12 2010 09:49am
Quote (Autocrat @ 12 Jan 2010 16:45)
Sure there are budget options for resists that's why earlier in the thread I said that resists are trivial and that it's an easy fix.

I will admit that it's tough to stay alive after that mana hits zero. What i usually do is try to get away when my mana is geting low... not when I see it hit zero.


To put it bluntly; fix it then. You have to assume the reader is ignorant of many things you would take for granted.

And yeah it's obviously better to get away before you hit zero; but many times it's just impossible when elemental attacks take such stupid amounts of damage away and especially vs Trappers. Also, it lets you stay on the offence at times where you should be extremely vulnerable. If a Trapper is on low life and manages to get your mana to zero they'll kill you in two seconds flat, whereas if you had solid resists you can do a wsg nova or lightning and at least kill the average reckless trapper.
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Jan 12 2010 09:50am
Quote (Tails chao @ Jan 12 2010 10:49am)
To put it bluntly; fix it then. You have to assume the reader is ignorant of many things you would take for granted.

And yeah it's obviously better to get away before you hit zero; but many times it's just impossible when elemental attacks take such stupid amounts of damage away and especially vs Trappers. Also, it lets you stay on the offence at times where you should be extremely vulnerable. If a Trapper is on low life and manages to get your mana to zero they'll kill you in two seconds flat, whereas if you had solid resists you can do a wsg nova or lightning and at least kill the average reckless trapper.


Ironically, in most cases, two seconds is very short.
On a base vit sorc with like 5 resist, you'll die in like 0.1 seconds.
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Jan 12 2010 09:51am
Quote (Tails chao @ Jan 12 2010 08:49am)
To put it bluntly; fix it then. You have to assume the reader is ignorant of many things you would take for granted.

And yeah it's obviously better to get away before you hit zero; but many times it's just impossible when elemental attacks take such stupid amounts of damage away and especially vs Trappers. Also, it lets you stay on the offence at times where you should be extremely vulnerable. If a Trapper is on low life and manages to get your mana to zero they'll kill you in two seconds flat, whereas if you had solid resists you can do a wsg nova or lightning and at least kill the average reckless trapper.


I also included earlier in the thread that I would fix the resist issue in my next version. I'm just looking for more input before I post the next one up.
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Jan 12 2010 09:54am
Quote (drt1245 @ 12 Jan 2010 16:50)
Ironically, in most cases, two seconds is very short.
On a base vit sorc with like 5 resist, you'll die in like 0.1 seconds.


Yeah that's true, you can't ever take a second lightly in a video game considering how many frames most skills take to use.

Quote (Autocrat @ 12 Jan 2010 16:51)
I also included earlier in the thread that I would fix the resist issue in my next version. I'm just looking for more input before I post the next one up.


Ok. While I'm on the list of walkable moves I'll just list all the big ones. Uhh any move that's melee and automatically walks when you namelock someone (berserk, talon, zeal, smite, etc) is walkable so you can use it when you anticipate someone is chaining you with a melee skill to not take any damage. Then there's stuff like Fireblast, hammers, single trap hits, Tornados, namelocked straight line projectiles (Fireball, Bone Spear, Lightning, Ice Blast, you can avoid these by running in a semi circle as well as downwards). A lot of these can be implemented in strategies as a basic form of movement to completely avoid damage.

Its quite a lot of skills so imo 30 frw>10 fhr on craft boots.
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Jan 12 2010 09:57am
Nice guide... It is just a pain that no one is selling ANY stuff for these characters at non ladd sc europe...!
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