Doctor Archive
Thread: Decease and Poison resistance buffs, where to experimentate?!?
- Ease of use (prolly not, as my buyers are mostly MD)
- Duration (prolly good for PvP as you dont have to buff up all the time (here experimentation only matters like 10mins or so, so kind a waste of points?)
- Effectiveness (the obvious choice, but how much does the power matter?)
- Absorbsion (i dunno how important this is?)
- Charges (always good too have, but not my first priority i think)
Please give some goodreasons and not just your oppinions
Thank you for reading ![]()
klothval wrote:
Hi everyone
I have a question that i would like as many well documented oppinions on as possible
Im planning on starting a production of Decease and Poison Resistance buffs (class C) But im not sure what is most important?
- Ease of use (prolly not, as my buyers are mostly MD) -- You cannot experiment this. Cs are 100 use, Bs are 90. So you make both...
- Duration (prolly good for PvP as you dont have to buff up all the time (here experimentation only matters like 10mins or so, so kind a waste of points?)
- Effectiveness (the obvious choice, but how much does the power matter?) -- On Bs, I'm able to get the poweraround 215 with the durationaround anhour, using like a 7/5 experimentation point distribution, and an amazing success on at least the effectiveness line. I could get the power higher, but it takes pretty nice spider venom to make a poison with higher than 200 potency and any sort of power, so I figure it should work against most things...
- Absorbsion (i dunno how important this is?) -- This is a straight percentage reduction in the tick of the DOT, so you benefit from this in two ways: 1) you take less damage each time the poison ticks, and 2) the cure roll is made after the absorption, so you only need to cure the reduced tick value of the DOT. The second point is important, especially if you're using Area cures, which do not get the same bonus as normal Doc cures to their power...
That being said, there is a point of diminishing return on the experimentation of this line. I tend to work out how I can get the best use of my points, and leave absorption in the 16-18 range (although my resources might allow for 22 or 23).
- Charges (always good too have, but not my first priority i think) -- Heh. No room for experimenting charges on these...
Please give some goodreasons and not just your oppinions
Thank you for reading
klothval wrote:
Okay, if absorbtion doesent matter? would it be better to make decease and poison resist pack B? as there you can get better power as you dont have to get specific resources?
What would you recommend?
Absorbtion helps but not that much to the point that its something you really need badly. If the poison lands then the reciever is already put in a perilous position and is on barrowed time unless the poison is weak in power.
As to the C vs. B question: in my opinion and from my experiences I'd say yes. B's are better due to their higher potential in potency. However, if you can find good class C resources then make those instead. Its just waiting for the good stuff to spawn thats troubling. Currently using B's until better stuff for my C's spawns.
Message Edited by Brainplay on 11-08-2004 04:38 AM