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Alguns Loadouts de belt Empty Alguns Loadouts de belt

Mensagem  Grunge[MPK] Ter Set 24, 2013 9:41 am

Galadriel:

Wisdom›High Pass›Caradhras--3 CD gems and 1 exp for the purple,LS or AP for blue and either regen or hp boost for the green. Pretty sure you get like 23-25 CDR, plus your abilities decrease by 1 sec w/every ability use. Spam your abilities whenever you can.

Lothlorien grove›Ent's draught›Carad--HP boost in everything. The LG is first b/c her grove also counts as grass lol.

Runsig/Wulfrun:

Wizard's vale›Wisdom relic--SO salty when I see other Runsigs use this online.CDR in all but the last purple.I use an exp gem but I'm sure the Command CD might work better. Also: put refresh in his command slot for 10 sec Ult cooldowns :/

Nori/Gothmog/Ugluk: RRun›Durin's day›Three hunters--Speed gems in EVERYTHING. Cuts towers down like a beast and 90% of the time you can outrun the opp. They catching up? Run thru the brush for an even bigger speed boost.

Arathorn/Beregond:
Erebor axe>RRide--LS in the reds,regen or max health in green and atk spd in the yellow.I usually put a max health in the empty. Erebor is beastmode now that it's a 3 slot. RRide boosts everyone's atk speed so it will encourage teammates to stay in a fight.

Mozzy:
Erebor>Two Watchers>Red book--Penetration in all reds. Hits every class/tower like a truck and usually gets 1 or 2 abilities back before the enemy can escape.

West wind>Warg claw--AP boost in all. Surprises a ton of ppl who will think you're a goner. Use the WW w/ his taunt or Ult to get the most bang for your buck.

Unglob:
Midgewater Mist>Mirkwood Spiders--LS and speed boost in all. Turns her into a gank machine. You won't be getting the kills but your teammates will love you. The speed drain also helps her run away or chasedown with ease.

Gandalf:
Fell Riders>Wisdom--Penetration in the blues. Bye bye, Snaga!So long, Gollum! Boost his blind early and often. Once you get that third penetration gem, his blind HURTS strikers so bad it's not funny. Use it whenever they engage to whittle thier life diwn to nothing. Once you get around 150 AP+the Wisdom relic active he becomes a wrecking machine.

Witch King:
Beornings Strength>Shadow's Reach:Regen in the first green,MxHP boost in the second.AP/speed boost in the blues and yellow. Takes advantage of his abilities being effected by hia max HP. Once you get the SR active, you can just use his malice and SR to wipe lanes out and gain more HP.

Arathorn/Gloin:
Black Gate›Orthanc›DoDurin
AP in blues,Regen in the green.Takes advantage of the AP boost the BG shield gives so thier abilities hit hard.

Ugluk:
Fell Winter›AofIsengard›Dain's revenge--Penetration in all. Ugluk was made for this belt.Enemies will bleed out, and once the Anvil starts dropping they will run.Dain's gives any enemy guardian that downed you a nasty endgame surprise.

Bilbo:
Coldfell's Bite›Red Book
LS in Coldfell, and Crit boost in the reds.

Ou

Bilbo - I use a 4 & 3 relic that boosts my critical chance & stacks 3% to my base damage per attack. Hitting around 350-400 at lvl 14 with the stacking relic maxed. Works great with Gaffers.



Gollum:
Lorien›Durin's›River Run
Regen in the green, and ATK speed in the yellow. Hit 'em and run into the bushes like the coward you are to heal.Wash, rinse, repeat.

Ou

Gollum- I use a 4 & 3 relic that boosts my critical chance & stacks 3% to my base damage per attack. Hitting around 350-400 at lvl 14 with the stacking relic maxed. Works great with Gaffers.



Kili:
Swiftblade>Morgul>w/e relic gives you 15% crit--ATK in tne yellows, Crit chance/LS.


Sauron:
Warg Claw> Horn of Gondor--Pen in Warg, AP boost in Gondor, or Pen in all. Go hard or go home. I started using this against the current triple archer trend and it's been gooooood. Hug the tower til 5 then get to work, throw refresh and AAbility on to get the most outta it.

Ou

Sauron - stack HP as much as humanly possible.



Bert:
Seat of Seeing, Light of West and Warg-ClawRelic.



Thorin:
Red book and goblin gate. 1 lifesteal gem, 1 crit chance gems, 5 crit damage gems.



Frodo:
Beacon's Flame Relic + Strength of Men Relic + Fell Winter or any other 2 slot red you guys want

Beacon's Flame Relic + Dragon's Hoard Relic

*** Goblin's Gate


Ori:
westernesse (4 slot blue) and seat of seeing (2 slot blue). my first 3 gems are ability cooldown reduction, 3 +24ap gems, and 3 ap penetration gems. it's a 6 slot relic belt but it really works for ori imo. at 14 you have 32% penetration which is actually ok, but with ori specifically i think you could just put all penetration as well and get to 50% (with mithril gems).

Ou

Seat of Seeing (+14ap per sapphire)
Blue Moutains (20% cooldown when charged)
Orthanc (+5 pen per sapphire)

Ou

Argonath (B)(B)(Y)
(B) - AP Pen
(B) -AP Pen
(Y) - Movement Speed

Westernesse (P)(B)(B)(B)
(P) - Ability CDR
(B) - AP Pen
(B) - AP Power
(B) - AP Power

You'd end up with 40 - 46 AP Pen and, after four basic attacks, 650 to 666 AP. Just my 2 cents. I actually managed to stack pure AP on Gandalf, who has 130 AP at level 14 from his passive, with this build and net over 700 AP.



Saruman:
Argonath Black Gate
Argonath Westernese
Argonath Tendril (maybe)


Ou


Seat of seeing, Light of the west, followed by Doors of Dorin with AP gems


Ou


westernesse + argonath. but a hybrid like fell riders + blue mountins would work either




Agandaur:

Wisdom first and then Westernesse

Ou

seat of seeing and westernesse

Ou

Westernesse + High Pass

24 CDR
28 Pen
310 Ap (gems included)

The last slot you can do with what you want; maybe add an additional 24 ap or extra pen (6)




Elrond:

Nao consegui achar, apenas algumas pessoas falando que seria cooldown reduction e Ability Penetration / Ability Power



Felgrom: Nao achei, mas parece ser Ability Penetration e Ability Power




Hildifons:
2 slot that gives +70AP, then doors of durin (i think) that gives some penetration every 20something seconds, then the other 2 slot that gives +14AP for every sapphire.

Ou

four slot blue relic that gives +300 ap + something damage resistance related

Ou

three slot yellow that boosts basic attack speed up to 35%, then the two two slot blues, first the +70 ap, then the +14 ap per blue gem.




Lugbol
fell riders / black gate, argonath, or warg claw. (warg claw for public matches/ argonath vs 2+ tanks)

Ou

blue moutains/ seat of seeing/ light of the west

p.s. lugbol is an AP carry so pretty much you want as much damage as fast as you can get out. team fights usually end (one side getting 2+ kills and the other side then disengages) after 1 cycle of abilities and actual killing power is more important than getting your abilities back faster on lugbol.


Última edição por Grunge[MPK] em Ter Set 24, 2013 3:36 pm, editado 11 vez(es)
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Mensagem  Grunge[MPK] Ter Set 24, 2013 9:54 am

Popular loadouts for the offensive characters:

dragons hoard (4 slot red, 3% stacking basic damage per kill up to 45%) and that one 3 slot yellow relic that gives you 2% attack speed per level. this is more aimed at a hyper carry.

light of the west (2 slot blue +70ap), blue mountains (stacking cooldown reduction 3 slot purple), and seat of seeing (for every sapphire you get 14ap). i'm seeing that on more and more people who benefit from AP.
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Mensagem  Grunge[MPK] Ter Set 24, 2013 10:02 am

Legolas:

Durin's Day (attack speed for each topaz) - Red Arrow Relic - Goblin's Fury Relic.(stack attack speed). All attack speed for yellow, 2 Penetration + 1 damage % for red gems.
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Mensagem  Grunge[MPK] Ter Set 24, 2013 10:11 am

Loadouts genericos para ganker

Blue Mountain Relic 2x +24 Ability & 6% ( might just be 3%) Cooldown, Regrowth Relic with the Mitrhil regeneration gem & I think another cooldown & Light of the West with a +24 Ability & another 3% cooldown.



Striker: Goblin Gate/ 4000gp, Eagle Eye / forgot GP
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Mensagem  Grunge[MPK] Ter Set 24, 2013 11:57 am

Guia Especifico Haldir

Guardians of Middle-Earth Ultimate Haldir Guide by snarkymike22

Hello and welcome to my guide on Haldir: The Marchwarden of Lothlorien.

Have you ever wondered what would happen if Ashe and Kassadin had a baby? Meet Haldir...

Haldir is the very epitome of an AD (Attack Damage) Carry and, if left alone, will completely wreck both in teamfights and in 1v1s. Haldir is extremely mobile with his teleport and can use it to gain a positional advantage. Additionally he has one of the longest range nukes in the game, an awesome attack steroid, and an aoe root. While he is extremely squishy, his 2 ccs and AS/MS steroid will keep you out of trouble... if you know how to use him correctly.

(I just finished reading The Art of War for about the 10th time so I will be using a lot of Sun Tzu quotes)

***CHARACTER OVERVIEW***
"If you know the enemy and know yourself you need not fear the results of a hundred battles" - Sun Tzu
(most overquoted Sun Tzu saying ever but meh I was lazy)

Strengths:
Extremely high damage
Excellent Mobility
Teleport to escape ganks or chase
AOE Root to help your allies secure a kill
Amazing at destroying towers
If left alone can achieve highest sustained damage in game
When played well can be extremely difficult to pin down
Almost all damage comes from autoattacks

Weaknesses:
Gets absolutely rolled by hard cc (if they can catch you)
VERY Low HP
VERY level dependent
VERY loadout dependent
Almost all damage comes from autoattacks

Skills:
(in order of level up priority)

1) Wrath of the Elves- After about a 2 second charge, Haldir looses a single arrow dealing 145/225/305/385 Ability Damage. This skill is amazing for opening or closing a fight. It has a very long range and as long as you initiate the skill, it will go off on your enemy even if they get away from you or you lose vision on them. However Haldir can be CC'd out of this skill which will simply put it on cd.

2) Forest Sprint- Haldir gains a MS increase of 25/35/45/55% and an AS increase of 20/30/40/50% for 4 seconds. I understand some may disagree with me here, but leveling up his other skills do not provide significant gains. Therefore I prefer to have this skill at max level right around level 9 in order to capitalize on my loadout which I will discuss later.

3) Sea of Arrows- Haldir launches a volley of arrows causing 40/70/100/130 Ability damage and rooting them in place for 1.1 seconds. This ability is great for harassing but it is not an instant cast. The skills seems to be channeled for the duration of the snare which basically prevents you from taking advantage of the time the enemy is locked in place. Still it has a relatively large aoe and it is excellent for harass and for grabbing assists.

4) Tree Top Ambush- Haldir instantly moves to a new location and surprises his enemy by stunning them with his next basic attack for .8/1.0/1.2/1.4 seconds. This abilty can be left at level 1 as a .2 second stun increase/level isn't really that great. This skill though is amazing for escaping/chasing/repositioning/stunning. Also since Haldir has a line basic attack, it will stun everything in a line thus you can use it to stun multiple enemy guardians.

Marchwarden of Lorien- Haldir's ability and basic damages increase as his health decreases. Not really the best of passives as it is simply too easy for him to get bursted down. Still it will help some in 1v1s where both you and your opponent are about on equal footing. Rare occurrence but hey every little bit helps.


***LOADOUT***
"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win" - Sun Tzu

Your loadout is probably the single most important aspect of how you will play. I will make no assumptions on how you would like to play Haldir and I only will present to you what has worked best for me thus far.

Potions: Recovery potion, strike potion, experience potion, cleanse potion
My strategy with these potions is to use the strike potion + recovery potion to get an early first blood. After this point I use the experience potion to freefarm. This will really boost my lead at which point I can freely bully my lane opponent(s)

Commands: Heal, Healing Totem, Lightning, Group Cleanse
My strategy with commands is the heal for the immediate effect, Healing totem to keep myself and my allies healthy in a prolonged siege, Lightning to clear out large groupings of enemy guardians, and group cleanse to save myself if I get CC'd late game

Belt:

1)Fell Winter Relic (Ruby of Perseverance, Ruby of Perseverance) At level 4 this allows me some serious killing potential. At that point I will have 10% lifesteal to keep myself healthy and in lane and an additional 12 damage/sec dot that will apply every time I shoot anything (doesn't stack). At this point I will start playing much more aggressively and try to bully my opponent out of lane.

2)Mirkwood Spiders Relic (Topaz of Swiftness, Topaz of Swiftness, Ruby of Strength) At level 10 this complements my killing potential even further by providing a slow for 3 seconds when I shoot. This relic's ability has a 5 second cd which means that I can chase or kite easily most of the time. I put in Topaz of swiftness just to help a bit more with farming/pushing lanes/tower destroying. Really the only other option would be for increased MS which is unnecessary on Haldir due to his sprint and teleport. The Topaz of strength is there to help more with my next relic.

3)Red Book Relic (Ruby of Strength, Ruby of Strength) This relic is to round out Haldir's endgame killing potential. With my belt setup I will have a 22% chance to crit and at level 14 Haldir hits for about 260 base damage. Therefore his average damage should be somewhere around 320 damage/shot before resistances. Factor in resistances and you're probably looking at around 280 damage/shot and with 50% attack speed from Forest Sprint... well you see where this is going.

Other Relic choices/ideas

Crit Monster Haldir:

Goblin Gate Relic + Endless Stair Relic and 6 Rubies of Strength. At level 14 you will have 44% chance to crit base with 30% crit damage. Additionally when you use your ult + steroid + root you will have an additional 7.5% chance to crit and each crit you do will cause your cds to be reduced by 2 seconds. This will basically allow you to have your steroid up permanently as long as there are still things to attack (can't crit buildings to my knowledge). Alternatively instead of Endless Stair you could put in Red Book + 3 Rubies of Strength which would give you 20% + 28% + 14% = 62% chance to crit and +30% damage on crit. I would personally drop 2 Rubies of Strength for 2 Rubies of Perseverance. You lose 8% crit but gain 10% lifesteal and that early game lifesteal can make or break you.

Ambusher Haldir:

Anvil of Isengard + Mirkwood Spiders. This would allow you to roam and gank anyone under 50% health pretty easily

Snowball Haldir:

Dragon's Hoard + Mirkwood Spiders. Once you activate Dragon's Hoard make sure you farm farm farm. Once you get max stacks you will have an extra 45% base damage.

Many of my extra build ideas focus on late game which is good if you can get there without feeding. I personally prefer to take an early advantage and then keep bullying my opponents until they are underleveled and thus easy prey.

***GAMEPLAY STRATEGY***
"The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself" - Sun Tzu

Early Game levels 1-5- Very early in the game Haldir can be killed pretty easily. Try not to blow your heal unnecessarily. Don't worry too much about the shrines from levels 1-3. Just farm and play it safe. Once you hit level 2 you can start to harass your enemy a bit but really wait until level 4 to put the hurt on. As soon as I hit level 4 I get very aggressive in lane. At this point I will constantly try to keep my bleed effect on the enemy . If I can get them down to about half by the time I hit level 5 I will go for a kill. Root them then hit your steroid and start hitting them. They will try to run and if you can get them down pretty low just ult them and walk away. If you need to you can keep chasing them into the tower range then teleport across the tower to the other side, stun them and then ult them. Obviously don't do this if they have a healthy teammate who can stun you or kill you once you get too low. As soon as you force them out of lane go ahead and push the enemy soldiers as hard as you can. Try to force your soldiers into their tower to deny them experience. Also you can leisurely take your shrines at this point but make sure to check the other lanes to see if anyone is missing before you wander into the bushes. Scary things can lurk in bushes.

DEMACIAAAAAAAAA!!!!!!!

Mid Game levels 6-10- At this stage in the game you will likely be very strong. Focus on farming and denying your opponents as much experience as you can. If you can get a 1-2 level advantage on them you can basically farm them repeatedly to put them even further behind. If you have a teammate try to harass the enemy as much as you can then just wait for him to jump on your enemies and then hit your root. Steroid into range and start pounding away. Your goal here is to build enough of a lead that by the time you hit level 10 you have a good advantage. Now at level 10 your Mirkwood Spiders will take effect at which point you can basically roam and kill anyone that's too far away from their towers without them being able to run away from you. Once you gank someone successfully try to push their tower in to deny them map presence but don't go too far. If you get ganked by 2-3 people at this stage you can still probably escape unless they stun/root/silence/knock you in the air repeatedly.

Late Game levels 11-14- At this stage your team should be grouping up and trying to end the game. Make sure to stay behind your allies and let them take the brunt of the damage. You aren't a tank and you cannot kill 5 enemy guardians all by your lonesome savvy? Advance slowly and pelt away each chance you get. If you see your teammates pushing feel free to use your ult to try to force someone back but don't get caught with your pants down. Remember that your ult has a channel timer. Once a teamfight starts, hit your steroid and start pounding away. If you feel like you are winning wait for the opportune moment and root them all in place netting some easy kills. Chase anyone down with your teleport into steroid into ult if they manage to get away. If you do not feel like you are winning make sure to use that teleport for a uh "tactical retreat". Hey someone needs to stay alive to defend the turrets and what not right?

***CLOSING***
"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate." -Sun Tzu

Remember to always try to catch the opponent off guard. Also Haldir's teleport is really the skill that separates good Haldir players from great Haldir players. A good Haldir player will simply use it to run away stay alive and keep farming. A great Haldir player can use it for things like repositioning so that your next autoattack will catch all of your enemies in a line stunning all 5 of them or jumping over a cliff to ambush your enemy as he is running away/camping under a turret. Or you can even run in one direction, aim your teleport into some bushes in another direction and teleport to completely throw your pursuers off your track. This skill alone makes Haldir extremely flexible as long as you are paying attention.

If you learn how to play Haldir to his highest potential you can almost single handedly destroy entire enemy teams and push down towers so fast they can't respond to you. Good luck and may the Lady watch over you.
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Mensagem  Grunge[MPK] Ter Set 24, 2013 1:04 pm

Barrow Wight Lord hibrido:


1)
Blue 2 Slotted Relic with 2 Blue Gem spots – Fill with +24 AP gems
(You get 70 AP)
- This is a pretty simple choice actually as early game BWL is fairly weak and you are going to need this boost to allow you to stay in lane. Essentially you will want to start the game off as a standard AP caster who stays in the back lines using your two AP damage skills to poke at your opponent. Later in game this will still hold up as a decent boost to give your Life Drain and DoT skills that little edge. (Keep in mind that this IS a hybrid build not a standard AP build and therefore your main damage will not come from one source.

2)
Red 3 Slotted Relic with 1 Red & 2 Green Gem spots – Red = +6 AD, Green = 2x +40HP
(You get +1 AD for every 1% health you are missing.)
- This works really well with BWL for a few reasons, first the most obvious, when using his passive “undeath” you will be at 0 hp... that means 100% damage boost!! (This does NOT carry over to any AP skills including the AP damage you do with your non ult passive.) Secondly being an enchanter you are fairly squishy so you are going to need to get a damage boost to stay in the melee game. Keep in mind that for every strike you do your passive kicks in too allowing for a stronger surprise “Life Drain” skill after a few hits. This is very much like popping the heal command mid combat when you know your opponent doesn’t have one and watching the tide turn in battle REALLY quickly. Because of this you can use this relic to its greatest effect because going down to low health is not as bad for you as it is for others. Also a really good relic if you choose to tower bomb as even after your death you will be doing massive amounts of damage to the tower for the 4 seconds you can strike at it (you are stunned for 1 of the 5 seconds is why I say 4)

Blue 3 Slotted Relic with 2 Blue & 1 Yellow Gem spots – Blue = 2x +24AP, Yellow = +4% movement speed. (You get +4 AP per level for every strike up to a max of 4 strikes, AP boost is lost upon death or 6 seconds after you use a skill)
- This is the alternative relic for those who want to focus more on skill damage then striking. This does work really well with his passive because for every strike you are essentially getting double the effect as you both gain AP and the opponent will lose AP resistance. This too can combo really well with BWL’s life drain and DoT skills because of the great boost, however it does also mean that you will be relying on those skills for more of your damage. This doesn’t combo as well with BWL’s Ult, however I use this skill only as a last ditch effort as it is so it really shouldn’t be an issue. This is due to the fact that when you are in your “undeath” you only get 4 seconds to do what you can to kill the opponent in most cases you will be able to get off your teleport and one or two major hits making the damage boost from being at 0 life better then hoping you can get off a few good hits AND have both the time to drop your skills as well as hoping they are not on cooldown as it is...

(This is the one relic that is up for choice but only because some people will want to play a hybrid a more of a striker while others want to rely on his skills more. I personally go with the first one (white tree relic) however the choice is up to you.)
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Mensagem  Grunge[MPK] Ter Set 24, 2013 1:34 pm

Eowyn Tank

Potions: Strike Potion, Thorn-skin Potion, Grey Mountains Potion x2
Commands: Awareness, Smite, Summon Archers, Summon Defense
Relics: Miruvor Relic, Iron Hills Relic, Caradhras Relic
Gems: Emerald of Protection x3, Emerald of Willpower x3, Emerald of Recovery

Skills: I upgrade shield first at level 2, 4 and 6, ultimate at levels 5, 7, 9 and 11, root at levels 3, 8 and 10. Healing can wait for the last few levels (7% HP per second is already more than good to get someone to full health quickly enough).

- Under level 4, I'm weak. I kill the creeps for some exp, I can still deal with a careless enemy guardian with the strike potion but I can't do that much except get some exp and wait for level 4. Also healing allies while I'm under level 4 will hurt me very quickly, I only activate it when it's really necessary.
- When my first relic activates, I jump from 2.6 regen at level 3 to 10 regen at level 4. Trust me, this is huge at that level; it's like having a permanent healing potion effect.
- At level 8, I have 66 physical resistance. With both shrines it gets up to 74 and I can easily tank the troll at the north of the map (though with my damage it takes 2m30s to kill him all alone (and in the mean time, enemy guardians may mess with the shrines and all), but if I have a good ranger in my team who follows, that's a Troll down in less than 1 minute as soon as he appears). I can also start to aggro the creeps in the enemy main camp and kill them there (if they have no mean to attack towers without their creeps, it's a good way to force them to pull back and turn the momentum).
- At level 12, I have 1636 HP, 74/71 resists, 13.2 regen which is pretty much as good as I will get (the last few levels don't do much more). I'm fully operational at level 12.

Also a note about shields. They don't take your resistances into account.
Let's say you face a Gollum with 300 attack and you have 75% resistance. A normal attack will deal you 75 damage (25% of 300). If you cast a 250 shield, a single attack from that Gollum will deal 250 damage to the shield and the remaining 50 attack power will be resisted for 75% which means your health behind will suffer 12.5 damage. It's like your shield only sucked up 60 damage even though it says it protects for 250 damage.
Late game, your shield won't do any more good to yourself, don't expect it to protect more because your resistances are higher; quite the opposite actually.
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