01-23-2004, 08:02 AM
Quote: Since block is checked after defence (? confirm this?) a 50% chance to not be hit due to defence is better than a 50% chance to block, because of blocking time.
That is what I think, too. And that was the initial idea of the character :) The fact is, you can't really match up to the 15+k a barb can achieve. Then again, they can't really matcj up to a sorceress' damage output these days...
The thing I really hate about 1.10 is that you are practically forced to specialize and min/max your build. Dual tree sorceresses are as scarce now as tri-tree sorceresses used to be (and yes, my first sorc was a nova-orb-hydra one, and I still wish I could use her). Then again, this could be considered "good", and be said that this "encourages team play", since, well, it certainly does. The effectiveness of a well-put-together team in 1.10 is far greater than it was in 1.09, since you can get obscene offense off of specialization (lightning trap assas, fully synergized fireball or blizzard sorceresses); but the cost is that you have to rely on your party members for defense.
I believe that we came to the point where upon designing a character one has to ask oneself the question wether one will play that character (mostly) solo or part of a team, and one has to plan the entire character (equipment, blocking, defense, skills) with a rough party in mind.
That is, if you're not playing a skelemancer ;)