Sorcerer: Probably Divine Bomb, though any of them could work. I haven't done anything like comprehensive DPS testing though (just comparing dummy numbers by hand), so take the Strike/Hammer thing with a grain of salt. You could use Hammer, which'd make use of Symbol of Force, but Divine Strike seems to outdo it due to the faster cooldown. Ranger's attack speed when standing still makes full use of Divine Strike's lower cooldown, where classes with a slower speed (like Paladin) don't as much. Ranger: Divine Strike unless you want 360 degree coverage to keep your back safe while shooting (in that case go with Divine Blast). Blast is great for adding 360 degree coverage to its attacks, and Bomb is great for gathering up a bunch of enemies and then nuking them to oblivion while you stand there Paladin'ing at them ![]() Hammer hits harder and has more consistent targeting, but Strike does Magic damage. Hammer and Strike give it a ranged option it wouldn't have. However, it's fantastic in situations where there's only a single target (like bosses). This is sorta good (can give AoE coverage when it feels like it) and sorta bad (if you want to focus a target in the group, like a statue surrounded by melee). The "half" is that it auto-targets independently of your Primary attack, on a random enemy at range. Three, it does Magic damage, which is good for adding a bit of extra damage to low-resist targets on classes that otherwise have limited or no access to Resist-hitting things (melee and Ranger). This is quite useful if you want to add a ranged effect to your Primary attack on the melee classes, and it's faster than Hammer. This can work well with classes like Ranger, Thief and Gladiator, all of whom are able to use its speed to add a bunch of extra damage. For one, it's really fast in a cooldown sense, the fastest of the T4s. This seems not very impressive on paper, but it has three and a half things going for it. When in doubt, I'd probably suggest this as a "default" for anyone except Gladiator/Sorcerer.ĭivine Strike: I think this one's being overlooked a little. It can also give anyone full 360 degree coverage at melee range. ![]() It's fast, it's AoE and it does a really great job of covering for certain Primary Attack targeting deficiencies (Priest's min-range blind spot, Warlock's narrow pierce, etc). It lets Sorcerer set up Shatter pretty reliably, and its massive burst of damage helps offset Sorcerer's rather low base damage on their Primary Attack for lifestealing purposes.ĭivine Blast: This, I think, is the best overall T4 unless you need extra range on a melee character. It lets Gladiator set up a Net->Trident dump -> Bomb combo that does a ton of burst damage and also helps cover some of their lack of AoE. This works, so far, really well with both Gladiator and Sorcerer. The two upsides it has are that it does a BIG burst of damage, and that it's set at a slight delay. The one big upside is that it's got great range, and it can give melee characters a fairly reliable ranged option for tagging distant enemies.ĭivine Bomb: This seems good for characters that are lacking in AoE coverage on their Primary Attack, though I'd argue Blast is more useful there. ![]() It hits decently hard (second-highest base damage of the T4s), but it's single-target and doesn't pierce. Admittedly I haven't done much testing with it alongside, say, Armor Pen from Blessing of Might. And "worst" is still "ranged free damage that hits decently hard and procs stuff all the time forever". Stuff like Symbol of Essence's Lifesteal or item effects can be reliably used with the T4s.ĭivine Hammer: This seems like the "worst" of the bunch overall, though it still is nice as a ranged proc tool on melee classes. The one really great thing about the T4s is that they can proc anything that your basic attack procs, and will deliver those effects to anything they hit. So these are observations built mainly around NG 0-2. Disclaimer: I've only been playing the game for a week, and my highest-progression character is only midway through NG2 (my Priest).
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