07-31-2003, 12:15 AM
Brista,Jul 30 2003, 03:57 PM Wrote:How would it stack with Iceblink?Iceblink is +1, Fechmar is +3, iirc Cham runes in weapons are +3 each. AFAIK it is still correct to simply add whatever you're using together to produce the number to plug into the formula. So adding in an Iceblink does help a bit.
When I posted the Axe of Fechmar I was using was imported from warehouse (I play single player or LAN/WinXP) v1.09. After testing I sold the axe to the shop as I'm trying to keep my new v1.10 bootysin in v1.10 land (only twink is that my v1.09 necro, during testing in v1.10 beta, got a nice drop: rare wrist sword, which I passed along).
Ironically enough, the next testing I did was related to rushing, so my level 46 bootysin killed normal Andarial (2 players, LAN) and she dropped--can't you guess?--an Axe of Fechmar. Now safely in my stash :D
Cham runes are really really good (even just one) in a melee weapon. The Axe of Fechmar is effectively a cheapo cham rune for bootysins because your kick damage isn't based on weapon damage (which is what kills the weapon for Fury druids). The penalty, in this case, is that other mods on a "real" weapon and your shield/blocking lose out. However, when everything you touch is a block of ice, one can potentially forgo a shield.
A Zealot using lots of points in one of the (undead or) elemental damage adding auras is okay with Fechmar until game difficulty runs over it (need for shield as a melee char; need for massive damage). A melee char using Iceblink, albeit only +1, trivializes slumming (certain and long freeze on monsters way below your level). IIRC in v1.09 (v1.10 is buggy for BS atm) Assassin Blade Shield with Iceblink on while slumming was conceptually much like Sorc Frozen Shield (or perhaps Chill Shield, as the monsters don't need to actually hit you to be affected).
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