![]() The pre-buff trait of Treachery is discussed below under Best Classes and Specs. See the section under Classes to see how this is used this way. It is also used by players, mostly as a pre-buff armor that's taken off before going into serious combat. The Increased Attack Speed and Faster Hit Recovery are also great. ![]() 25% chance to cast level 15 Venom on Striking will greatly increase the Mercenary's damage, adding 305-325 Poison damage to the Mercenary's weapons for 176 seconds (just short of 3 minutes, and more than enough time to restore the effect). Treachery is most often used as relatively inexpensive Mercenary armor, when you want the Mercenary to be more offense-focused rather than defensive (in which case, Fortitude is the usual recommendation). Makes every quest reward feel relevant, especially the 10% saving on prices, and adds a nice pace change to the game.5% Chance To Cast Level 15 Fade When StruckĢ5% Chance To Cast level 15 Venom On Striking You’re allowed to gamble, if you can manage the money for it. You’re allowed to use runewords, but good luck getting both the runes and the base. In fact it is the one and only way to get gems, and the only way besides act 5 quest 1 quest reward to get runes for whatever good it does You are allowed to keep every quest reward, including the forge. ![]() You can’t keep anything a shrine may give, like exploding pots, but you can use the buffs as usual You’ll probably end up buying equipment from vendors That also imply that you have to drop the equipment you start with Rules are simple, the one and only thing you can grab from the monster kills is the gold they leave.
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