Jacado's Staff
Unique Weapon details
Linked attribute: Death Magic
Damage type: Dark
Dropped by: Jacado the Putrid
A Unique staff, dropped by Jacado the Putrid on level 1 of the Heart of the Shiverpeaks dungeon.
[edit] Weapon stats
Energy +10
Dark damage 11-22 (req. 9 Death Magic)
Halves casting time of Death Magic spells (Chance: 20%)
Halves skill recharge of spells (Chance: 20%)
Death Magic +1 (20% Chance while using skills)
Health +30
There is also this option in Green Not sure the going rate on it
Ghials Staff Question!
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Ahhhh the endless lower hp on MM's is better or not debate...
My personal opinion on MM health is that it's better to have it a little higher than much lower. Having seen people running around with 2 sup runes and a very low overall health as a result I've come to the conclusion that whereas it may cost less energy to heal them, it also costs more energy to rez them again after having just healed the rest of the party more due to a rampaging minion army.
Seriously, the lower your health, the more tempting a target you are for the enemy and sadly unlike the monk you can't hang all the way at the back, where it's safest, or your minions won't attack, plus you're not in range of most available corpses.
Overall the Nightbringer is a nice staff, so long as you run it with a sup death your health still is pretty low.
My personal opinion on MM health is that it's better to have it a little higher than much lower. Having seen people running around with 2 sup runes and a very low overall health as a result I've come to the conclusion that whereas it may cost less energy to heal them, it also costs more energy to rez them again after having just healed the rest of the party more due to a rampaging minion army.

Seriously, the lower your health, the more tempting a target you are for the enemy and sadly unlike the monk you can't hang all the way at the back, where it's safest, or your minions won't attack, plus you're not in range of most available corpses.
Overall the Nightbringer is a nice staff, so long as you run it with a sup death your health still is pretty low.
C
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Originally Posted by jrk247
+30 isn't that bad. You don't want your health extremely low.
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In almost every conceivable situation, a +30 hp staff mod is going to be a detriment to getting your life total where you want it to be, not an aid.
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| And just so you know there are a variety of self heals by consuming minions. |
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| Having a stronger minion 1/5 of the time is not that great, you don't know if it's going to give you a stronger minion or sac more health from you while casting saccing spells. |
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| Just because you disagree with me doesn't mean I don't know what I'm talking about. |
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Originally Posted by creelie
Actually, a better mod than +1 Death is 20% enchanting. It gives you a bigger window for Jagged Bones and Death Nova, longer duration of the various enchantments that can greatly help an MM out, and it triggers 100% of the time.
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While somewhat helpful, longer enchant duration isn't that useful for a MB either, because you should be following up JB+DN with either Taste of Death or Putrid Flesh almost immediately. If you don't want to use +1 DM on your MB, you'd be better served with HSR to increase the recycle rate on your slowest core skill, JB.
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Originally Posted by jrk247
Yes and it's good if you use an AotL tank.
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+30 health is not that big of a deal when talking about life sacrifice. Blood of the Master has a 25% sacrifice with 10 minions. So lets look at a character with max health, Superior Vigor, Superior Death, and no other health bonuses from anything but the weapon.
480 + 50 - 75 = 455 health without the +30 from a weapon.
455 + 30 = 485 with the +30 from a weapon.
Assuming you have max health when you use Blood of the Master, the sacrifice without +30 comes to:
455 x 0.25 = 113.75 (114 rounded)
With the weapon equipped, it is:
485 x 0.25 = 121.25 (121 rounded)
That is only a difference of 7 health. If you can't handle the extra 7 health sacrificed, you have other problems. A self heal that doesn't provide an extra 7 health won't be the end of you except in rare cases.
It does make a difference, but such a small one, that it isn't something to worry about. I would look more into the fact that the +30 health will keep you from being targeted, or that a different mod (+1 attribute, +20% enchants, etc.) do more for your build.
480 + 50 - 75 = 455 health without the +30 from a weapon.
455 + 30 = 485 with the +30 from a weapon.
Assuming you have max health when you use Blood of the Master, the sacrifice without +30 comes to:
455 x 0.25 = 113.75 (114 rounded)
With the weapon equipped, it is:
485 x 0.25 = 121.25 (121 rounded)
That is only a difference of 7 health. If you can't handle the extra 7 health sacrificed, you have other problems. A self heal that doesn't provide an extra 7 health won't be the end of you except in rare cases.
It does make a difference, but such a small one, that it isn't something to worry about. I would look more into the fact that the +30 health will keep you from being targeted, or that a different mod (+1 attribute, +20% enchants, etc.) do more for your build.
K
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Originally Posted by Chthon
There's precisely one: Taste if Death. And it stinks as a reliable self-heal for maintaining a minion army. That whole killing a minion thing is kinda counterproductive. It's only useful as an emergency "oh shit" self-heal if you're not so good at staying out of aggro.
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There is also Feast for the Dead (I like this one better as it heals the rest of your minnions and face it if you are using self heal you probably hadn't used BoTM lately cause you were getting hammered)...so there are 2 that exploit minnions, but there is also Consume Corpse and Soul Feast that could be used as heal on mm if corpse are around and if not then there is Taste of Pain. I am not saying that these are great heals but just that there is more than one way to offset BoTM saccing...also you can have a secondary with a heal in it if needed
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Originally Posted by Chthon
That's right. The fact that I disagree with you does not mean that you don't know what you're talking about. It's you not knowing what you're talking about that means you don't know what you're talking about.
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C
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Originally Posted by MagmaRed
480 + 50 - 75 = 455 health without the +30 from a weapon.
455 + 30 = 485 with the +30 from a weapon. |
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Originally Posted by Keithark
There is also Feast for the dead...
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[Edit: Edit wars:
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| There is also Feast for the Dead (I like this one better as it heals the rest of your minnions and face it if you are using self heal you probably hadn't used BoTM lately cause you were getting hammered)... |
And FftD is still not a self-heal.]
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| consume corpse and soul feast that could be used as heal on mm if corpse are around and if not then there is taste of pain. I am not argueing that these are great heals but just that there is more than one way to offset BoTM saccing...also you can have a secondary with a heal in it or 2 if needed |
To avoid repetitive quote wars, anyone who wants to "debate" MM self-heals should go read this thread before further posting. (Please bear in mind that the figures for mystic regen haven't been updated since the last nerf.)
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Originally Posted by Admael
But my real point is, what if his MM build doesn't involve Jagged Bones or Death Nova.
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Dark Bond - You need a really good reason not to bring this.
Infuse Condition - Ditto.
Verata's Aura - If you know you're going to need it, you're REALLY going to need it, and for as long as possible.
Other enchantments - often MMs will use their steady stream of Soul Reaping energy to power other skills, for example Protective Spirit and Aegis to help out the monk.
Minions are great because you can have 10 of them, not because you can make 2 of those 10 a tiny bit stronger. The minions come from the MM, and a lot of the MM's strength comes from enchantments. I believe that consistently getting more mileage from enchantments is better than randomly making a spell incrementally more powerful.
In any case, both +1 and 20% enchanting are better choices than +health.
C
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Originally Posted by creelie
Dark Bond - You need a really good reason not to bring this.
Infuse Condition - Ditto. |
(edit: Total tangent here, while it may be a poor choice for a MM, Infuse Condition rocks socks for MB's in combination with the recently upgraded Foul Feast. Since you're going to be detonating the little buggers anyway, it doesn't matter one bit how heavy you stack conditions on your minions as a MB. It's like conditions just disappear off your whole party into a black whole.)
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| Verata's Aura - If you know you're going to need it, you're REALLY going to need it, and for as long as possible. |
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| Other enchantments - often MMs will use their steady stream of Soul Reaping energy to power other skills, for example Protective Spirit and Aegis to help out the monk. |
You seem to have left out the two best arguments for using a 20% enchant mod: (1) Masochism, and (2) Mystic Regeneration. Both of these are skills that you could really expect to see on a well-built, mainline MM (unlike PS or Aegis or Dark Bond or Infuse) and both benefit nicely from the duration increase.
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| In any case, both +1 and 20% enchanting are better choices than +health. |
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Originally Posted by Chthon
In either case you are too high.
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455 - 75 = 380
380 x 0.25 = 95
485 - 75 = 410
410 x 0.25 = 102.5 (103)
Sacrifice difference of 8. So what is the problem if your self heal doesn't give you 8 more health?
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Originally Posted by Chthon
If you're losing the race to the corpse in NM, you need to get a bloodstained insignia. If you're losing the race to the corpse in HM, you should really consider not using a MM in that area at all.
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o
C
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Originally Posted by MagmaRed
Sacrifice difference of 8. So what is the problem if your self heal doesn't give you 8 more health?
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2. To see why that difference of 8 hp is far from trivial, do this: The next time you play a long mission, count how many times you use BotM. Then multiply by 8. That's how much life you're sacrificing for no reason because of a bad weapon mod. Bet it's a couple thousand, isn't it? Now prorate that against your self-heal. That's how much energy you're spending to make up for your bad weapon mod. That energy becomes even more important when the energy you need to pay to heal that extra sac takes you from being able to maintain your army indefinitely into the red where you're going to bottom out your energy and lose minions.
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Originally Posted by creelie
Dude - you bring Verata's Aura when you know the OTHER guy has Verata's Aura. To get the minions you've already made back after he steals them all.
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Originally Posted by jrk247
Dude back off of me seriously, I have my opinion if you don't like it, good. I'm just trying to help the OP get a staff that works and is cheaper than the 20k some guy in GW was trying to get from him.
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The fact of the matter is that 20% +1 DM is better than +30hp, 20% enchant is better than +30hp, and even using no staff suffix at all is better than +30hp.
Chthon, here is what I run, with numbers to show why +30 won't matter, and a mod of 20% enchanting, +1 attribute, or +armor could be better. It is an opinion, so I won't say you are wrong, but I will say you over exaggerate the problem a +30 mod has with life sacrifice.
[skill]Animate Shambling Horror[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Bone Fiend[/skill][skill]Order of Undeath[/skill][skill]Blood of the Master[/skill][skill]Heal Area[/skill][skill]Dark Bond[/skill][skill]Signet of Lost Souls[/skill]
12 Death Magic + 1 Head gear + 3 Superior Rune
10 Soul Reaping + 2 Major Rune
8 Healing Prayers
2 Blood Magic + 1 Minor Rune
Staff is +25 energy, HCT 20%, HSR 20%, +1 Death 20%
480 health + 50 health (Superior Vigor) - 75 health (Superior Death) - 35 health (Major Soul Reaping = 420 health
No Vitae Runes, and no Survivor Insignias. So I have exactly 420 health when at max. With 10 minions, I sacrifice 105 health.
Heal Area at 8 attribute points heals for 110. If I add a +30 mod to my weapon, I raise my health to 450, and my sacrifice to 112.5 (113). The 3 health I am missing from a self heal is not an issue, even when running OoU. There is a Monk(s) on the team for a reason. If you are in battle, your self heal isn't to keep you alive, the Monk is. The self heal is for your life sacrifice and minion upkeep. And since I dont' spam Blood of the Master, I don't need to spam Heal Area. I use it mostly between battles, which means I heal myself and my minions both.
The 3 health I miss by adding a +30 mod won't be hard to deal with. If you can't deal with 3-8 health, you have other problems, and should learn how to play as an MM.
I don't use +30 on my MMs. I do, however, see that is isn't a bad option. More health means enemies target you less. Armor and health is how monsters pick their target. If you lower your health to lower your sacrifice, you INCREASE you target rate. I prefer monsters to not attack me, and lowering your health makes them attack you more.
Dark Bond means if I do get attacked, the damage is greatly reduced. This means the Monks job is easier at keeping me alive. I also know to kite, and not try to tank.
I do not personally think +30 is the best mod for an MM. I do think you are wrong in saying it is a bad one though. The extra health does NOT make self healing more difficult, but does make other things better.
[skill]Animate Shambling Horror[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Bone Fiend[/skill][skill]Order of Undeath[/skill][skill]Blood of the Master[/skill][skill]Heal Area[/skill][skill]Dark Bond[/skill][skill]Signet of Lost Souls[/skill]
12 Death Magic + 1 Head gear + 3 Superior Rune
10 Soul Reaping + 2 Major Rune
8 Healing Prayers
2 Blood Magic + 1 Minor Rune
Staff is +25 energy, HCT 20%, HSR 20%, +1 Death 20%
480 health + 50 health (Superior Vigor) - 75 health (Superior Death) - 35 health (Major Soul Reaping = 420 health
No Vitae Runes, and no Survivor Insignias. So I have exactly 420 health when at max. With 10 minions, I sacrifice 105 health.
Heal Area at 8 attribute points heals for 110. If I add a +30 mod to my weapon, I raise my health to 450, and my sacrifice to 112.5 (113). The 3 health I am missing from a self heal is not an issue, even when running OoU. There is a Monk(s) on the team for a reason. If you are in battle, your self heal isn't to keep you alive, the Monk is. The self heal is for your life sacrifice and minion upkeep. And since I dont' spam Blood of the Master, I don't need to spam Heal Area. I use it mostly between battles, which means I heal myself and my minions both.
The 3 health I miss by adding a +30 mod won't be hard to deal with. If you can't deal with 3-8 health, you have other problems, and should learn how to play as an MM.
I don't use +30 on my MMs. I do, however, see that is isn't a bad option. More health means enemies target you less. Armor and health is how monsters pick their target. If you lower your health to lower your sacrifice, you INCREASE you target rate. I prefer monsters to not attack me, and lowering your health makes them attack you more.
Dark Bond means if I do get attacked, the damage is greatly reduced. This means the Monks job is easier at keeping me alive. I also know to kite, and not try to tank.
I do not personally think +30 is the best mod for an MM. I do think you are wrong in saying it is a bad one though. The extra health does NOT make self healing more difficult, but does make other things better.
C
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Originally Posted by MagmaRed
Chthon, here is what I run, with numbers to show why +30 won't matter, and a mod of 20% enchanting, +1 attribute, or +armor could be better. It is an opinion, so I won't say you are wrong, but I will say you over exaggerate the problem a +30 mod has with life sacrifice.
[skill]Animate Shambling Horror[/skill][skill]Animate Vampiric Horror[/skill][skill]Animate Bone Fiend[/skill][skill]Order of Undeath[/skill][skill]Blood of the Master[/skill][skill]Heal Area[/skill][skill]Dark Bond[/skill][skill]Signet of Lost Souls[/skill] 12 Death Magic + 1 Head gear + 3 Superior Rune 10 Soul Reaping + 2 Major Rune 8 Healing Prayers 2 Blood Magic + 1 Minor Rune Staff is +25 energy, HCT 20%, HSR 20%, +1 Death 20% 480 health + 50 health (Superior Vigor) - 75 health (Superior Death) - 35 health (Major Soul Reaping = 420 health No Vitae Runes, and no Survivor Insignias. So I have exactly 420 health when at max. With 10 minions, I sacrifice 105 health. Heal Area at 8 attribute points heals for 110. If I add a +30 mod to my weapon, I raise my health to 450, and my sacrifice to 112.5 (113). The 3 health I am missing from a self heal is not an issue, even when running OoU. There is a Monk(s) on the team for a reason. If you are in battle, your self heal isn't to keep you alive, the Monk is. The self heal is for your life sacrifice and minion upkeep. And since I dont' spam Blood of the Master, I don't need to spam Heal Area. I use it mostly between battles, which means I heal myself and my minions both. The 3 health I miss by adding a +30 mod won't be hard to deal with. If you can't deal with 3-8 health, you have other problems, and should learn how to play as an MM. I don't use +30 on my MMs. I do, however, see that is isn't a bad option. More health means enemies target you less. Armor and health is how monsters pick their target. If you lower your health to lower your sacrifice, you INCREASE you target rate. I prefer monsters to not attack me, and lowering your health makes them attack you more. Dark Bond means if I do get attacked, the damage is greatly reduced. This means the Monks job is easier at keeping me alive. I also know to kite, and not try to tank. I do not personally think +30 is the best mod for an MM. I do think you are wrong in saying it is a bad one though. The extra health does NOT make self healing more difficult, but does make other things better. |
Now, on to the issue of adding a +30 hp mod to the staff:
1. Like I said before, the seemingly small added sac adds up to thousands of wasted hp and hundreds of wasted energy over the course of a mission/explorable instance.
2. The idea that slightly higher health is going to help you avoid aggro is largely a myth. While it's true that monsters "consider" HP when choosing a target, they also "consider" AL, proximity, and a host of other factors. The difference 30hp makes in terms of aggro is trivial compared to the difference that good positioning and kiting makes. If you're getting hit very often as a MM, that means you need to learn better positioning and battlefield awareness. Compensating for poor tactics by gimping your equipment with +hp mods and bringing sub-par skills like Dark Bond is not a good idea IMO, as it only makes your offense weaker and doesn't really solve the underlying problem of poor tactics.
Also, you should be a (comparatively) low priority target anyway. There should be no shortage of 440hp, 54AL bone fiends around. With a MM's insignia on the chest and maybe legs (and probably even without one), you should be a less appealing target than a bone fiend... unless your positioning is bad.
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Originally Posted by Chthon
Without drifting too terribly much further off topic, that's not a bad build at all. It's far better than 90% of the garbage that gets posted to these forums as a "pro MM build." Your attributes are right and so are 6 of your skills. And the remaining 2 aren't terrible. (You don't need dark bond in PvE; If you're getting hit that means you need to learn to play like a backline character. You don't need shambling horrors; They don't add anything that the Vamp Horrors aren't already doing better. Also, Masochism is slightly better than SoLS, but SoLS is still quite alright.) 420 is a great life total for Heal Area at 8 healing prayers. I like your choice of weapon too. I wish I had a +25e staff.
Now, on to the issue of adding a +30 hp mod to the staff: 1. Like I said before, the seemingly small added sac adds up to thousands of wasted hp and hundreds of wasted energy over the course of a mission/explorable instance. 2. The idea that slightly higher health is going to help you avoid aggro is largely a myth. While it's true that monsters "consider" HP when choosing a target, they also "consider" AL, proximity, and a host of other factors. The difference 30hp makes in terms of aggro is trivial compared to the difference that good positioning and kiting makes. If you're getting hit very often as a MM, that means you need to learn better positioning and battlefield awareness. Compensating for poor tactics by gimping your equipment with +hp mods and bringing sub-par skills like Dark Bond is not a good idea IMO, as it only makes your offense weaker and doesn't really solve the underlying problem of poor tactics. Also, you should be a (comparatively) low priority target anyway. There should be no shortage of 440hp, 54AL bone fiends around. With a MM's insignia on the chest and maybe legs (and probably even without one), you should be a less appealing target than a bone fiend... unless your positioning is bad. |
C
