Let me break it down for you:
Sheal/JahJah = Extra little life wont change the amount of hits that you tank anyways (In fact for sin v sin for example, you will die in 4-5 hits regardless of whether you have 4500 life or 4700life) and thats a 200 life diff. jah adds a lot less than 200 life
Sheal = nice fhr, however with 65fcr, i find that i dont need more than 27% fhr except vs trappers (constant hits), and vs necs (cuz they're the hardest opponent for you, minus good barbs which u wont beat anyway on a ghost). Because of the fact that i dont need it most of the time, i find it a waste. for the times that I do need it, you can either 1) use enigma of duress or 2) switch 2x 45 lifers w/ 2xfhr gcs - ~100 life less than duress enigma route)
2x 30Ed/60ar/9str/9dex30ED = huge amount of damage
60AR = huge amount of AR (main reason why i use them)
9str = damage + ability to use AP enigma w/ base pts (I get exactly 103 at lvl99)
9dex = damage + AR boost (More AR = More Hits = More damage indirectly)
Quote (Lampogriz @ Sep 15 2011 09:49am)
Zealot: Unless they are teleport zeal you, they are hopeless. Set a few LS and MB them to force them to attack you. When they do, just WW zigzag away. The traps +MB will weaken them, and the KB from fool’s claw will prevent them from hitting you. If they are teleport zealers, then set traps and WW away predicting their movements so that they don’t get directly on top of you. It takes good timing to beat a smart teleport zealer.
I never lost vs ghost with my non tele zeal, u just didnt faced to real-zeal.
duel me my ghost vs ur zealot? i'll go all in vs ur 5kfg for wager duels
Quote (monSt4r @ Sep 15 2011 12:02pm)
As seen on this graph optimal AR would be somewhere around 4x the amount of deff on opponent. Bearing in mind most classes will top around 2k deff (not including CoS vs non %ed chars even-although I never bothered too much with this spell on ghost cause Wof is hidden already, and LS is only for random hit and to spot desync), 8k AR on both claws will be sufficient for astounding 80% hit every 4 frames twice, which makes block not that superb in stopping fhr lock (unless you are a paladin and make that hit go below 30% -.-).
Bigger problem vs necro is the clay golem that takes some hits and makes him tele out of 3-whirl. Thats why dragon claw is better even vs max block necro. Stun traps, mind blast and dclaw makes max block necro wsg or face death (and then you whirl along his run).
Max block trappers are so rare I don't have enough knowledge to know how to duel the best ones, but throwing random traps, and opening some wounds would make him go more aggressive which can open a place for a 3whirl.
Maybe investing from vita into dex should be tested out, everyone say vita is better period, but maybe it should be looked upon. It gives sadly only 0.75xdex into ED.
Non block chars can't kill you anyways even with a lot less life, and in paladins case maybe 2k-3k ar could bring something new. But then again against hammer its mostly waiting to open wounds, or ww along charge sometimes, in later doesn't change a thing cause deff=0 in a charge and that extra life could mean a difference between 2 or 3 hits KO with hammer (coupled with good block it means a lot in this long OW duel).
But if you like AR, arent 132/45 GCs better then everything else (mainly 3/1x/20s)...sacrificing 3 max damage and 5life for an improvement of 20ar per SC...
i have already tested pumping extra dex points. i found its not really needed IF u use the jewels w/ stats and a 25/15dex/20 ring instead of a pure 25/60life ring.
also i tested the 132/45 theory too. its nice, but if u have a vis and shit, i find that u dont need it either.
hammers take 3 hits to kill anything about 4.5-4.6k life. i have 4.7 something w/o the jah. the jah wont make a diff
btw, ar in hat = ability to use 32020s instead of 132/45s for ar = more life. so everything works itself out and u only get more damage in the end
This post was edited by Azn Masta on Sep 15 2011 10:21am