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Svs and Sermon/Mals


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I'm working with a WM mino Zerk fighting a Savant FG Combat Cleric. His sermon kicks my butt, and I get hit with plague, shrink, and slow all the time. Do I need svs vs mental to avoid the sermon, or will that only decrease the damage I take from the spell and his ability to dispell me? Do I need more svs vs mal to avoid getting hit with plague, shrink and slow?

What's a good number to shoot for, and what are some possible items I could look for? I only wanna have 3 or four slots dedicated to svs vs mal, so they need to be some GOOD items.

Any help?

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Unless I am mistaken (which could be) you save first affl vs path and THEN mal. So I'd aim for affl saves vs path and mental vs sermon. Fight near some healer in case you do get plagued or use WM items.

As a mino you should be alright with - 30ish saves.

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Mental saves against sermon.

Aff saves against paths DAMAGE.

Mal saves against path's poison/plague.

Shrink and slow come from his holy hands and I am actually not sure whether those two are mental or mal. I would not be worried about any of those anyway - slow has a positive side and shrink is not really game changing.

My personal advise is to stack on:

1. Mental saves

2. Mal saves

From what I've seen, your character is not badly dressed and you really shouldn't have much problems against the fire giant cleric in question, with a proper weapon selection and tactics.

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Mental saves against sermon.

Aff saves against paths DAMAGE.

Mal saves against path's poison/plague.

Shrink and slow come from his holy hands and I am actually not sure whether those two are mental or mal. I would not be worried about any of those anyway - slow has a positive side and shrink is not really game changing.

My personal advise is to stack on:

1. Mental saves

2. Mal saves

From what I've seen, your character is not badly dressed and you really shouldn't have much problems against the fire giant cleric in question, with a proper weapon selection and tactics.

This is not true, the maledictive affects of the path of deceit depend on the damage that it does, so get some aff saves.If you get hit with poor path damage, the maledictive affect will never land.You have to be hitted from the path with the damage of dismember or higher to trigger the mal affects.

My advice:

1.Aff saves

2.two spears

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Shrink and slow come from his holy hands and I am actually not sure whether those two are mental or mal. I would not be worried about any of those anyway - slow has a positive side and shrink is not really game changing.

Ever try to rage or haymaker when you've been slowed? HUGE disadvantage for the berserker class. Stop playing blademasters and get your feet wet.

P.S.-I love you f0xx

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