05-28-2004, 11:08 PM
- Conviction can and will break immunities, but only at 1/5 effectiveness. So a maxed conviction will remove the immunities to monsters with up to and including 123% resistance to any single element. Monsters with 124% or greater resistance will still be immune. Note that while immune monsters under the effect of conviction usually still have a very high resistance, even dropping resistance to 99% allows the sorceress cold mastery to start working.
- A pally running conviction makes an excellent partner to any sorc. Personally, I would use a shield even if it was a craked buckler. The offensive power of such a duo definately leans on the sorc. The best thing the pally can do is attract the enemy, keep himself alive and keep the enemy's attention away from the sorc.
- Points spent on synergies are generally better spent on individual resist auras, rather than on salvation, for two reasons. First, salvation gives you a total of +6% bonus damage, while any individual resist aura will grant +8%. Spread the points out to ensure a healthy mix of physical, fire, cold and lightning damage. This gives the second benefit of raising the pally's maximum resistances by 1% for every 2 points invested in each resistance aura.
- Particularly when you aren't sure you have access to plenty of mana leech and a high damage weapon, I would start by investing only a few points in vengeance, and more into the synergies and utility skills (holy shield comes to mind), but work on maxing convcition first of all. This will power up your vengeance without raising the mana cost to extreme levels. Once you've maxed conviction and are happy with utility skills and resistance auras, increase vengeance to taste. If you find you have far more mana than you ever use, put a few points in vengeance.
Just to reitirate the main point of this duo: the pally is not meant to kill enemies (though he will once you get your hands on a decent, fast one handed mace, scepter or other weapon). The pally is meant to be the tank -- draw the baddies in, keep them occupied, while the sorc sits back and peppers the crowd with meteors, chain lightning, blizzards and other tasty delights. Throw in even a low-mid level enchant to take care of most AR woes. Watch as your sorc partner, and any spell casters who join your party, become demi-gods. Raise your glass and thank god blizzard came up with the idea of conviction.
(NB: you've gotta love that aura. I mean, if there's any other skill that looks so *decent* on paper and work so superbly in reality, I haven't met it and killed it yet)
gekko
- A pally running conviction makes an excellent partner to any sorc. Personally, I would use a shield even if it was a craked buckler. The offensive power of such a duo definately leans on the sorc. The best thing the pally can do is attract the enemy, keep himself alive and keep the enemy's attention away from the sorc.
- Points spent on synergies are generally better spent on individual resist auras, rather than on salvation, for two reasons. First, salvation gives you a total of +6% bonus damage, while any individual resist aura will grant +8%. Spread the points out to ensure a healthy mix of physical, fire, cold and lightning damage. This gives the second benefit of raising the pally's maximum resistances by 1% for every 2 points invested in each resistance aura.
- Particularly when you aren't sure you have access to plenty of mana leech and a high damage weapon, I would start by investing only a few points in vengeance, and more into the synergies and utility skills (holy shield comes to mind), but work on maxing convcition first of all. This will power up your vengeance without raising the mana cost to extreme levels. Once you've maxed conviction and are happy with utility skills and resistance auras, increase vengeance to taste. If you find you have far more mana than you ever use, put a few points in vengeance.
Just to reitirate the main point of this duo: the pally is not meant to kill enemies (though he will once you get your hands on a decent, fast one handed mace, scepter or other weapon). The pally is meant to be the tank -- draw the baddies in, keep them occupied, while the sorc sits back and peppers the crowd with meteors, chain lightning, blizzards and other tasty delights. Throw in even a low-mid level enchant to take care of most AR woes. Watch as your sorc partner, and any spell casters who join your party, become demi-gods. Raise your glass and thank god blizzard came up with the idea of conviction.
(NB: you've gotta love that aura. I mean, if there's any other skill that looks so *decent* on paper and work so superbly in reality, I haven't met it and killed it yet)
gekko
"Life is sacred and you are not its steward. You have stewardship over it but you don't own it. You're making a choice to go through this, it's not just happening to you. You're inviting it, and in some ways delighting in it. It's not accidental or coincidental. You're choosing it. You have to realize you've made choices."
-Michael Ventura, "Letters@3AM"
-Michael Ventura, "Letters@3AM"