because if you are paraed you cant use holy waters and doom removal is not 100%
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because if you are paraed you cant use holy waters and doom removal is not 100%
Either 1 of 2 situations will play out if that is the case: either (a) its a weak para and you can easily get of 50% of your items and spells, so cast dia and spam hallowed water; or (b) its a strong para and its unlikely you will get anything off and your dead without outside help either way.
T1 ZNM Chamrosh Dragoon's earring Do you need it?
I probably will never have a drg high enough to use Cure breath myself but.
1. Doom/Curse. (Obvious)
2. Paralysis
3. Plague/Disease
4. Blind if acc down effect is 'significant' in duration and potency. (-30~ acc for 3-5min)
4. Poison if poison dmg per tick takes one to orange/red hp, or is 'significant' (30~ + hp a tick)
5. Either Blind or Poison depending on rules above.
1. Curse & Doom
2. Paralyzed
3. Disease & Plague
4. Poison
5. Blind
*Doom is rather obviously a top priority. Deathclock. Should probably deal with that 1st :P
*Paralyze is so frustrating it goes without saying. If you are stacked with enfeebles, the inability to continue getting TP via melee hits+Jumps eaten by paralyze means you cant remove the rest of your enfeebles.
*Plague is similar in that it slows down your WS so you cant get TP to remove more stuff.
*Poison, not 'usually' life or death.
*lolBlind.
Just use common sense. If you are a melee and suddenly have all doom/plague/para/poison/blind on you what order would you want your whm to get rid of them in to get you back in shape the fastest? DOOOOM>Para>Plauge>Poison>lolBlind.
Sure once in a blue moon poison is really crazy 100tic stuff, but what are the chances that you will ALSO be plagued/paralyzed on those rare mobs? (Crab NMs, uranites). Virtually none.
1. Curse / Doom
2. Paraylze
3. Plague / Disease
4. Blind
5. Poison
kinda wish slow was on that list
1)Cure Doom(100%)
2)Paralyze
3)Viruna
4)Cursna
5)Blind
Main reason for Doom on most posts is... of all the effects, that one will actually kill you... everything else becomes just a mild announce in comparison.
100% doom removal is because you can do more than 10 cursnas in the time it takes to reuse this, wouldnt change the balance, but might make drg a more desirable job... since one sure thing is better than failing the tank(s) to death
^This was already the case. Not that it matters since the level up only really boosts acc/att/breath potency. It may effect resistance to elements too but I don't believe it adds any PDT/MDT or MDB/Defense.