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Old 09-16-2006, 02:43 PM   #9
TheCrimsomBlade
Lord Ao
 

Join Date: August 25, 2001
Location: Winchester ,Virginia , United States
Age: 73
Posts: 2,081
Quote:
Originally posted by Lavindathar:


Ok, ive always been a fan of the collector staffs with max mods as opposed to green staffs. Me and Dave were having this debate earlier today....

Anyway, my question is this.

My Necro uses Defensive Bone Staff Of Fortitude

15-22
Energy + 10
Halves Casting Time Of Death Magic Spells (20%)
Halves Recharge Time Of Death Magic Spells (20%)
Armor + 5
Health + 30

My Monk uses Defensive Holy Staff Of Fortitude

15-22
Energy + 10
Halves Casting Time Of Healing Spells (20%)
Halves Recharge Time Of Healing Spells (20%)
Armor + 5
Health + 30


The armor and health upgrades on both staffs come from the maximum upgrades.

Now, I'm wondering. As you can see I use the defensive staff head. If I change this to a hale staff head (+30), I'd get

HEALTH +30
HEALTH +30

My question is, would this stack? I don't wanna waste a ton of money finding out if it doesnt.

And also, would you change it to have Health +60 or keep Health + 30/Armor +5?

Thanx guys!<

First answer to your question is yes you can get +60 health if that's what you need.
I found that useing an Insightful +5 energy Staff head with the +30 health Staff wrap of fortitude is a better combination because of the energy boost needed in spell casting and still having the +30 health to help counter a skill Rune negitive health penalty placed on your armor. What ever you chose is more prefernce on your part and what your character Build is because you may prefer the +20% to Enchantments over the +30 health if your a Necromancer for increased damage on enimies or increased hex life on them.

Below is a list you can use to help with what is available for staffs upgrades.

Staff Bonuses are as follows: these are the Base Bonuses found on the staff
itself and can't be changed or altered but may have up to any 2 on a single staff.

1)Shorten Condition Duration----Reduces The Duration of a condition on you up to 20%
2)Improves Casting Speed--------5-10% chance to Halve your spell Casting speed of any spells
3)Improves Casting Speed--------10-20% chance to have the casting speed of spells from a particular attuibute
4)Improve spell Recharge--------5-10% Chance to halve your spell recharge times
5)Improve Spell Recharge--------10-20% chance to halve the recharge time of spells from a particular attribute

Below are the Upgrades you can add or replace to suit your style of play.

Staff Prefixes (Heads): can use only 1 per staff in any combination with any 1 staff wrap
1)Defensive Staff head ---------adds Armor Bonus +4 or +5
2)Insightful Staff head --------adds Energy Bonus +2,+3,+4 or +5
3)Hale Staff Head---------------adds Health Bonus +15 to +30

Staff Suffixes (Wrappings) can use only 1 per staff
1)Staff Wrapping of Warding-----adds +4 to +7 Armor vs Elementail attacks
2)Staff Wrapping of Shelter-----adds +4 to +7 Armor vs Physical Attacks
3)Staff wrapping of Defence-----adds +4 to +5 Armor Vs everything
4)Staff Wrapping of X Slaying---adds +15-30% vs X (a creature Type)
5)Staff Wrapping of Enchanting--Allows Emchantments to last 10-20% longer

[ 09-16-2006, 02:51 PM: Message edited by: TheCrimsomBlade ]
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