However you have more control over this ability than the others as you are the one getting empowered instead of getting NPC's who have no clue what to attack or an immovable AoE. This ability is more of a prefrence choice. With the rune you get 3 charges which makes it very powerfull. This ability is great for escaping if you are rooted in place or if you need to get somewhere fast. This ability can be swapped for some other abilties that you like more. The rune makes it so you can heal in dire situations. This abillty is for survivability, whenever you get CC'd you can pop this ability to take 50% less damage and gain an immunity to all control-impairing effects for 5 seconds. As for the rune whenever you kill an enemy with the bleed it will explode into tiny pieces that do massive AoE damage in a 10yard radius. And that is still without the bleed damage you deal to a target. To put this into numbers: if you deal 100 damage with as standard attack and apply over that amount you basicly deal 300 damage. if you have the 4 set on top of that your will tripple the amount of damage you do to an enemy. if you look at the 2 set, you'll deal 500% more damage with. On 1: this bleed is very important you keep it up. This synergizes well with the as you will be at max fury 99% of the time. The rune that you want to using is, whenever you hit an enemy you get 1 fury back. You will be using this all the time! GO HAM!. The rune that i will be using will be, reason for this is that whenever you stun an enemy the neck piece will proc and you get duplicates of yourself which output the same damage. If you can't move you can't deal damage or heal and you die. This abillity can be used to get out of sticky situations like snares, snares are the most deadly thing in the game for this build. ( 2) Set: During Whirlwind you gain 45% increased attack speed and movement speed.Increases Fury Generation by 15
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