Jump to content

  • Curse Sites
Help

[Guide] Affix Based Itemization for the End Game


  • Please log in to reply
23 replies to this topic

#1 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 05:19 AM

==========Affix Based Armor Itemization Guide==========
What I'm about to post is common knowledge to seasoned monks.
The idea is that when you reach the end game, it becomes less a matter of cost effectiveness and more a matter of which specific combination of affixes is ideal, and knowing when to use what legendary, or what rares.

Hopefully end gamers will find the following list a nice database of max affixes and mid tier gamers will find some useful information in here anyways.
Only doing armor for now.

==========Table of Contents==========
1) List of Affixes, and when they are good or better.
2) List of Maximum Affixes by slot.
3) Legendaries & Rares, When To Use What

1) List of Affixes, and when they are good or better.
Spoiler

2) List of Maximum Affixes by slot.
Spoiler

3) Legendaries & Rares, When To Use What
Spoiler

Edited by Grimy_Bunyip, 08 November 2012 - 01:30 PM.


#2 Turtel

Turtel

    Cantor

  • Members
  • 634 posts

Posted 03 November 2012 - 05:41 AM

Leveling a monk atm. Bookmarking this, thanks.

1 question though - i know it's an end-game guide so i shouldn't worry about it yet, but I'm curious. In section 3 you describe BiS items per slot and you mention 3 different usable sets, but after reading the whole thing i didn't come to the conclusion what is the best -combination- of items.
Is it 2xNat (boots+ring) + 2x Inna's (pants+helm) or 2xBT(chest+?) or some other combination :) ? Any 4 set worth it?

Edited by Turtel, 03 November 2012 - 06:22 AM.


#3 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 07:49 AM

View PostTurtel, on 03 November 2012 - 05:41 AM, said:

Leveling a monk atm. Bookmarking this, thanks.

1 question though - i know it's an end-game guide so i shouldn't worry about it yet, but I'm curious. In section 3 you describe BiS items per slot and you mention 3 different usable sets, but after reading the whole thing i didn't come to the conclusion what is the best -combination- of items.
Is it 2xNat (boots+ring) + 2x Inna's (pants+helm) or 2xBT(chest+?) or some other combination :) ? Any 4 set worth it?

Well it depends a little from monk to monk.
But most monks will find the following legendaries to be BIS:
Nat Ring + Boots
Innas Helm + Pants
Stone of Jordan/Hellfire Ring
Vile Ward

I wouldn't say blackthorne's is inherently BIS.
because a bad blackthorne's roll is REALLY REALLY bad.
and blackthornes basically needs to roll all of its random enchantments perfectly to be a viable end game item.

whereas if a nat ring rolls a single good stat, like high physical damage, or high crit chance, it's automatically end game material.

similar logic applies to a witching hour, you need a fairly specific roll with the 3 random enchantments for it to be godly.
But boy when a witching hour is godly, it's reaaally godly.

#4 Wangan

Wangan

    Zakarumite

  • Members
  • 7 posts

Posted 03 November 2012 - 09:51 AM

This helps alot, did not realize that SoJ's element did not help FoT/SW dmg that much either.

#5 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 03:48 PM

View PostWangan, on 03 November 2012 - 09:51 AM, said:

This helps alot, did not realize that SoJ's element did not help FoT/SW dmg that much either.
it does help the damage.
it just doesnt apply debuff if it is cold damage

#6 Leistungstruck

Leistungstruck

    Zakarumite

  • Members
  • 5 posts

Posted 03 November 2012 - 05:15 PM

Thanks for this awesome thread.

But is Life per Spirit spent really that good? I mean, let's say I refresh my Mantra every 3 seconds. What does a mantra cost? 50 Spirit? With 60 Life per Spirit spent I get 3000 Health every 3 seconds, 1000 hp/s. I get alot more with my combined 2.6 % lifesteal and ~850 LoH on 105k DPS, don't I?

#7 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 05:41 PM

View PostLeistungstruck, on 03 November 2012 - 05:15 PM, said:

Thanks for this awesome thread.

But is Life per Spirit spent really that good? I mean, let's say I refresh my Mantra every 3 seconds. What does a mantra cost? 50 Spirit? With 60 Life per Spirit spent I get 3000 Health every 3 seconds, 1000 hp/s. I get alot more with my combined 2.6 % lifesteal and ~850 LoH on 105k DPS, don't I?
Life per Spirit Spent is really good compared to life regen and health from globe.
it's still pretty shoddy compared to lifesteal or loh.

#8 Hoppi

Hoppi

    Zakarumite

  • Members
  • 4 posts

Posted 03 November 2012 - 06:00 PM

will you add a part about weapons aswell?

#9 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 06:47 PM

View PostHoppi, on 03 November 2012 - 06:00 PM, said:

will you add a part about weapons aswell?
I feel like everybody already knows what end game weapons are.
but maybe eventually I'll leave a more in depth version.

The issue with weapons is that people want sockets, crit damage, lifesteal, and high base DPS.
and getting all of that already consumes 5 out of your 6 affix slots:

+elemental Damage
+50% Damage
3.00% Lifesteal
100% Crit Damage
Socket

so it's only the 6th slot that's up for debate.
And that's a trivial debate since the odds of finding a weapon with 6 amazing affixes is already slim to none.
IMO if I could have any affix I wanted for a 6th affix:
I'd pick 2.50 Spirit Regeneration or 959 Life on Hit.

if you want more DPS, the only real options are:
150 Dex & 150 Vit
200 Dex
or 11% IAS

all of which are fairly trivial bonuses.

Edited by Grimy_Bunyip, 03 November 2012 - 06:52 PM.


#10 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 03 November 2012 - 07:13 PM

I'm in the process of adding a weapon section in real quick

also fixed a concatenation error at the top of the legendary section.
accidentally copied some of my heroscore calculator into the guide.
whoops

edit: done

Edited by Grimy_Bunyip, 03 November 2012 - 08:01 PM.


#11 heavymetalmak

heavymetalmak

    Zealot

  • Members
  • 184 posts
  • BattleTag:heavymetal#1322

Posted 03 November 2012 - 08:17 PM

nice thread
heavymetal#1322
http://us.battle.net...22/hero/3153312 (wiz)
http://us.battle.net...22/hero/8654665 (monk)
my twitch feed (just messing around, no super player or anything)
http://www.justin.tv/heavymetalmak

#12 ballon

ballon

    Sexton

  • Members
  • 396 posts

Posted 04 November 2012 - 03:50 PM

Really nice compilation you wrote up there but i wonder what's the typical DW monk you're refering to?

Eg on WKL:

Quote

25% lightning skills damage is worth ~137% Crit Damage for a typical DW monk.

On Mempo:
Interesting statement considering hat any Mempo will have high amount of all resist while most of Inna's helmet can barely offer mediocre single resist. Rolling with double resist it's quite an impressive helmet compared to the average Inna's helmet you can find and not much more expensive. Especially for someone who's after Inna's pants & Witching Hour, already trading lots of defense potential for some offense. But your guide clearly states "for the end game" so it's only fair to only look for 'best in slot' i guess :) Another big downside on that helmet is the style, instead of an tiara (d2 style) it's an ugly helmet.

On the weapon affix' part:

Quote

These are the 5 highly must have enchantments for an end game rare weapon:
Min/Max Damage (or Elemental Damage, but min/max can roll higher)
50% Damage
Only physical min/max damage interferes with the 50% damage on the weapon itself that's why only those show up on the really high dps department. And only those get the bonus damage from %elemental damage gear (SoJ, Inna's belt, etc).

Quote

150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
Well having up to 700 dex and 300 extra vitality (on two weapons) actually is a huge deal compared to pure crit damage and 5-6 spirit regen (adding armor, dodge, etc. depending on specc). The real question is: should anyone rely on the paperdoll damage or aim for high weapon damage instead even while sacrificing 'some dps'? Sweeping wind only rely on weapon damage and as you already mentioned it's about 50% of our total damage (but actually including spawned cyclones) - but it's enhanced via dexterity.

Eg: 1200 dps, 0 dex, 0 crit damage vs 800 dps, 200 dex, 50 crit damage.

And considering that you regulary only pay a fraction for the (way) lower dps version it's actually worth considering even for real end game choices.

#13 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 04 November 2012 - 04:23 PM

View Postballon, on 04 November 2012 - 03:50 PM, said:

Really nice compilation you wrote up there but i wonder what's the typical DW monk you're refering to?
2.00 AS, 300% crit damage, 45% crit chance, 2250 dex

View Postballon, on 04 November 2012 - 03:50 PM, said:

On Mempo:
Interesting statement considering hat any Mempo will have high amount of all resist while most of Inna's helmet can barely offer mediocre single resist. Rolling with double resist it's quite an impressive helmet compared to the average Inna's helmet you can find and not much more expensive. Especially for someone who's after Inna's pants & Witching Hour, already trading lots of defense potential for some offense. But your guide clearly states "for the end game" so it's only fair to only look for 'best in slot' i guess :) Another big downside on that helmet is the style, instead of an tiara (d2 style) it's an ugly helmet.
inna's radiance can roll 80 resist all, just like a mempo.
Inna's Radiance if rolled perfectly can have the following stats:
200 Dexterity
100 Vitality
80 Resist All
14% FoT/Sweeping Wind
6% Crit Chance
Socket

if a mempo rolls perfectly, it can have the following stats:
200 Dexterity
12% Life
9% IAS
80 Resist
6% Crit Chance
Socket

Since 100 Vit > 12% Life and 14% skill bonus > 9% IAS in terms of DPS (although it's marginally less spirit generation)
that combined with the fact that the mempo does not offer a set bonus.
and you realize that a perfectly rolled inna's radiance is superior to a perfectly rolled mempo.
the only difference is perfectly rolled inna's radiance are much rarer to find on the AH.

View Postballon, on 04 November 2012 - 03:50 PM, said:

On the weapon affix' part:
And only those get the bonus damage from %elemental damage gear (SoJ, Inna's belt, etc).
elemental damage from things like SoJ, Inna's Belt, etc, was patched in 1.05 to affect all forms of damage, not just physical.

View Postballon, on 04 November 2012 - 03:50 PM, said:

Quote

150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
Well having up to 700 dex and 300 extra vitality (on two weapons) actually is a huge deal compared to pure crit damage and 5-6 spirit regen (adding armor, dodge, etc. depending on specc). The real question is: should anyone rely on the paperdoll damage or aim for high weapon damage instead even while sacrificing 'some dps'? Sweeping wind only rely on weapon damage and as you already mentioned it's about 50% of our total damage (but actually including spawned cyclones) - but it's enhanced via dexterity.

Eg: 1200 dps, 0 dex, 0 crit damage vs 800 dps, 200 dex, 50 crit damage.

And considering that you regulary only pay a fraction for the (way) lower dps version it's actually worth considering even for real end game choices.
5 spirit gen might not sound like much on paper, especially if all you intend to do with it is use it on mantras or what not.
But in practice, the spirit gen if fed properly into utility skills like dashing strike, cyclone strike, and or tempest rush, can mean the difference between paragon leveling at 50m xp/hr or 85m xp/hr.

700 dex and 300 vit affords you to go a higher MP without noticing too much of a loss.
which is marginally useful at best in terms of farming.

either way, 700 dex and 300 vit is very very little for a whopping 4 weapon affix slots.
the 200 dex affix is only worth overall 8% DPS
the 150 dex/vit affix isn't much better.

50% damage on one weapon is worth about 25% overall dps on a dual wield setup
100% crit damage is worth about 20% overall dps on a dual wield setup
lifesteal is priceless
socket is another 100% crit damage
And elemental/min/max damage accounts for at least half of your weapon's DPS.
compared to this, 150 dex/150 vit, or 200 dex for 1 affix is completely trivial.

Edited by Grimy_Bunyip, 04 November 2012 - 04:29 PM.


#14 thundersteele

thundersteele

    Cantor

  • Members
  • 857 posts

Posted 04 November 2012 - 06:31 PM

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:


View Postballon, on 04 November 2012 - 03:50 PM, said:

On the weapon affix' part:
And only those get the bonus damage from %elemental damage gear (SoJ, Inna's belt, etc).
elemental damage from things like SoJ, Inna's Belt, etc, was patched in 1.05 to affect all forms of damage, not just physical.
Imho it does not. If I want my spreadsheet to give the correct DPS, I still have to buff the "black damage" separately with the +% elemental.

Quote

5 spirit gen might not sound like much on paper, especially if all you intend to do with it is use it on mantras or what not.
But in practice, the spirit gen if fed properly into utility skills like dashing strike, cyclone strike, and or tempest rush, can mean the difference between paragon leveling at 50m xp/hr or 85m xp/hr.
paragon is endgame? You're talking about gear in the 1bil/piece range. At least for me, by the time I can afford those I'll probably be done with plvls.


Anyways, doesn't matter. The endgame weapon choices (for DW) seem to be:

EF + WKL
EF + rare
WKL + rare
2x rare

The first option can only provide 100 crit in addition to 3% LS and two sockets, but has two insane dps boosts built in. The last option could go up to 6% LS in addition to having 200 crit + sockets.

Now EF has the fear issue, while WKL is locked into using particular skills (which would only really be an issue if some more monk skills get buffed). The other WKL problem is that it shows low sheet dps, which is bad for morale (yeah I'm being serious here). One rare can easily replace one of the legendaries, since you gain 100 crit and possible higher base damage. I don't see 2 rares endgame. So all choices are doomed :D


One little suggestion:
Since you put the 135 crit damage comparison for the WKL buff, maybe you could add that a perfect EF provides 20.8% IAS for a slow off-hand. Essentially if you have a 1k dps spear in the off-hand, putting a EF in the main hand turns the off-hand into a 1.2k dps weapon.
My monk Vin

#15 Lastzoul

Lastzoul

    Advanced Member

  • Members
  • PipPipPip
  • 45 posts

Posted 04 November 2012 - 06:32 PM

nice guide

#16 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 04 November 2012 - 06:41 PM

View Postthundersteele, on 04 November 2012 - 06:31 PM, said:

Imho it does not. If I want my spreadsheet to give the correct DPS, I still have to buff the "black damage" separately with the +% elemental.
I just checked and yeah, you're right.
That's odd, I recall testing elemental damage in PTR and it worked just fine even when i had elemental weapons equipped.
i guess the only fix was to make it affect both min and max physical damage now, instead of just min.

View Postthundersteele, on 04 November 2012 - 06:31 PM, said:

paragon is endgame? You're talking about gear in the 1bil/piece range. At least for me, by the time I can afford those I'll probably be done with plvls.
yes, because IMO paragon xp is a a decent way to measure farming rate now that legendaries ping.

View Postthundersteele, on 04 November 2012 - 06:31 PM, said:

One little suggestion:
Since you put the 135 crit damage comparison for the WKL buff, maybe you could add that a perfect EF provides 20.8% IAS for a slow off-hand. Essentially if you have a 1k dps spear in the off-hand, putting a EF in the main hand turns the off-hand into a 1.2k dps weapon.
laazy :P

Edited by Grimy_Bunyip, 04 November 2012 - 06:50 PM.


#17 ballon

ballon

    Sexton

  • Members
  • 396 posts

Posted 04 November 2012 - 07:40 PM

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

Since 100 Vit > 12% Life
Since when? You're just making assumptions based on a character you created in a simulator. For me 12% life is about 20% stronger than 100 vita and i'm not really vita heavy (1200-ish).

On that skill bonus: we can probably assume that dropping FoT is unlikely while dropping Sweeping Wind (for deadly reach with keen eye) is a rather common picture in the 'end game' due to enough dps and no more hastling around with having 75 spirit or not. That's why i'd prefer advising in picking up FoT.

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
It's a huge benefit to your EHP (both vitality and dex) and while using an elemental weapon it's actually not much of a difference if you have to choose between 900 dps or 1050 (elemental weapons can't roll much higher due to not working together with %weapon damage affix while providing way higher base damage range than added physical damage). And the overall paperdoll dps difference between adding 50% weapon damage for said elemental damage heavy weapon and 200 dex is actually almost nonexistent for your average dw monk according to my simulations. "50% damage on one weapon is worth about 25% overall dps on a dual wield setup"is nowhere near my results. That's still only a roughly 5% total dps difference for me if i choose 200 dex instead - that's with 2200 dex, 50% crit chance, 500% crit damage, 36% attack speed. Maybe you're also taking echoing fury buff into account from the other hand or something? 100% extra critical hit damage barely adds 15% total damage and overall weapons aren't that important - well at least on paperdoll.

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

5 spirit gen might not sound like much on paper, especially if all you intend to do with it is use it on mantras or what not.
But in practice, the spirit gen if fed properly into utility skills like dashing strike, cyclone strike, and or tempest rush, can mean the difference between paragon leveling at 50m xp/hr or 85m xp/hr.
So your 'end game' is the grinding act 3 on mp0-4 tempest rush build? I actually assumed that's something beyond that point. For any spirit heavy build spirit regen is obviously pretty strong and you might be better off using 4 piece Inna instead of using perfectly rolled rares/witching hour providing a noticeable dps loss but huge comfort improvement. Heck with enough dps you can easily afford running with sweeping wind/master of wind and ignore all that recasting fuzz even on larger maps. And you can easily afford just using two mediocre yet still spirit regen heavy weapons instead your 1+ billion gold ones.

edit: Vin beats me on the last part :)

Edited by ballon, 04 November 2012 - 07:42 PM.


#18 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 04 November 2012 - 09:48 PM

View Postballon, on 04 November 2012 - 07:40 PM, said:

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

Since 100 Vit > 12% Life
Since when? You're just making assumptions based on a character you created in a simulator. For me 12% life is about 20% stronger than 100 vita and i'm not really vita heavy (1200-ish).
Lets assume a scenario with 1200 vit that favors 12% life as much as possible.

12% life & 1200 vit -> 1344 vit
that's only 44 more vit than +1300 vit, or 3.3%

Generally speaking a player will already have some life %, and most monks i know have 900-1000 vit, not 1200.
In which case linear scaling will favor 100 vitality

View Postballon, on 04 November 2012 - 07:40 PM, said:

On that skill bonus: we can probably assume that dropping FoT is unlikely while dropping Sweeping Wind (for deadly reach with keen eye) is a rather common picture in the 'end game' due to enough dps and no more hastling around with having 75 spirit or not. That's why i'd prefer advising in picking up FoT.
I would never sacrifice the majority of my AoE dps just for 50% armor.

View Postballon, on 04 November 2012 - 07:40 PM, said:

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

150 Dex/Vit, 11% IAS, and 200 Dex provide a marginal benefit to your DPS.
It's a huge benefit to your EHP (both vitality and dex) and while using an elemental weapon it's actually not much of a difference if you have to choose between 900 dps or 1050 (elemental weapons can't roll much higher due to not working together with %weapon damage affix while providing way higher base damage range than added physical damage). And the overall paperdoll dps difference between adding 50% weapon damage for said elemental damage heavy weapon and 200 dex is actually almost nonexistent for your average dw monk according to my simulations. "50% damage on one weapon is worth about 25% overall dps on a dual wield setup"is nowhere near my results. That's still only a roughly 5% total dps difference for me if i choose 200 dex instead - that's with 2200 dex, 50% crit chance, 500% crit damage, 36% attack speed. Maybe you're also taking echoing fury buff into account from the other hand or something? 100% extra critical hit damage barely adds 15% total damage and overall weapons aren't that important - well at least on paperdoll.
elemental damage bonus caps at 316-725
I'm not sure what the best for physical damage is, but for fist weapons, it's at least:
337 min damage
429 max damage
Which i'm fairly certain means 337-766, contrary to physical damage on rings works.

to make sure i wasnt making any errors, i took a look at the highest dps element and nonelement fist weapons on the AH.
i saw a 1180.4 poison DPS one, with 11% IAS, so 1063 DPS no IAS.
then there was a 1392.9 physical fist with 10% IAS, so 1266 DPS no IAS
a delta of about 20%, which makes sense since both fists rolled 50% damage bonus.
and the elemental one would only have that bonus applied to its physical component

this would imply that 337 min and 429 max damage translates to 337-766 physical damage bonus.
which is indeed more than the elemental damage bonus prior to even applying the 50%

View Postballon, on 04 November 2012 - 07:40 PM, said:

View PostGrimy_Bunyip, on 04 November 2012 - 04:23 PM, said:

5 spirit gen might not sound like much on paper, especially if all you intend to do with it is use it on mantras or what not.
But in practice, the spirit gen if fed properly into utility skills like dashing strike, cyclone strike, and or tempest rush, can mean the difference between paragon leveling at 50m xp/hr or 85m xp/hr.
So your 'end game' is the grinding act 3 on mp0-4 tempest rush build? I actually assumed that's something beyond that point. For any spirit heavy build spirit regen is obviously pretty strong and you might be better off using 4 piece Inna instead of using perfectly rolled rares/witching hour providing a noticeable dps loss but huge comfort improvement. Heck with enough dps you can easily afford running with sweeping wind/master of wind and ignore all that recasting fuzz even on larger maps. And you can easily afford just using two mediocre yet still spirit regen heavy weapons instead your 1+ billion gold ones.

edit: Vin beats me on the last part :)
For what it's worth I personally use a cyclone strike/dashing strike combo. No tempest rush.
The alternative you're proposing is 150 dex and 150 vit in place of 2.50 spirit regen.
Which is understandable, but I'm still going to go with no.
Personal experience tells me that spirit regen is far more important for farming.
a well placed cyclone strike means i can kill a pack of enemies in 3 punches total instead of 1-2 each.

I'm also of the opinion that spirit regen will be important in PVP where ranged players will have methods of denying your spirit production.

Edited by Grimy_Bunyip, 04 November 2012 - 09:49 PM.


#19 thundersteele

thundersteele

    Cantor

  • Members
  • 857 posts

Posted 04 November 2012 - 11:14 PM

View PostGrimy_Bunyip, on 04 November 2012 - 09:48 PM, said:

For what it's worth I personally use a cyclone strike/dashing strike combo. No tempest rush.
The alternative you're proposing is 150 dex and 150 vit in place of 2.50 spirit regen.
Which is understandable, but I'm still going to go with no.
Personal experience tells me that spirit regen is far more important for farming.
a well placed cyclone strike means i can kill a pack of enemies in 3 punches total instead of 1-2 each.


Someday I'd like to see you farm ;)

Do you have a gear setup to farm efficiently without SW swap?
My monk Vin

#20 Grimy_Bunyip

Grimy_Bunyip

    Zealot

  • Members
  • 90 posts

Posted 04 November 2012 - 11:23 PM

View Postthundersteele, on 04 November 2012 - 11:14 PM, said:

View PostGrimy_Bunyip, on 04 November 2012 - 09:48 PM, said:

For what it's worth I personally use a cyclone strike/dashing strike combo. No tempest rush.
The alternative you're proposing is 150 dex and 150 vit in place of 2.50 spirit regen.
Which is understandable, but I'm still going to go with no.
Personal experience tells me that spirit regen is far more important for farming.
a well placed cyclone strike means i can kill a pack of enemies in 3 punches total instead of 1-2 each.


Someday I'd like to see you farm ;)

Do you have a gear setup to farm efficiently without SW swap?
not atm, sold it a month ago and I'm working on making money while I still can.
Planning to buy a pair of BIS dual wield weapons when 1.06 is announced.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users