These charms reinforce the meta. They do virtually nothing to improve the builds that struggle end game.
Best part is that Blizzard will never acknowledge their mistakes so these are here to stay indefinitely. Here’s to this rushed bandaid fix that didn’t even get 4 days of testing.
We will be beta testing these charms in Session 2 as that’s the only time we will finally discover their drop rates.
Light/Java/Hdin probably are too powerful end game. but that is beyond all of the subject at hand.
The charms do only reinforce the meta largely except for cold sorc who got a massive buff that these trash devs pretend isn’t there. You can take a similarly trash hdin build for early ladder and throw it on a cold sorc, and with that charm, they have teleport and end game damage. But they don’t think it is OP.
Also yes I definitely think that weaker classes needed a good/solid buff patch and immunity breaking rune words to become as viable as a light sorc end game. But they came up with these charms that you’re right dont really shake up the meta they just make it so more chars can break immunities, but it doesn’t fix what was wrong with the chars previously. Fire druids/trapsins/fire sorcs/melee/all necros will still be weak in PvM becuase of how their abilities operate.
You got to ignore that part. He wasn’t fully understanding what I meant. You don’t need a 2/20 to reach 200FCR on a bad build character. He was thinking I was talking about a decent 200FCR build (which I think going for 200FCR is bad) meanwhile I was talking about a tele vassal. Just hit 200FCR get BO’d + ES and if it dies in HC it cost you almost no gear.
I think on some build you just keep the charm in your cube, mainly magic, swap to kill the immune and put it back in the cube right after. IE: 2nd wave on Baal
Fire is good to have it in your inventory, so many fire immune and it easy to compensate fire resist.
You could use it on baal wave 2, but why are you farming baal solo? It does work though makes it so you don’t have to switch over to smite to get rid of the mobs.
Read the first part, T-Gods is added, if you can’t get 225 (which would mean 55%, so I’ll assume your not counting anja in the 225) your leaving lots on the table.
So you shouldn’t have low resistance.
As said in the first part, overkilling 1 elemental resistance is easy, not free (unless your fire), but at very low power cost.
It does mean a little lower damage with most builds (not all), but not much.
I usually hit 75/85% without sc’s
11 per sc and space for atleast 8 that normally just give extra’s, no need for saccing skillers for these (assuming a playstyle without cube in inventory).
I almost never geared for conviction with a javazon, especially if there are no immunes (which this charm guarantees) you just kill everything almost instantly so the conviction source dies fast or is alone and dies with 1 or 2 pokes.
Really sounds to my like you want the added power for free.
You can lose 1 or 2 items you now feel you need, because you no longer need them after equipping this charm.
No more immunes means they don’t live long.
Then again I never felt the need for an enigma on a javazon, as I would only do that for +2 skills/frw and see str/mf as a bonus (should I want mf on the build).
If you would be talking about balance, it would be different, Fire already overkills Fire Resistance for free and Cold (sorc only) can simply choose whatever gear as Blizzard will take down everything super fast always doing double damage.
Answer to your question is you dont, if we talk about magic charm, its completely useless. Amd only insane person would equip it with -65%. Magic dmg is not that common but some of the most nasty monsters in act 5 do that type of dmg. Its most painfull from viper with bonespear,and succubuss have akways hitting magic dmg at close range.
Mummies have also magic dmg yeah, but thats more easily avoidable.
Lightning gc is usefull tho as many zones have lighting immunes.
The quests aren’t relevant for discussion of resistances from gear/charms.
We already know the penalties are not equal by any measure.
Devs could have made the charm either large or small but they choose Grand. This choice, by itself, means anyone who uses a sunder sacrifices a +skiller slot.
I made a post about that in the limited 4 day test window…
The penalties are really only relevant if you aren’t a Hammerdin. That’s the thought process behind Developer’s decision process.
For access to this new end game content, “some builds are more equal than others”
Therefore, these charms fail hard at the task they were supposedly implemented for…
I’d use the Lightning Charm and wouldn’t look back. The charm + Crescent + Griffons puts you at 40 - 45 Resistance, 30-35 with 2 x 5/5 Facets(Griffons + VMagi to hit 117 breakpoint) and then when you get Infinity, you’re now rocking -50 to -55 Resistance on LIGHTNING IMMUNE targets. Against everything else, you’re dealing what you’d normally do pre-2.5(aka a ton) or anywhere from -70 to -100.
Does the Resistance penalty concern me? A tad, particularly if I was a Javazon from lack of +Resistance options(especially if I opt for Enigma over CoH) but it’s nothing I couldn’t handle. If they roll out a Resist Lightning runeword similar to Flickering Flame, it’d honestly be that runeword on HC/Griffons on SC.
it is useless, for now… But what changes will they do for S3 in coming in 4-5months?
I think they are setting the stage for a big balancing patch coming next season. well probably see a buff in difficulty in terror zones including adding more magic immunes in TZ. and we will probably see them Buff the all the lesser builds. as well as new items and runewords.
I look forward to some controversial patch notes every 4months