Reckoning + The Surrender
I am currently running the following two skill sets on 1H-Axe and Sheild:
Axe: Reckoning - Endurance Charge - Stun Shield: Tempest Shield - Cast w/damage taken - Enfeeble I just picked up The Surrender. So now, the shield itself has lvl 30 reckoning on it already, so I was wondering if I need to shuffle around some skills as I am not sure if I am getting double reckoning or if they are effectively sharing a cool down and interfering with each other. I was reading somewhere that the reckoning on the shield would benefit from socketed support gems, so was curious (provided I am NOT getting double reckoning) if I should move the End. Charge and stun to the shield along with something in addition to them or not. Forward looking I as also curious if moving to an elder or shaper axe would benefit from the new or modified skill setup, or if I should just skip any funky mods and look for pure phys dmg modifiers. Last edited by Apostolos#0405 on Jun 11, 2018, 11:39:13 AM Last bumped on Jun 11, 2018, 12:46:17 PM
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Reckoning shares cooldowns. Having two Reckoning set-ups doubles the chance that Reckoning will trip, but when one does the other is locked out until their mutual cooldown is over with.
The Surrender's high-level Reckoning does indeed benefit from support gems in the shield. You effectively gain a 4-link lvl 30 Reckoning, which can be quite nice, and you do not need to link the slots in the shield at all. Note that with your given set-up (Reck, ECoMS, Stun), you've lowered stun threshold but also not used any damage gems at all, which means the skill has a hard time meeting that lowered threshold anyways. You may want to consider Reck> ECoMS > Damage > Damage; higher damage means more reliable stuns overall, and also, y'know...more damage :P Other folks use it as a utility thing with Curse on Hit > [Curse] > Blind/Cull, which is also a cool idea. No End charges there, but those are reasonably easy to generate via other means. Up to you which sounds most useful. She/Her
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Every active skill has one and only one cooldown timer. If anything activates that cooldown - whether a cooldown inherent to the skill, or a cooldown that is passed down from some trigger, the skill goes on cooldown for the specified period of time. During that time, the skill can not be used or triggered by anything else. (*)
The cooldown is per skill, so all instances of that skill, whether granted by multiple skill gems or items, share the same cooldown timer, and are all unusable while the skill is on cooldown.
(*)
For completeness sake, Vigilant Strike, Flicker Strike, and Cold Snap allow you to bypass the cooldown by expending an appropriate type of charge. This can only be done when you use the skill yourself, not by trigger mechanisms.
Last edited by Abdiel_Kavash#5296 on Jun 11, 2018, 12:50:16 PM
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