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Originally Posted by Jestah
Zui why use it when it's perfectly doable without?
There's really no other skill you "need" on your bar to complete Droks, or any other non-southern shiverpeak run. Mending just makes the run laughably easy, especialy for highly inexperienced runners - which is why the posted build included mending. By all means, you can even run Droks with my build without using mending. So now I ask, why use smite hex when the only hexes you'll encounter(that actualy hurt you - rust is not included since it doesn't, same with conjure on heretics) are Suffering from Wurms, Mind Freeze from imps, which can be avoided at all except the first imps you get to, and Deep Freeze from Seige Ice Golems. Ok you have Ice Spikes sometimes from the level 10 ice golems that spawn at the troll cave in snake dance. All of which one hex removal is sufficient, if employed propelry. Smite hex doesn't make the run any easier, mending does. Both are not needed to complete the run.
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Originally Posted by Jestah
There's no run where mending makes the difference between life and death, ever.
Agreed.
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Originally Posted by Jestah
6hp a second is laughably bad.
Not exactly. In most circumstances, yes. Applied just before the second choke in Lornars, when you have the 1-2 wurms chasing you(obviously cancel for Veil when you get to the pinesouls/ice golems/grawl) you'll get an extremely nice return of points healed per energy out of it, and it'll make that part of the run far easier. This isin't a situation where you're prone to enchant removals, or burst damage, just slow, steady, consistent damage that will never be healed 100% by mending, so it's operating at maximum effeciency. If I remember correctly there's a very nice post on Mending(can't remember who by) in the Mending thread somewhere around here.
The 6 hp per second means you don't have to stop and heal during portions of the run where you have wurms on you(meaning you have to properly time healing signet) or when you're in Snake Dance with the giants, when you can just run on by(with charge+balstance) and keep on running(not using sprint most times)...
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Originally Posted by Jestah
For places when there's lots of hex snares and you'll be extending the amount of time your taking damage veil and smite is vasty superior. Maintaining veil means you'll get much further (sometimes even out of aggro) before snares finish casting.
The only runs you're ever going to actualy have a use for both on would be the the non-drocknars runs in the southern shiverpeaks, which are actualy fairly challenging runs. Everything else you don't need smite hex, and it doesn't make your job any easier - in certain cases mending does. By all means if you're running to citadel, war camp, copperhammer, iron mines, thunderhead, grotto, take smite hex NOT mending.
The thing with Veil applies without smite hex. You're never going to need to remove 3 hexes at any time excpet on very few runs(yes, veil can remove 2 and prevent one... cast, wait, cancel, cast, cancel...)
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Originally Posted by Jestah
It's not the waste of attribs that makes it bad it's the waste of a skill slot and the waste of energy regen.
In the majority of runs, that skill slot won't be used for anything else that is remotely useful. Used in the right places(with the Droks example again) that pip of energy regen wouldn't have been used anyway(during the time mending is up), meaning mending didn't hurt you due to the lost pip, it just made your job slightly easeir. | |