![]() Increasing res all through paragon points will impact both toughness and mitigation. Res All will be a better source of mitigation, and either Seize the Initiative or Mantra of Evasion: Hard Target will provide more armor. DefenseĪdding points to Life% will boost a character's health pool (and toughness) greatly, but will not do anything to mitigate incoming damage.īecause Armor is given as a percent, it is not recommended to prioritize adding points into armor at this time. If a Crusader has, for example, 43% crit chance and 450% crit damage, paragon points should be spent until the Crusader has 45% crit chance. Afterwards, using Paragon Points to bring Crit chance and Crit damage to as close to a 1:10 ratio as possible is recommended. OffenseĬrusaders should, in general, focus on maxing Cooldown Reduction first. Putting points into Maximum Wrath will allow for more Wrath-spenders to be used per Wrath globe. ![]() Increasing movement speed will increase your farming speed (and escape speed), especially for those who cannot fit Steed Charge onto their skill bar. (See EHP 101 and the Toughness Discussion for more information). Players needing additional DPS or armor to achieve a goal should add points to Strength.Īdding points to Vitality will increase "toughness" (EHP), but not mitigation. Set goals and follow through on them! (For example, a goal might be to max out movement speed (25% including gear bonuses) or apply the strength and vitality that would have been gained from paragon 100 in 1.0.8.) Point allocation per category should contribute to this goal.Īdding points to Strength will increase DPS and armor. ![]() It is therefore important to determine a strategy for the Core stats prior to applying points. There are no caps to the main stats of Strength and Vitality. ![]() Spending these points most efficiently will vary character-by-character and can be influenced by personal preference. Patch 2.0.1 introduced the new Paragon system, which introduced "spendable Paragon Points." Points are earned in one of four separate categories by turn: Core, Offense, Defense, and Utility each category contains four attributes a point can be spent on. ![]()
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