These all require less than the level 65 you need to use the Enigma runeword, and the highest Strength requirement for these is 118 (Great Hauberk). These all roll up with up to 4 sockets, so you will either need to find one with 3 Sockets, or take your chances rerolling Normal unsocketed versions in the Horadric Cube and hoping for the best. These are Dusk Shroud, Wyrmhide, Scarab Husk, Wire Fleece, Great Hauberk, and Archon Plate. There are 6 Elite armor choices that are rated with Light weight, meaning that they will not reduce your Run/Walk speed or hamper your Stamina regeneration. You are spoiled for choice with base armors. Larzuk Choice: Mage Plate (Exceptional).Light Elite armors: Dusk Shroud, Wyrmhide, Scarab Husk, Wire Fleece, Great Hauberk, Archon Plate. The other properties are middling at best, and there are much, much better and less expensive choices. Since Mercenaries will not use the Teleport feature on their own (and you wouldn't want them to if they could, because you can bet they would use it at the worst possible times), there is no reason to equip a Mercenary with Enigma. So who can use Enigma? Everyone except those who turn furry. They can even choose to respec out of any points they had previously invested in Teleport to re-invest them somewhere else. However, many Sorceresses still choose to wear Enigma for this reason, since the armor-based Teleport works the same way. It may seem redundant for Sorceresses, who can learn Teleport. In theory, they could Teleport before shifting, get to where they are going, and then apply their shapeshifted form, but then it loses all its utility until the Druid drops out of Shapeshifted form again. Teleport does not work while Shapeshifted, so it's inconvenient for these builds. It's easier to say which builds Enigma is not recommended for, and that's Druids who remain Shapeshifted as Werewolves or Werebears most of the time. This next section will discuss what classes and specs can make the most out of Enigma, whether you should consider using Enigma with your Mercenary follower, what base items to consider, and where to acquire Runes.īest Classes and Specs for the Enigma Runeword Runewords vary on their suitability for different classes and specs, as well as utility for the various Mercenaries. In a way, having an Enigma is like buying a super expensive luxury sports car - it gets you where you want to go very quickly, but there are many other options that may be more practical or useful, particularly when you have specific needs to meet. For most players, this falls into a "nice to have" rather than "have to have" category. So it comes down to one question: is Enigma necessary? It depends in part on the game you're trying to play. It's up to you how you choose to prioritize. You will already need to be trading heavily or farming very high-level content to get even one of these runes, much less both. Ber is also used in both the Chains of Honor armor and Infinity polearm (very popular Mercenary weapon which uses 2 Ber runes), and Jah is required for the Dream helm/shield, as well as several high-end popular Weapon runewords such as Ice, Last Wish, and Faith. The Ith rune is inconsequential, but using both Ber and Jah puts making Enigma into direct competition with acquiring other highly desirable end-game items. The big problem with Enigma is the expense. Since these get stuck a lot, particularly in indoor areas with lots of small rooms and doors, having a quick way to bring them to you is, quite literally, a lifesaver at times. It's also a quick and easy way to reposition wayward Mercenaries and minions, such as Necromancer skeletons or the Amazon's Valkyrie. Teleport isn't just for getting around quickly, although it's a major reason why people use it. However, there is also a small but vocal minority of players that considers Teleport overpowered.ĭruids using Shapeshift abilities cannot use Teleport while Shapeshifted into Werewolf or Werebear form, so Enigma is less useful to them. The ability to Teleport at will makes this a premier armor choice for magic-find characters, since you can skip all the annoying trash and get straight to your quarry. Even Sorceresses often use this armor even though they can Teleport. This allows any class to Teleport as many times as they want, since there are no charges on Teleport. As it stands, the +1 to Teleport is the "killer app" of this armor, making this the perceived "must have" of all end-game builds. Sure, it has +2 to Skills, good extra Defense, and a few other middling-quality traits, but that's not the point. If it wasn't for one feature, Enigma would likely be nothing more than a small niche armor for magic-find builds. +1-99% Better Chance of Getting Magic Items (+1/cLvl)
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