![]() ![]() Convinced yet?įor the rest of your stats it depends on what you want to do. (Level 2 invocation.) Best of all, the increased AOE from INT is party friendly! If you position right, you can avoid hitting your tank while still hitting everyone he's fighting. Maybe not for summons, but you have plenty powerful invocations that do have one. INT also boosts the area of effect of your invocations, which is also extremely good. So a high-INT chanter can have the passive buffs of several chants overlap. The way chants work, each phrase takes a fixed amount of time to speak and the effect will then linger on for a time after that while the chanter starts on the next. That being said, the bonus is very small, and it's probably a better is to just make sure the Chanter isn't getting hit, either thru proper positioning if the Chanter isn't tanking or thru high Deflection (via armor, Perception, and Resolve) if they are taking, than by worrying about a tiny bonus to Concentration from Resolve.Īnyway, sorry I couldn't be of more help, but hopefully that will set you on the right track. As a side note, that outer ring is ALWAYS Foe AoE only, even on spells that can friendly fire (not relevant to Chanters, I don't think, but still, good info).Īs to why Resolve is recommended, I think you got the right of it. That outer ring is the increased AoE size from Int. You'll see and inner circle of one color and an outer ring of another. And this is clearly displayed in the ground targeting reticule for the AoE. As for AoE increase, it does exactly as advertised. Obviously, if the summon dies, Int doesn't help, but Int will keep your summon from poofing out quite as quickly. So it will increase the duration of a buff from an Invocation and it will increase the total time a summon is allowed to stick around. Int will increase the duration of anything, excepting chants, I think (can you tell I haven't done too much with Chanters yet? lol). ![]() Perception does stack with any attack that can interrupt, including chants or spells that do that thing, but the bonus is extremely tiny. I do not believe Dex makes Chanters chant faster, no. So Might affects a sword swing, an arrow from a bow, a fireball from a Wizard, and an invocation from a Chanter all equally. ![]() Not sure if Might affects the damage summons do, but it affects all damage the character possessing it does (unless specifically stated otherwise, like some Wizard spells). Since-my surprise-Chanters can engage in regular combat while chanting, I am focusing on melee attacks between summons. Resolve.this stat is recommended.why? To prevent being disrupted while casting an invocation?įYI, I am building my main as a Diablo II-esque summonmancer. Intellect.for chants and invocations, what does "influences Duration and Areas of Effect for all Abilities and Talents" mean? The size of the area? Does it affect summoned creatures at all? Perception.I assume this stacks with the Concentration-attacking chant? Might.clearly this affects weapon damage but does it affect summons? Does it affect damaging chants and invocations?ĭexterity.says "affects the character's Action Speed with all attacks, spells, and abilities" so I assume this works for everything except chants? There have already been some tidbits in the Chanter Assistance thread but that thread doesn't outline what the base attributes do for a Chanter. I'm trying to better understand how Chanters work. ![]()
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