Critical Strike Protection: Limited on templars and duelists
I'd just like to point out that any AR/Life build not going through the marauder start is doing it wrong. The nodes in there are collectively insane. The armor nodes are great, there's the largest cluster of life in the game, and Troll's Blood, Heart of the Gladiator, and Diamond Skin are insanely good nodes. Trust me, it's fine where it is. If you wanted to remove it, you wouldn't do it for duelist/templar accessibility (because they're already going to be going for those life nodes anyways unless they're stupid), you'd do it to nerf Marauders.
Luna's Blackguards - a guild of bronies - is now recruiting! If you're a fan of our favourite chromatic marshmallow equines, hit me up with an add or whisper, and I'll invite you! IGN: HopeYouAreFireProof Last edited by Budget_player_cadet#3296 on Aug 28, 2013, 11:18:46 AM
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" You provided no counter-statement to the original one that ES having a higher buffer than life is its form of protection. " Except this doesn't nerf anybody. It's actually a flat out buff to evasion and hybrid characters, while leaving HP ones either the same or with +2 passives, and ES untouched. This isn't really valid. However... " This is valid. And it makes me wonder about the marauder start vs the templar and duelist starts. |
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I think duelist start is best, because you spent less points to get same life % than marauder, and crit reduction(because mobs base crit low and crit multiplier low too) and life regen not important( its alot no regen maps, 2.5% from duelist tree more than enough for other maps, better to focus on life leech and maximum life).
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