We are playing on hardcore and i am posting this here because there are survivability similarities between two game modes on Greater Rifts. I have two necklaces and i am between them. First one is a good Talisman of Aranoch
Fire Skills +20
642 Int
Crit Hit Damage 95
Crit Chance 9
Immune to cold, cold damage heals you for 15% of the damage taken.
other one, Hellfire Amulet
721 Int
Crit Hit Damage 91
Crit Chance 9
Empty Socket (I can roll this one for Fire damage)
Passive: Galvanizing Ward
What are your thoughts? Me and my friends running grifts 35+ (Last night completed a 38 one). The question is, Galvanizing Ward vs Cold Immunity. Which one?
There is no question about it in my mind. 100% the cold damage one. In higher grifts being immune to frozen would be invaluable (And considering I have never seen that neck or the lightning one drop... ever the thing is rare as hell). Galv ward is a pretty meh talent.
This wasn't my intention. Actually i was thinking about galv ward to have more time to get away from the other ground effects and some extra hp buffer for jailor. I think i will stick with cold immunity.
I think any prevent dmg amulet is much better then hellfire. There is no passive in this world valuable as element immunity + super strong healing in a game without life leech.
I think any prevent dmg amulet is much better then hellfire. There is no passive in this world valuable as element immunity + super strong healing in a game without life leech.
Until you run with a perma CC WD and a zdps monk in your party, preventing all incoming damage if played correct, and you drop any form of toughness/healing and stack damage in every way you can. And if you die, they can res you anyway
I think any prevent dmg amulet is much better then hellfire. There is no passive in this world valuable as element immunity + super strong healing in a game without life leech.
Until you run with a perma CC WD and a zdps monk in your party, preventing all incoming damage if played correct, and you drop any form of toughness/healing and stack damage in every way you can. And if you die, they can res you anyway
Fair enough, agree on that one. Somehow I mostly think about soloing when talking about the game.
I think any prevent dmg amulet is much better then hellfire. There is no passive in this world valuable as element immunity + super strong healing in a game without life leech.
Until you run with a perma CC WD and a zdps monk in your party, preventing all incoming damage if played correct, and you drop any form of toughness/healing and stack damage in every way you can. And if you die, they can res you anyway
Fair enough, agree on that one. Somehow I mostly think about soloing when talking about the game.
Because nobody wants a Wizard holding back their 4-man.
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Fire Skills +20
642 Int
Crit Hit Damage 95
Crit Chance 9
Immune to cold, cold damage heals you for 15% of the damage taken.
other one, Hellfire Amulet
721 Int
Crit Hit Damage 91
Crit Chance 9
Empty Socket (I can roll this one for Fire damage)
Passive: Galvanizing Ward
What are your thoughts? Me and my friends running grifts 35+ (Last night completed a 38 one). The question is, Galvanizing Ward vs Cold Immunity. Which one?