Suggestion For The Resist Charms
They're fantastic when you've got a missing resist in your build and you know you're going into a fight that uses a lot of it. E.g., Sapphire Charms for Act 1, Lightning Charms for Act 2. But, once you've got those resists capped, they're basically disenchant fodder. Even if you're facing a situation against a lot of elemental damage you want their help in (say a map that rolled monsters get extra elemental damage), you're SOL.
Considering these are the replacement for the resist flasks from the first game because five keys for flasks weren't working well for WASD/Controllers, might I recommend they get the OTHER part that made those flasks useful: Less damage taken of their relevant damage while the charm is active (or increase max resist for that element by 5/10% during the charm effect). That way even in end game it might be worthwhile for slotting in one of these charms for a particular map you know you're going to be facing a lot of elemental damage in. Last edited by Amorencinteroph#4321 on Dec 22, 2024, 9:01:55 AM Last bumped on Dec 22, 2024, 9:01:17 AM
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