I run doubles on my near cap ranged wiz. All you need is a hit to the head or other vulnerable areas to stop a hunt. At least with padded doubles. It's less likely to stop the hunt outright unless getting hit with a claidh or something similar
I run doubles on my near cap ranged wiz. All you need is a hit to the head or other vulnerable areas to stop a hunt. At least with padded doubles. It's less likely to stop the hunt outright unless getting hit with a claidh or something similar
easy to unlock and charge 1202 scrolls and sigil staff does not lock them
1202 is not hard to find in my experience. Scrolls and empowerable/rechargeable magic items that you can charge as a wizard should cover you if you decide to go this route. Especially if you have any sorcerer friends that can help you out on the scrolls. The sigil staff idea is great for item management.
You could use 1750 items in a pinch. DR has also sold 1x day Iron Skin pins in the past, so those may come around again at some point.
Doubles, all the way.
~Crazy Cat Lady, Player of Cylnthia~
It is changing with the new maneuvers update. fluidity is moving to a fittings service and armored casting is a regular one, they will be allowed on the same item. So studded would be 4% with fluidity and armored casting is changing to 3s hard RT instead of failing the cast. It mainly only doable if you have dodge complete so you have almost zero % chance to get hit in offensive.
No, I am not Drauz in game.
Looks like ASG 11 and above only
http://forums.play.net/forums/GemSto...et_newest=true
I don't want the world; I just want your half.
Discord BigNasty#8519