Joosef_Kivikilpi, I need mostly light armor since I'm a mag sorc. So I will use 5 light armor body pieces of IM/IE (whatever the F it's called , why does it have 2 names?!)
2 medium armor from Undaunted Infiltrator head and shoulders (also using UI jewels)
So yes, I don't have a heavy armor piece for that extra undaunted passive bonus but it's something I have to sacrifice just like not having a monster set in favor of that 3rd very large buff to my staff heavy attacks. I hope to be able to get the staff soon and test this and I'll know if it's worth keeping or if some other setup might be better for my play style. So far nothing I've tested comes close which agrees with why Zynode suggested a similar setup to begin with. Although he's using Grothdar (which I am now) instead of going with 1-bar without the monster set.
I just don't want to have to bar swap and honestly don't need to use more skills than the 6 I have on my 1-bar. If I can pass all content in the game playing the way I want to than I'll be happy. I know some people just can't comprehend that a player wouldn't spend all night and day squeezing every last ounce of possible dps from their build, but yes, some people just like to relax and enjoy their games instead of turning in into a job. I'm quite confident that once I finish transmuting everything and get the staff that I'll be very happy with the results.
Back to the topic I asked about. I've used a charged staff before, but right now my UI staff is sharpened. I'll have to get the Maelstrom staff and change it to charged ASAP.
Why do you say that? Can you even test off-balance and therefore the heavy attack 170% bonus on dummies? (I honestly don't know) Also, mobs are what people are fighting 90% of the game, not bosses, so why wouldn't it be better reflective of a real game experience?
Josef, I don't know what you mean about using stamina skills to have "both sets going". Please explain.
I have 64-points in magic and use only a few skills, all magic I believe. I use none of the skills that you mentioned.
I'm thinking there will be a big difference. I need charged to be able to proc concussion 80+% of the time. WOE then makes them off-balanced and then I get the 170% heavy attack bonus. Since my gear is all designed for max heavy attacks then I do crazy damage. And from what I just read in the update 23 change notes, the only thing that will really be nerfed is a bit of the damage from a couple of the AOE skils that I use. But they are being improved in other ways also, which makes the damage decrease not as hard to adapt to. I saw that off-balance will last 2-seconds longer as well, which should make this strategy even more viable (Since it's built on max heavy attack and I'll have an extra 2-seconds to do 170% more damage from an already very powerful attack). I get that I can keep the monster set if I back-bar the maelstrom staff, and some day I may decide to do that. For now I have never bar-swapped and the idea of playing that way doesn't appeal to me.
I see that glyph of shock just adds x damage with no timer. And glyph of weapon damage increases your spell damage for 5-seconds. But I don't understand how often it can fire, if there's a cooldown etc. Is it up 100% of the time? If not, what determines how often it can fire, what makes it fire, etc.? Without knowing that I have no idea how useful it can really be. If it's only active 25% of the time then it sounds like glyph of shock would be much more useful as its bonus is up 100% of the time.
If I single-bar maelstrom staff it founds like glyph of shock charged is the way to go.
If I double-bar then probably back bar maelstrom lightning staff with glyph of shock charged and front bar UI lightning staff with glyph of shock infused. If anyone disagrees please let me know why. Again this is to maximize concussion/off-balance/heavy attack damage.
ATreeGnome wrote: »I'm thinking there will be a big difference. I need charged to be able to proc concussion 80+% of the time. WOE then makes them off-balanced and then I get the 170% heavy attack bonus. Since my gear is all designed for max heavy attacks then I do crazy damage. And from what I just read in the update 23 change notes, the only thing that will really be nerfed is a bit of the damage from a couple of the AOE skils that I use. But they are being improved in other ways also, which makes the damage decrease not as hard to adapt to. I saw that off-balance will last 2-seconds longer as well, which should make this strategy even more viable (Since it's built on max heavy attack and I'll have an extra 2-seconds to do 170% more damage from an already very powerful attack). I get that I can keep the monster set if I back-bar the maelstrom staff, and some day I may decide to do that. For now I have never bar-swapped and the idea of playing that way doesn't appeal to me.
I see that glyph of shock just adds x damage with no timer. And glyph of weapon damage increases your spell damage for 5-seconds. But I don't understand how often it can fire, if there's a cooldown etc. Is it up 100% of the time? If not, what determines how often it can fire, what makes it fire, etc.? Without knowing that I have no idea how useful it can really be. If it's only active 25% of the time then it sounds like glyph of shock would be much more useful as its bonus is up 100% of the time.
If I single-bar maelstrom staff it founds like glyph of shock charged is the way to go.
If I double-bar then probably back bar maelstrom lightning staff with glyph of shock charged and front bar UI lightning staff with glyph of shock infused. If anyone disagrees please let me know why. Again this is to maximize concussion/off-balance/heavy attack damage.
All weapon enchantments have a cooldown period. For infused berserker it's 5 seconds, so you can get 100% uptime. For charged shock I believe it would be 10 seconds (can't remember for sure off the top of my head). So you wouldn't be proccing the shock enchantment constantly, only 1 time per cooldown.