20 May 2005 at 13:42 - 5
http://www.twilightaegis.com/farming.wmv
e/mo farm goodness
I don't use balthazar's spirit anymore like in the vid. The -1 pip is worse than the gain from the spell.
Starting from a base fight and compairing the situation with or without spirit
starting
480/62(lil shorter on mana than usual but missing an item)
With Spirit, most fights ended
170-190 hp/29-32 mana, factor in SoJ reuse, and mana still hasn't fully come back before SoJ is ready. Nor will because by the time it is ready & you have mana, you'll need to use zealots fire again.
Without Spirit, most fights end
190-230 hp/15-22 mana, I can't really explain why my hp are always higher when I don't use balthazar's but somehow they always are. However even with the lower mana, the clear time per farm run is actually faster. As there is roughly 1 min+/- less downtime between 6+ man pulls.
I've also thrown Retribution into my SoJ/ZF/SoW/BA farm build. Though with my testing the mana loss vs the 17 dmg is negligable. Also dmg shields sadly unlike the rest of the spells appear to be normal dmg. As armor modifies its' return effect fairly heavy.
In regards to conjure vs judges insight, it's no comparison. I'd argue in 99% of situations insight is better.
Conjure * - 10mp/1sec/60sec - cap at 13 dmg, 16dmg with +3 element rune - the bonus is modified by armor - if dispelled/interrupted, enjoy those 50+seconds of no enchantment, and 10mp down the drain.
Judges Insight - 10mp/2sec/10sec - cap that's 18 sec duration, jumps to 20(21 if it rounds up on time) with +3 smite rune - the bonus is only modified by 1 suit of armor in the game - if dispelled/interrupted all of 8 seconds before you can reuse.
^^^^If you need more data than that to figure out which spell is a better damage add, you be playin the wrong game.