Jan 17, 2006, 11:44 PM // 23:44
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#21
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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Quote:
Originally Posted by Oronar
I feel like an idiot for asking, but I can't figure it out, so what the heck...
What is the source of the cold damage that activates spinal shivers? There's probably an obvious answer, but sometimes it's hard to see what's staring you straight in the face, I guess.
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VERY SIMPLE GUYS....
CHECK OUT VILLNAR'S CLAW... CURSES GREEN WAND WITH COLD DMG....ALOT BETTER THAN CHANGING BACK AND FORTH AND IT ONLY RUNS AROUND 20K
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Jan 18, 2006, 04:18 PM // 16:18
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#22
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Jungle Guide
Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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Problem with the Claw is you can't use the defense mods and such. For instance, I prefer a Defensive Wicked Staff of Defense.
The only time I like using offhanders is when I'm playing a build where I want to get the skill speed/recharge increase for two different attributes (ie curses/death, domination/inspiration, air/illusion, etc).
All depends on situation I guess.
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Jan 18, 2006, 04:49 PM // 16:49
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#23
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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For 20k you could get dozens of Collectors wands or a good Gold Curses wand. Villnar's Claw is a bad wand. Sorry for two similar posts.
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Jan 18, 2006, 07:52 PM // 19:52
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#24
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Banned
Join Date: Nov 2005
Guild: United Scribes of Cantha (USoC)
Profession: N/
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Quote:
Originally Posted by Carinae Dragonblood
For 20k you could get dozens of Collectors wands or a good Gold Curses wand. Villnar's Claw is a bad wand. Sorry for two similar posts.
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Villnars Setup is FARRRRRRRRR from bad!
Villnars Claw
Cold Damge 11-22(req.9 curses)~need cold dmg for S. Shivers
Energy +5(while hexed)
Improves fast casting using curses skills(chance 20%)
Villnars Glove
Energy +12
Curses +1(chance 20%)
Improves skill recharge using curses skills(chance 20%)
**how is this setup bad**
-the only mod that sucks is the +5 energy when hexed, but besides that you have 20/20/20 mods as far as fast casting/skill recharge/ curses +1 and you get COLD damage instead of Dark damage which means you don't have to switch to a USELESS wand everytime u cast spinal shivers..... people say it sucks because they don't have or they are too cheap to spend 40k.... if you ask me thats very cheap compared to the Bortaks setup!!!! I agree that many greens are OVERRATED.. and I've always used the 20/20 collecters offhand with 20% recharge collecters wand but my characters performance has greatly increased since i switched to this setup!
Last edited by Undead Preacher; Jan 18, 2006 at 07:57 PM // 19:57..
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Jan 18, 2006, 09:32 PM // 21:32
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#25
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Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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The Glove is fine, but the Claw stinks. The while hexed requirement is useless. You can get a collectors wand with the same mods, minus the crappy energy bonus for much cheaper.
You can buy a Gold +5 energy > 50% Curses wand for less than 20k.
Or use a Death Wand, Water Wand, Icy HoD, or even a Candy Cane Wand.
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Jan 18, 2006, 11:00 PM // 23:00
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#26
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Frost Gate Guardian
Join Date: Jun 2005
Location: Ireland
Guild: DUK
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I don't like spinal shivers, i don't like the energy loss, I have found though, even though the AoE makes them run from mark of pain, if you have a good minion master with you, the amount of damage will be far too quick for them to get away from, with damage at 44 or more and say 22 minions firing roughly at the same time. Its just all around mass damage.
I know it means you don't have the Shivers interuption, but its just a matter of who you target for the group damage.
Last edited by mark3h; Jan 18, 2006 at 11:04 PM // 23:04..
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Jan 19, 2006, 01:17 AM // 01:17
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#27
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Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
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Quote:
Originally Posted by mark3h
I don't like spinal shivers, i don't like the energy loss, I have found though, even though the AoE makes them run from mark of pain, if you have a good minion master with you, the amount of damage will be far too quick for them to get away from, with damage at 44 or more and say 22 minions firing roughly at the same time. Its just all around mass damage.
I know it means you don't have the Shivers interuption, but its just a matter of who you target for the group damage.
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unless you have a group where the monks are helping you keep the fiends alive, which is innefficient to begin with, you will prolly not have more then 10-15 fiends at a time (i usually only have more then 20 fiends in the room with the first boss in oro, the two sets of stairs leading down to the dredge or whatever they are called) plus, you cant really control what the fiends attack so if you cast MoP on a creature where only 1-3 fiends are attacking all the mosters are gonna scatter making SS which is more damage less effective
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Jan 19, 2006, 05:29 AM // 05:29
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#28
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Ascalonian Squire
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I just got my necro ascended, so this build is purely theoretical. I think it could be quite useful, though... here goes
16 curse
10 or 11 domination
rest into soul reaping
Arcane Echo
SShivers
SSpirit
Barbs
Rend Enchants
Wastrel's Worry (they'll be interrupted so ~50 dmg every 3-4 seconds)
Energy Burn
Power Spike
Not sure exactly about the last two, but I think that w's worry could be very useful considering the constant interrupting.
EDIT: Forgot about Awaken the Blood. maybe lower domination a couple points to put a few points into blood. Call me crazy, but if you do enough SF runs, maybe it would be useful to carry 2 superior runes, or even 3! With a semi-intelligent gear/keg tank, you should be able to get by just fine without a lot of HP, at least once you get inside SF (esp. with a good bonder. My monk bonds/barriers every member of the group-- it's not hard to maintain 8 enchants, and from my experience surviveability is much higher) heck, you really don't even have to pay the money for droknar's armor... just get some 30 armor scars or something to save your pocketbook.
so we have 12+1+3 curses
10ish domination
4 or 5 +3 blood
5 or 6 + 3 soul reaping
Atb
Arcane Echo
SShivers
SSpirit
Barbs
Rend Enchants
Wastrel's Worry
powerspike/energy burn
I have a hard time justfying lvl 10 domination for 2 skills, but I think it could be worth a try... now just got to get my necro to SF
Last edited by olegthemighty; Jan 19, 2006 at 04:46 PM // 16:46..
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Jan 19, 2006, 08:37 AM // 08:37
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#29
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Jungle Guide
Join Date: Jun 2005
Location: Atlanta
Guild: GONG
Profession: W/E
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SHivers doesn't really cause you to lose energy. From my experience.
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Jan 19, 2006, 09:20 AM // 09:20
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#30
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Pre-Searing Cadet
Join Date: Jan 2006
Guild: Keepers of Truth
Profession: N/Me
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Wastral's could work I guess...another of those udnerrated skills imo . Though do keep in mind that without blood-magic or something like Para-Bond, you have no Self-heal in there. I can also see some problems with Energy-Management come at you with this combo which could turn out to limit your use of SS (which is the main dmg engine in your case).
EDIT: Scrap that energy problem . If you run this in SF with 9 soul-reaping you should be able to get a couple off without compromising your SS. I take my comment back . Nice new stuff keep it up
Last edited by Janelle Deathmarrow; Jan 19, 2006 at 02:20 PM // 14:20..
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Jan 22, 2006, 01:28 AM // 01:28
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#31
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Lion's Arch Merchant
Join Date: Sep 2005
Location: USA (EST)
Guild: DaP
Profession: Mo/
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I have an IDS, but I also have a cold dmg wand. I was wondering which one would be more useful?
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Jan 22, 2006, 06:17 AM // 06:17
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#32
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Frost Gate Guardian
Join Date: Dec 2005
Location: Dallas Tx
Guild: Taboo Knights [TABU]
Profession: W/Mo
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heck, i can get the collector item one for anyone for 1k... I have to farm for materials
Just got one for myself for my necro. After reading this thread
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Jan 29, 2006, 09:18 AM // 09:18
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#33
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Pre-Searing Cadet
Join Date: Dec 2005
Location: Miwest
Guild: TSF
Profession: W/
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Vilnar's Combo
Hey, just my two cents
I was playing my N/Me, SS build, running New Tombs the other day, and since I like Spinal Shivers I was using Vilnar's Claw and Glove. I would do the AE/SS thing, and once in a while I would find a good target, and be in a good situation, for Spinal Shivers. It is really neat to interupt a Terrorweb's Meteor, and then Fireball, and then... or even better to totally shut down a Chaos Wurm. Interupting Wurm Seige gives me warm fuzzy feelings. Also, the primary aggroing War will get hexed a lot. So I decided to try Inspired Hex. Helps the War, they lose the Hex, and helps you, you get like nine energy, and Vilnar's gives you five more, but that is really not important.
My opinion is that if you like and use Spinal Shivers, you will like and use Vilnar's. If you do not like Spinal Shiver's, then you will not like Vilnar's.
Hey, just my two cent's
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