1.07 News, Info and Gossip

Eth is for lesser shields, I believe.

The greater recipes are the rune of the lesser recipe plus ten. So tal and ral would have been lesser amulets and rings.

I usually keep wyrmhide boots, troll belt and great hauberk in stash because I have racks for those. Will chase vampbone rack later because they are difficult to gamble. Also Luna most likely. Aegis I shop, same for big swords and sticks.
 
I've been keeping my crafting supplies on the far left of my inventory to maximize space for drops while leaving it quick to unload as I don't have to scroll over craft supplies.
Also, remember that you can use any quality gem, so Council will probably keep you with a small stash of them. I have been keeping 2-3 of rubies, amythests, and emeralds in stash, just in case the right rune drops without the right gem. Likewise (to a lesser extent) for jewels.
If you don't run with your cube in backpack, I'd leave it bottom center of inventory so that when you right click to open, the cursor is directly over the 'Transmute' button.

EDIT: Eth, Ral, and Amn are useful for intrinsic bonus. Tal and Thul are utter junk.
 
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So I'm just reading up on crafting so I can get my ingredients ready for Trav.
If I'm not missing something, Eth, Tal, Ral, Thul and Amn have no use in 1.07?

I plan on keeping some bases on character, so I am ready in case something drops. Mainly Blood recepies & Runic Talons. How is everyone else managing this?
I haven't bothered much because it's a bit annoying. If you compile a list I'll probably copy you :p
 
So I'm just reading up on crafting so I can get my ingredients ready for Trav.
If I'm not missing something, Eth, Tal, Ral, Thul and Amn have no use in 1.07?

I plan on keeping some bases on character, so I am ready in case something drops. Mainly Blood recepies & Runic Talons. How is everyone else managing this?

I keep Vampirebone Gloves, Luna, Great Hauberk and Runic Talons (at the moment) in my inventory. In case of Tir I simply gamble for Heavy Gloves. Also in case of Sol, I have to try and gamble for Wyrmhide Boots/Mirrored Boots cause I never have found a rack for them.
 
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Elemental damage from offhand is at least graphically applied (little flash of fire/spark of lightening/turns green on hit).
I don't see this happening in the code nor in the game visually. What was your gear setup at the time?
In case you were doing tests with runes/gems, there's a bug when you first put something in a socket. For a while all the stats of the weapon will be included in your attacks. So if you have an off-hand with +300%ED and you put some gem or rune in it, then for this +300%ED (and all other stats on the weapon) will also apply to Whirlwind. The same's true for main hand, so any +%ED that was already applied to the base damage, will then be applied again later.

This bug fixes itself soon enough though, it's not persistent/permanent. But just be aware of it when you test stuff.



Anyway, the only attack-related stat I've found to be applied from off-hand is Cast on Attack (which displays as "on Striking" in-game). Other than that, I don't see anything getting included. Things related to death should all get included though, so Gold Find, Magic Find, Mana per Kill, etc. But things like Deadly Strike, Crushing Blow, Hit Blinds Target, Prevent Monster Heal, none of it gets applied as far as I can tell. But +skills are, even specifically +Whirlwind.

I guess it might still be worth it to make a proper list for easy reference, but there are quite a few stats that can be present on melee weapons. :confused:

I have a kicker somewhere in late Norm/early NM and a BF build in mid NM that got backburnered...
Is that Blade Fury you're talking about? I think it's fair to say that this skill is not worth it in 1.07, as it doesn't include any weapon damage, or any stats from gear. A kicker might be fun though, as I believe an Eth Rune applies to kicks, and Crushing Blow works as well. One thing to keep in mind is that monsters still have the 4x AR like in pre-LoD patches, so prepare to get hit often.
 
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A full blown guide for 1.07 whirlwind is needed. Speed stuff, which weapon does what, which stats to ignore, mastery and ctc interactions, 1h vs 2h vs dual, crafts only or are bk set or grandfather worth it, maybe as offhand... the list goes on and on.
 
Do you guys run through town in A3 or run back to the WP to A4?

Currently I'm running 2x Grandfather. I'm assuming the AR & Stats all benefit? At least the LCS says they do.
 
The %Bonus to Attack Rating from the off-hand weapon is not applied to Whirlwind unfortunately. But the Strength, Dexterity, +%Max Mana, +%Max Life and +Life all work. So you do gain a tiny bit of defense, damage and AR from the str and dex.

There don't seem to be a lot of interesting options for an off-hand. :/ GF is probably one of the better ones, and I honestly think Wizardspike may not even be so bad if a Council Memba spawns with Conviction. There also are not a lot of interesting options for socketing the off-hand weapon, I think. But perhaps I'm just not thinking of some cool items. Hopefully. :D
 
I don't see this happening in the code nor in the game visually. What was your gear setup at the time?
In case you were doing tests with runes/gems, there's a bug when you first put something in a socket. For a while all the stats of the weapon will be included in your attacks. So if you have an off-hand with +300%ED and you put some gem or rune in it, then for this +300%ED (and all other stats on the weapon) will also apply to Whirlwind. The same's true for main hand, so any +%ED that was already applied to the base damage, will then be applied again later.

This bug fixes itself soon enough though, it's not persistent/permanent. But just be aware of it when you test stuff.

That was probably that bug then, as I had just socketed the weapon I was specifically referring to with Shae + jewel to get the WSM to last WW BP (if I had asked sooner, would have saved all that confusion...)


Is that Blade Fury you're talking about? I think it's fair to say that this skill is not worth it in 1.07, as it doesn't include any weapon damage, or any stats from gear. A kicker might be fun though, as I believe an Eth Rune applies to kicks, and Crushing Blow works as well. One thing to keep in mind is that monsters still have the 4x AR like in pre-LoD patches, so prepare to get hit often.

That fits with what I remember from playing her... the idea was to find the patch a BlenderSin was supposed to be OP in... apparently not 1.07, then. Probably go back to the trapper at some point though.

A full blown guide for 1.07 whirlwind is needed. Speed stuff, which weapon does what, which stats to ignore, mastery and ctc interactions, 1h vs 2h vs dual, crafts only or are bk set or grandfather worth it, maybe as offhand... the list goes on and on.

+1

Do you guys run through town in A3 or run back to the WP to A4?

Currently I'm running 2x Grandfather. I'm assuming the AR & Stats all benefit? At least the LCS says they do.

I TP > waypoint to act4. Cuts down charm space by 2x1, but also helps manage clutter as I can pick scrolls, clearing some large chunks of white text.

The +stats should, between what I've seen and what @Fruit has dug up... AR I'm not sure on, but if LCS is picking it up, perhaps. I know I tried a couple different offhand weapons with Fool's, but that AR never showed up on LCS.

EDIT: ninja'd...

EDIT2:
There don't seem to be a lot of interesting options for an off-hand. :/ GF is probably one of the better ones, and I honestly think Wizardspike may not even be so bad if a Council Memba spawns with Conviction. There also are not a lot of interesting options for socketing the off-hand weapon, I think. But perhaps I'm just not thinking of some cool items. Hopefully. :D

Personally, I went digging through my "Interesting, but useless" craft stash and came up with a few Greater Safety that had +Warcries/+str/good automods. Sockets, knowing what I now do, I would fill with some combo of Po/Ko/Fal/Lem/Ist to suit... maybe go old school and do PAmmys, if flat +AR works, or resist/fhr jewels, if you need more help in that direction.
 
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Haha the jala's ... Iposted that here and deleted the character who had the map because i was so pissed. good thing it was still in the wastebin so i recovered it. Also good my question hopefully helps others not doing the same mistake! :)

Another matter: How do you guys keep track of your progress? do you have a checklist or spreadsheet of some kind?
 
Sockets, knowing what I now do, I would fill with some combo of Po/Ko/Fal/Lem/Ist to suit... maybe go old school and do PAmmys, if flat +AR works, or resist/fhr jewels, if you need more help in that direction.
Yeah I'm with you. Flat +AR from off-hand also is not applied. So the way I see it, none of the gems actually give you anything at all, and you are limited to either:
Code:
   El Rune  +1 Light Radius
  Tir Rune  +2 Mana after each Kill
  Hel Rune  -20% Requirements
Po/Io Rune  +10 Vitality
  Lum Rune  +10 Energy
   Ko Rune  +10 Dexterity
  Fal Rune  +10 Strength
  Lem Rune  +75% Gold Find
  Ist Rune  +30% Magic Find

Or a cool rare Jewel with stats like; resistance, defense, strength, dexterity, hitpoints, -requirements. Hit recovery in my opinion is not very interesting for a Whirlwind Barbarian.

I think the perfect Jewel would look something like: +30 ... Resistance, + 3 All resistance, +9 Strength, +9 Dexterity. Or in stead of str/dex, -15% Requirements if that makes a difference.

(Rare Jewels can get up to 4 affixes in 1.07, right? Can that only be 2/2, or can it also be 1/3 or 3/1?)
 
3 affix max, else we have all had extremely bad luck.

Why not just forego the off hand, and use a shield instead? That certainly solves a lot of resistance issues, leaving room for improvement to other gear?
 
@helvete
Was about to ask if anyone has ever seen more than 3 affixes. :p Guess that checks out, then. Though, it did seem like it's always 3, regardless of ilvl. (Or has anyone seen rare jewels with only 1 or 2 affixes?) It also seemed like you can end up with 3 prefixes or 3 suffixes, which is interesting. (Edit: I'm fairly sure it's a bug that jewels cap out at 3 affixes: The function does a random roll of 1, and adds 3 to the result, but a random roll of 1 always ends up at 0. The coder may not have realized how this RNG function works. This would also be why pre-LoD has the famous n-1 thing; there's nothing wrong with the RNG function itself, but in most cases it's just not used correctly.)



Well if you use a shield, you'll attack only once per "breakpoint". That's pretty much the trade-off. Whether a shield provides more survivability, I'm not even sure. For decent block chance, you'd have to pump Dexterity very hard. The formula* for blocking is nasty in 1.07, you need even more dex than you do in 1.14. On top of that, all the dex you pump = vit you can't pump. Also, two attacks means more life leech, possibly making up for the loss of blocking. Or if you meant using a shield more so for the resistances and not so much for blocking, why not Wizardspike?



As for offense, I'm not much of a theory crafter so I don't really know what ultimately is better. My hunch is that dual-wield is the best, mainly because Crushing Blow is so good, which will potentially be applied twice when dual-wielding. It's also much harder for most two-handed weapons to reach the higher Whirlwind attack speed breakpoints. Maybe if you have some insane craft like WoRG does then you don't have as much a need for all the Crushing Blow, and you can just stack some Shae runes in it to reach a nice breakpoint. I can imagine that with a weapon like that, the physical DPS outshines CB.

Maybe I should also bring up the fact that the +%Damage to Demons from the BK set is not considered an off-hand stat, thus works with Whirlwind. An amazing stat in 1.07 as it is applied separately from other sources. (I'll add that this stat can theoreticlly cause a damage overflow, but I've never investigated what kind of numbers would actually cause one, so I'm not sure if this is something we'd actually need to worry about.)

Anyway, the BK set is basically the "1.07 budget/starter set" for awesome Whirlwind damage because of the relative ease of racking set items. Whether it's actually the best possible DPS, I don't know. (I hope it isn't, I hate knockback. :D)



* : base_block_chance*(dexterity-15)*2 / (clvl*5)
 
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Si, LoH works just fine, an absolute godlike item for a melee/Whirlwind character. I kind of wish it was a bit harder to obtain. Like, a Unique item in stead of Set at the least. :p (+%DtD doesn't work with missiles, though! So for Lightning Fury you may want to use something crafted, or rare, or whatever.)
 
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