Quote (tudey @ Jul 26 2010 09:44am)
meh 40 fcr is not needed for the times you might want high ar
even 0 fcr is enough vs palas althou it can be nice to have more at times but its silly to give up ravens on hsarus setup for extra fcr >_> just use arach+angelics+dracs/hsarus+trangs+ravens for 20 fcr or if you really want 40 then arach angelics trangs. I prefer just plain ravens or angelics, I get 15k ar with ravens and 27k with angelics (ench is gm in eu) and I think the mods of gores and a free belt is generally better than hsarus
and also 50 dr>39 so dungo can be worth it vs smiters too
better use dracs usually than trangs, ow is great
True, you can give up fcr for other mods and the trade-off isn't always negative. With this Brawler you can mix and match a lot of items and still do well.
I wouldn't use Dracs though, as Life Tap will override Amp (nn). If you want it for OW purposes Lacerators offers 33% OW each and an OW belt can give you 10 more, but I wouldn't really rely on Lacerators for OW- Beast offers 25%, so there is no reason to worry about it.
I would use Dracs if I didn't want to throw or didn't care losing FCR through Trang-Ouls.
Hsarus combo isn't amazing, yeah, but it's one of the few combo items that give a giant AR boost while still allowing you to wear Highlords amulet, which is what this build revolves around

Like, you can load up on AR or just use Angelics over Hsarus, but I found Hsarus and Highlords to be a much more damaging combination than Angelics.
Quote (eXeeXe @ Jul 26 2010 10:13am)
I like it.
Thank you

Quote (Goomshill @ Jul 26 2010 12:41pm)
dracs are pointless here. When you throw, it overrides the amp (very bad!), and the open wounds, well hell, does that *really* help vs paladins? :S
imo, just slap on clegs against those smiters, keep on your normal boots or even sub in gores, and use angelics + dungos so you have 50% dr. Remember, your coa won't be ber/ber- you need a 15% ias jewel in there to hit the BP
open wounds is great but id take 20% fcr over 25% open wounds even vs paladins- its just not that useful really. Not worth the 2x2 slot in your stash at all imo. Against ES sorcs and smiters, clegs > all
no rly, clegs > all. Both KB & slow are essential vs smiters, and kb is incredibly nice against ES sorcs, and kb/slow would be handy if anyone on the planet actually had a decent F/R druid (but those don't exist so hey)
Quote (tudey @ Jul 26 2010 01:10pm)
noo its not pointless at all
iirc that amp has VERY short duration anyway (like 10sec or so), not that great imo, and you shouldnt be throwing much after it procs anyway, no? and meh I really think these throwing weapons are quite useless, its much better to get strbug from your switch
open wounds not useful? its like 500 extra damage lol, of course its useful, very useful
and dracs are very good against sorcs and I like them a lot against mb necs too, goes throu armor
gores are your normal boots
in all honesty if you have strbug on your bvc you do not need kb atall against smiters. also slow can be countered, clegs are good for making them use pb thou but most use pb anyway
I'd say ow>kb against sorcs but well might be nice idea to try too
Well I don't want to reiterate what I just said, so read what I wrote again and then read what I write now

Dracs can be useful for setups where you only WW, as there will be matches where you don't want to throw due to giving your opponent recasting time, for example, or if you're facing an extremely offensive opponent who constantly and consistly namelock stomps you. For example; if a telesmiter (a good one) is consistantly teleport smiting you while you whirl away, I would strongly advise NOT stopping to throw Lacerators. In setups where you would like to throw but still want Open Wounds, I would use an OW belt instead of Dracs. You just have to be aware that one will override the other.
Now Open Wounds is needed and very nice, because as Tudey points out it does some nice damage over a short duration and in conjunction with small, tight Whirlwind attacks it can be devasting.
Yes, Amp has a decently low "action time" (I guess you could call it that?), but it does in effect allow you to do double damage once landed.
Think of throw as not some weak seconday attack, but as an opportunity to end a duel. Granted, using it at the wrong time could end it for you, but once an opponent is Amped and you're attacking them I can garuntee they'll play a lot more defensive if they live

Personally, I never liked knockback too much, but you (Goomshill) provide a valid arguement for its use. It's definatly a playstyle item though, and some people may not like how it works whereas some people may love it.
@ Goomshill -- What breakpoint are you talking about, Double Throw? The IAS that affects Whirlwind is based solely on the weapons, according to Arreat Summit
Let me know if I missed something otherwise
