Difference between revisions of "Guardian Thorn"
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This is a report of a successful attempt to play a Paladin whose Thorns aura would return viable damage through to the end of Hell, played in modified single-player (but only for the <font color=darkgoldenrod>'''Annihilus Small Charm'''</font>, <font color=darkgoldenrod>'''Hellfire Torch Large Charm'''</font> and Ladder rune words) on /players 8 until level 75 in early Hell (so that everything could be equipped as early as possible), and /players 1 thereafter. | This is a report of a successful attempt to play a Paladin whose Thorns aura would return viable damage through to the end of Hell, played in modified single-player (but only for the <font color=darkgoldenrod>'''Annihilus Small Charm'''</font>, <font color=darkgoldenrod>'''Hellfire Torch Large Charm'''</font> and Ladder rune words) on /players 8 until level 75 in early Hell (so that everything could be equipped as early as possible), and /players 1 thereafter. | ||
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− | == | + | ==Theory== |
The theory is that Thorns' returned damage would be viable in Hell if Amplify Damage and Inner Sight are cast on monsters ''before'' converting them: AD would lower physical resistance of both future converts and the monsters that would attack them; the converts would take more damage and thus return more, and this returned damage would be further enhanced on cursed attackers; and IS would significantly lower the future converts' defence, making them much easier for attackers to hit, and thus return even more damage over time. | The theory is that Thorns' returned damage would be viable in Hell if Amplify Damage and Inner Sight are cast on monsters ''before'' converting them: AD would lower physical resistance of both future converts and the monsters that would attack them; the converts would take more damage and thus return more, and this returned damage would be further enhanced on cursed attackers; and IS would significantly lower the future converts' defence, making them much easier for attackers to hit, and thus return even more damage over time. | ||
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*'''Rykros1987''', whose comment about cursed Necromancer minions highlighted the possibilities of cursed converts. | *'''Rykros1987''', whose comment about cursed Necromancer minions highlighted the possibilities of cursed converts. | ||
*'''Othin''', whose detailed topics about Decoy and IS highlighted the advantages of lower defence and IS's role in achieving it. | *'''Othin''', whose detailed topics about Decoy and IS highlighted the advantages of lower defence and IS's role in achieving it. | ||
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Latest revision as of 10:52, 1 October 2011
TheoryThe theory is that Thorns' returned damage would be viable in Hell if Amplify Damage and Inner Sight are cast on monsters before converting them: AD would lower physical resistance of both future converts and the monsters that would attack them; the converts would take more damage and thus return more, and this returned damage would be further enhanced on cursed attackers; and IS would significantly lower the future converts' defence, making them much easier for attackers to hit, and thus return even more damage over time.
Thorn became a Guardian at level 83, so the theory does work in practice... against appropriate targets. However, the problem is finding an appropriate target (as will be discussed later).
If a Paladin were using a single target combat skill like Sacrifice, Smite, Holy Bolt, Charge, Vengeance or Fist of the Heavens (i.e. not Zeal or Blessed Hammer), Thorns could be used to damage multiple targets, improving killing speed.
Smite was chosen as a combat skill because it:
Game-playChoosing an Appropriate Target Since Thorns only returns physical damage dealt by a mêlée attack, it's an inappropriate skill to use against physical immunity, and monsters who don't use a mêlée attack (ranged and casters). Blocking can also affect killing speed; although returned damage can't be blocked, converts can potentially block attacks. This isn't a serious problem though, as most monsters do not block or have a high block percentage if they do.
AD is cast by Smiting with Lacerator. Smite's stun is important because the Lacerator, while being the most reliable means of regularly casting AD for characters other than Necromancers, also has Hit Causes Monster to Flee 50%: stunned monsters cannot flee. Since HCMF overwrites AD, this halves the chance to cast AD on the target from 33% to 16.5%. However, HCMF only overwrites AD on the target, not surrounding monsters. Time can be saved by smiting until the surrounding monsters are cursed, and then converting one of them. Wherever possible, herd monsters until an Unique or Champion is found; since they are unaffected by HCMF, they can be used to cast AD on all monsters more quickly.
Hopefully while the Paladin was busy engaging and cursing monsters, the Rogue cast IS; if she didn't, don't wait. Continuing to cast AD refreshes the duration, but smiting for longer increases the risk of actually killing the target; the greater the number that die, the weaker the rationale for using Thorns. IS makes nowhere near as significant an improvement to returned damage as the double application of AD (although it still helps). Fortunately, the Rogue casts IS quite frequently if she is not mobbed or forced to move by the proximity of monsters. If the Rogue is getting mobbed, something is being done wrong, regardless of the build played.
Switch weapons to convert. Do not try to speed things up by using the Lacerator to both cast AD and convert. The chance to convert is on attack, but the chance to cast AD is on striking, which without Smite requires a hit-check. Chance-to-hit could be improved by waiting for the Rogue to cast IS and using Blessed Aim, but it's still not recommended. Thanks to the 50% HCMF, the potential convert will flee half the time and if converted but not cursed there's nothing to be done about it.
Watch, or continue to Smite with Thorns. Area populated exclusively by suitable mêlée attackers are rare, so while they are preoccupied, smite ranged or caster monsters in the vicinity. Be very careful about smiting the mêlée mob: even with Smite on the left mouse button (no auto-targeting) there is a slim chance that an ex-convert will be attacked while the Thorns aura is still active. This is instant death, something found out the hard way. If absolutely necessary, use Smite's knock-back to isolate a monster and dispatch it safely.
ObstaclesPhysical Immunity Thorns is out of the question, but AD will break all normal physical immunities, leaving certain Stone Skin Unique and Possessed Champion monsters, and others that cannot be cursed. The Rogue's Fire Arrows alternating with the Magic Arrows of her Witchwild String Short Siege Bow, 43% Chance of Open Wounds and Hellfire Torch's 25% Chance to Cast Level 10 Firestorm on Striking allowed physical immunities to be dealt with fairly quickly.
Rogues are ranged and thus unaffected by IM, and Lacerator is a throwing weapon. Switching to Fanaticism allowed Oblivion Knights to be dealt with eventually. Switching to Cleansing removed any curses more quickly. Alternatively, using a less damaging Conversion weapon may have allowed the accompanying Doom Knights to be converted and then killed with Thorns.
After touching the altar and checking their modifiers, using Vigour and running around the edge of the summit resulted in pursuit by a single Ancient. Switching to Fanaticism and cursing them resulted in them being taken down almost ridiculously quickly with Smite and CB.
As with the Ancients, they were cursed and then taken down with Fanaticism, Smite and CB. Being used to playing at a higher player setting, a dagger with Life Tap charges was bought in anticipation of long, drawn-out encounters. The encounters were neither long nor drawn-out!
Equipment
Below are the attack speeds in frames (there are 25 frames per second) for each weapon:
Skills
StatsLevel 83
HirelingLevel 83 Act I Rogue Scout (Fire Arrow)
Below is the attack speed in frames (there are 25 frames per second):
ConclusionIn a single-player game, with AD and IS and appropriate targets, Thorns kills normal monsters quickly, usually in no more than two or three hits. It is utterly lethal against Unique monsters and their minions if they spawn Extra Strong, Cursed or enchanted by damage enhancing auras (particularly in combination). Thorns is useful for killing other particularly nasty bosses; against mêlée Fire and Lightning Enchanted Unique monsters, just convert a minion and let them beat themselves to death, and remain safe from their deadly bolts and death explosion (a ranged FLE Unique can be killed safely from range).
Acknowledgements
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