- Jul 8, 2004
- 3,398
- 347
- 83
Stats
Skills
20 Frenzy
20 Double Swing
20 Taunt
20 Battle Orders
6 Axe Mastery
1 Battle Command
Gear
The Planning Stage
Next up in my informal series of "How Can I Get That Amp Damage Weapon to Work?" is Lacerator. Lacerator (as everyone knows at this point) combines a huge 33% chance to cast Amp on striking with an even larger 50% chance to cast an overwriting Terror. Having nearly torn my hair out playing various Passion-wielding characters, finding a way to deal with HCMTF is always a challenge.
How can you enjoy Lacerator's pros while minimizing it's cons? Doom is one possible solution. My hope was that Doom's combination of Holy Freeze + Freeze Target would slow down/immobilize fleeing monsters enough that I could quickly kill them without too much hassle.
Aridestus is named after a genus of the spider wasp - a type of wasp that paralyzes spiders with its sting before laying its eggs on it.
Leveling and Observations
I toyed a bit with using Death instead of Doom, but Death's glacial spike proc was less reliable at slowing/freezing. The GS sometimes misses and it doesn't always pop off, whereas Doom's Freeze Target is always working every time you hit.
In practice, the pairing of Doom and Lacerator worked just as I hoped. The amount of fleeing monsters was reduced by Freeze Target and the ones that did flee ran away at slower pace then in my past experiences with monster flee weapons. On top of that, Frenzy's boost to run speed meant that I could easily outpace any flee-ers or I could quickly pull them back to melee range with a timely Taunt.
The amp proc went off very reliably, and I think the game wanted to test me because I faced just about every type of physical immune in my playthrough. When I watched the health bars of PI's I was attacking, you could tell when Amp procced, because it took huge chunks off their life. It took a bit of patience since Amp alternated pretty frequently with Terror, but it definitely got the job done. The toughest monster I encountered was a Stone Skin frenzytaur unique that was already naturally immune to physical. That took some Howling to separate him from the rest of his minions before I slowly ground him down when Amp popped off.
Code:
Lvl 82
Frenzy Damage (Doom): 3338-7459 (w/ Might)
Frenzy Damage (Lacerator): 1655-2639 (w/ Might)
Life: 3581 (w/ BO)
Resists: 75 F, 31 C, 80 L, 31 P
Str: 110 | Dex: 82 | Vit: 303
Skills
20 Frenzy
20 Double Swing
20 Taunt
20 Battle Orders
6 Axe Mastery
1 Battle Command
Gear
Code:
Arreat's Face 'rare demon/undead damage jewel'
Highlord's Wrath
eth 'Doom' Berserker Axe
'Fortitude' Archon Plate
Lacerator
Laying of Hands
String of Ears
Gore Rider
Corruption Whorl rare ring*
Raven Frost
Switch: Beta CTA / eth 'Spirit' Monarch
Merc: eth 'Infinity' CA / 'Fortitude' Archon Plate / Crown of Thieves 'ias jewel'
Charms (combined stats): 169 life, 75 min damage, 13 max damage, 14% frw, 8 str, 5% fhr
Corruption Whorl
Ring
Required Level: 65
Fingerprint: 0x147b1f7
Item Level: 84
Version: Expansion 1.10+
+5 to Minimum Damage
+115 to Attack Rating
5% Mana stolen per hit
8% Life stolen per hit
+43 to Mana
Lightning Resist +20%
The Planning Stage
Next up in my informal series of "How Can I Get That Amp Damage Weapon to Work?" is Lacerator. Lacerator (as everyone knows at this point) combines a huge 33% chance to cast Amp on striking with an even larger 50% chance to cast an overwriting Terror. Having nearly torn my hair out playing various Passion-wielding characters, finding a way to deal with HCMTF is always a challenge.
How can you enjoy Lacerator's pros while minimizing it's cons? Doom is one possible solution. My hope was that Doom's combination of Holy Freeze + Freeze Target would slow down/immobilize fleeing monsters enough that I could quickly kill them without too much hassle.
Aridestus is named after a genus of the spider wasp - a type of wasp that paralyzes spiders with its sting before laying its eggs on it.
Leveling and Observations
I toyed a bit with using Death instead of Doom, but Death's glacial spike proc was less reliable at slowing/freezing. The GS sometimes misses and it doesn't always pop off, whereas Doom's Freeze Target is always working every time you hit.
In practice, the pairing of Doom and Lacerator worked just as I hoped. The amount of fleeing monsters was reduced by Freeze Target and the ones that did flee ran away at slower pace then in my past experiences with monster flee weapons. On top of that, Frenzy's boost to run speed meant that I could easily outpace any flee-ers or I could quickly pull them back to melee range with a timely Taunt.
The amp proc went off very reliably, and I think the game wanted to test me because I faced just about every type of physical immune in my playthrough. When I watched the health bars of PI's I was attacking, you could tell when Amp procced, because it took huge chunks off their life. It took a bit of patience since Amp alternated pretty frequently with Terror, but it definitely got the job done. The toughest monster I encountered was a Stone Skin frenzytaur unique that was already naturally immune to physical. That took some Howling to separate him from the rest of his minions before I slowly ground him down when Amp popped off.
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