Quote (bonnerf2 @ Mar 4 2019 06:06pm)
Pretty cool layout for a guide, fair play to you.
Contrary to what everyone seems to agree on, I think a v/t is quite underestimated in LLD (albeit Ive only ever seen 2 people use them well). I have a few more swaps than you suggest which helps, and I went for damage jewels rather than sols but I suck on a vt anyways hehe.
If no hard point prayer (ie europe) how do you suggest getting medi? Sure a 3/3 scepter with medi would be nice, but without would you sacrifice a lower foh/conv for it? Have insight for certain matchups? Ditch bfist for frostburn?
The swap scepter do you go for a 5foh/conv war scepter for a low str build or have you tried a divine honor (maybe with a damage armor) to get some charge damage? Also, I presume you use solely life/mana scs if low str but perhaps mixed with some max/ar/lifers for a higher str build?
A few pointers on common matchups might help some people (and round out your guide a bit).
PS you spelled price and vigor and damage wrong.
Thanks for your feedback I appreciate it ,regarding your question for EU you must rely in gear to provide the medi, it's sad. V/T vs V/T there should be some flexibility regarding that format.
The foh/conv scepter with low strength requirements is better for me , having to stat for a devine is costly and not as rewarding as people imagine it to be. You get plenty of damage from charge with 35% crushing blow in my opinion.
For charms I use a small mixture of life mana scs, strength resistance lc, and different variations of 15 health small charms. I use a strength bug inventory. Helps vs V/T duels and other 1vs1 match ups, it can provide the element of surprise.
For most match ups you could start foh/conv, charge your way around your opponent and toggle meditation to continuously chip them with foh/conv. A 1+ to Paladin amy can help reach a better radius for conv.
For some matches you can charge directly towards your opponent but not directly on them. This requires a good amount of reads and predictions.
Smite between when you get the opportunity if you get close to them. Dont try to lock them and exchange damage. Hit them a few times and charge away, if you get a cast on amp aggro them as much as possible with out over extending. Most opponents will flee/run once amp'd. Take this time to punish them with foh/conv or recover some mana with meditation.
There are several ways to pilot V/T. I couldn't name them all but there are some clear matches you will struggle to win (ranged casters and whirlwind barbs).
I enjoy V/T vs V/T it's similar to chess. The frames, mechanics and plays are very fast paced and can be very unforgiving on miss plays. It takes a good amount of skill to play a effective V/T. Being that its a relatively cheap class, i hope to inspire more V/T game play.
This post was edited by danzeva on Mar 4 2019 08:17pm