Shiver or Chilling?

if I recall correctly chilling only hits the monster after it lands a hit on you, if you block or they miss then nothing happens.
shiver however hits the mob at the start of the swing. so if you have a lot of fcr, then you can tele out before the mob finishes its swing.
if its just for the defensive bonus, I think chilling has more defense, but I would go with shiver.

Zerker
 
if you're going for as high defense as possible, then shiver. they both have the same defense boots at level one, but shiver increases by more per level than chilling. the only other difference is that shiver's counter attack only works on melee (whether or not they hit) and chilling shoots an ice bolt at ranged attackers. the damage though is completely neglible and none are worth more than a single point with skill gear.
 
I would go for shiver which helps when you are teleing to slow mosters due to cold instead of chilling where you have to get hit and that just isn't good news with any sorc.
 
If building a melee sorceress then more then 1 point in shiver is very viable imo.
Maxed shiver gives 159% defense bonus, and it is not something too overlook i think.
 
if its pure melee i agree, where you have good physical damage. but its not that hard to get around +100% just on gear which isn't bad at all for 1 pt ;)
for sorcs in general tho the points work better for a synergy, or even max tele with 1 point (or even none with a good memory) into ES.
my philosophy is a sorcs best defense is a good and fast offense
 
Shiver and chilling have the same defense bonus, I think. And Shiver is better. Since the monsters that **** you are ones that use melee attacks and **** you up while you're teleport-locked and stuck in FHR animation.
 
Shiver and chilling have the same defense bonus, I think. And Shiver is better. Since the monsters that **** you are ones that use melee attacks and **** you up while you're teleport-locked and stuck in FHR animation.

at level 1, they're both +45%, but shiver increases by +6% per level where chilling is only +5%. If you play well enough, are very cautious and have a good tank, you could almost never get engaged with melee monsters to attack in which case chilling would be better since it can chill ranged attackers from a distance. as long as you only use ranged attacks of course.
another intersting thing I just found, quote Arreat Summit:

"The spell actually defends against ranged attacks, turning aside arrow and bolt."

grammatically, this (to me at least) implies that the other armors dont add defense against ranged attacks, though i doubt it and am probably reading too much into nothing.


 
You still have a better chance of getting hit with a melee/close range attack than a ranged skill.

that depends on your playing style. most monsters are a lot easier to teleP away from than arrows or quills from razorspines, especially with a good HF merc which is a lot easier to get than a sanctuary shield


 
I vote Shiver. Remember that you can shop around for a staff that casts it so you can use it on switch. That frees up 2 points that you could use for something else.
 
Yes, problem with such tactics is that it fast becomes bothersome to tp swich gear and cast, after a while i tend to not bother myself with it anymore (unless i'm against some heavy hitters or in pvp wich i don't play that much though)

wished the duration was a bit longer :)
 
I use switch modes for different attacks but a +3 to shiver 'memory' staff to prebuff shiver and ES works well and the point in shiver allows recast without weapon changing every few minutes.
 
Back
Top