Armor for concentrate barb?

Synkindu said:
If the recipe for duress is wrong would you mind telling me what the correct recipe for duress is.

Duress is 3 socketed non magical body armor: Shael+Um+Thul

Make sure the armor's name is in grey, not blue or anything else.
 
I am using Gloom runeword (btw it gives +242% def, I know on some pages is written wrong), it has only 1853 defense, but I'm pretty happy with it. I'm seeking for 3 socket Sacred Armour to beef up that defence a little. +skills from echoing axes, some charms and Demonhorns edge are enough to me. :)
 
ayax_2k4 said:
I'm not sure which armor to use, these are the possible 3:
-CoH dusk
-Duress
-Enigma dusk

Which would be the best?

btw, the other gear is:
-arachnid
-20ias blood gloves
-bk ring
-ravenfrost
-arreats
-highlords
-gores
-stormshield
-weapon still undicieded
-anni

-Use 'Stone' Armor (preferably in Superior Armor with 550+ def)
-switch arach for verdungo or t-gods
-switch blood gloves for steelrends
-use angelic combo
-use ebotd zerker
 
If i wear 2 angelic rings and the amu, do i get the +1 to all skills and 50 mf in each ring? or does it only count as 2 set items?
 
ayax_2k4 said:
If i wear 2 angelic rings and the amu, do i get the +1 to all skills and 50 mf in each ring? or does it only count as 2 set items?

it only counts as 2 set items, but you get excellent AR, +life, +dex
 
I think i'll use the angelic combo for PvP where ar is needed

For PvM bk ring, highlord's + raven for the nice mods
 
Well, I guess that most of us would be looking at runeword armors at the end of the game, so let's compare them

There are 5 runewords that we could use: CoH, Enigma, Gloom, Stone and Duress.

- About Enhanced Defense:

CoH: +70%
Enigma: +750-775
Gloom: +200% - 260%
Stone: +250-290%
Duress: +150-200%

So Stone would be the absolute winner for the most defense.


- About Resistances

CoH: +65 to All
Gloom: +45 to All
Stone: +15 to All
Duress: +15 to All and an extra of 30% on Cold (total Cold: 45%)

CoH is the armor you'll want if you're lacking in the resistance departement

-Stat Increase

CoH: +20 to Str
Enigma: +0-75 to Str
Gloom: +10 to Str
Duress: +16 to Str, +16 to Vit, +10 to Ener


- Extra's
Here it comes down on personal preferences

CoH: The +2 skill is useful, but not really needed for a barbarian
The damage increase is a nice added value, because you are always facing demons or Undead in someway or another...
The damage reduction is really nice if you add it to other values (Verdungo's, Stormshield,...)
It also sports a MF bonus, which is always nice.
The Life leech and replenish Life are nice, because these values will also add up to other items.

Conclusion: This armor is a very good all-rounder: I recommand this to barbarians who need resistances pumped and do not really need a super defense armor

Enigma: Here we also got the damage reduction and +2 to All Skills. We also have a nice boost to MF.
This armor also sports the usefull Teleport. I use Leap attack more often, but if you like teleporting around, go ahead!
The +5% to maximum Life is very good for vitality Barbarians.
The increased walk/run speed is an extra that some of us would like, It's a moot point for me.

Conclusion: Not a lot of defense offered by this armor makes it not my favorite, but all the special extra's make it quite worthwhile. The major problem in this armor is the lack of resistance boosting...
The damage reduction (8%+15% to mana) makes it good in a reduction kit, but I find that I do not use all the added options like teleport and faster walk/run speeds. If you are more the barbarian that likes good movement, go for this armor.

Gloom: I do not like the offered extra's on this armor. The -3 to Light is not really needed and the half freeze is neglected because most of us will have a Raven Frost or Cham to help with being frozen. The 5% Damage goes to Mana is the only useful extra on this one... (Some claim that Dim Vision is usefull but I still have to find a situation where it saved my a$s...)

Conclusion: Easy to get and overall good defence and resistance adders, but not so usefull in the extra's departement... Leave this one alone if you are a barbarian...


Stone: A simple 60% FHR makes this armor really nice to get those breakpoints without needing to sacrifice all you equipment. The Molten Boulder and Clay Golem charges are extra's that I do not use a lot. Sometimes I'll pop the Clay golem to use as a meat barrier for me and my merc, and it is quite usefull against bosses.

Conclusion: A really good increase in defense, medium increase in stats and resistances, and a nice FHR. I use this one because I already got decent resistances, I don't really need flashy extra's and I like to break that FHR framerate. Overall a very good armor.


Duress: This armor helps you kill quicker and better: it has added FHR to help you hitting those breakpoints and it has good extra's to get that damage up:
+10-20% overall damage increase, it adds 37-133 Cold Damage, 15% Chance of Crushing Blow (just wonderfull, this is without doubt the best mod you can get for PvM), 33% Chance of Open Wounds (good for PvP, but also overall nice)

Conclusion: Good increase in defense, average increase in resistances, added damage bonuses really rock with the useful CB and OW. Overall a really nice armor.


Final Conclusion: I pick my armor depending on what my character really needs. I use Duress when I need faster killing, I use Stone if I really need the defense, I use CoH when I need resistances raised...

Overall I use Duress because killing has more importance then the added armor increase... But the rest is still very good

My two cents ey...
 
Thx a lot for that comparison on the armors, that was what I was looikng for :thumbsup:

I'm making a duress since they are very cheap and i can always switch to CoH if i have bad resis
 
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