Trove Enemy Dmg Does Percent Health Dmg

  1. Trove Enemy Dmg Does Percent Health Dmg Work
  2. Trove Enemy Dmg Does Percent Health Dmg Free
  3. Trove Enemy Dmg Does Percent Health Dmg Cost
  4. Trove Enemy Dmg Does Percent Health Dmg 2
  5. Trove Enemy Dmg Does Percent Health Dmg 1

Hey guys!

Nov 08, 2015 I would like some help on how to buide my shadow hunter. I was maimly focuing on atk speed and crit damage. I am lv 28 and can do fine in u4 but in u5 if i am not doging or out of reach of the enemies I die in a few hit and it also take awhile to kill them. Grey Health converts all post-mitigation damage, Thick Skin effectively grants Tahm Kench a form of true damage mitigation. Grey Health can temporarily exceed 100% of his missing health when Tahm Kench heals through other means with a Grey Health bar at 100%. In that case he will keep the higher Grey Health value for a few moments until it. Enter: +100% damage, but health capped to 25% of maximum. I feel the same as you, I don't enjoy difficulty settings that do nothing besides 'enemy has more health and does more damage.' I prefer a global damage increase all across the board, so this engraving is really great. Kinda makes stealth attacks and archery even more OP though, lol.

Trove enemy dmg does percent health dmg free

I'm Tipsy but don't worry, I ain't drunk. You'd know what I meant if you searched what the word tipsy means on google.

Anyways, I'm here with a class guide! So maybe a long time ago, Havo, made a guide for the praised Shadow Hunter. I'm here to make a guide with my main, the Candy Barbarian. This build is also for later on in the game. Let's start!

Btw, Havo is off doing stuff in his Amino so I have to keep on posting stuff.

Does

There are two builds for Candy Barbarian or CB for short. There is the offensive build and the tank build. The offensive build is the one I'm going for because c'mon you guys! Who needs a CB tank when there's already a Revenant, just kidding though, I just prefer the offensive build. Now here I'll be talking about the offensive build but in the next one I'll be talking about the tank build.

Offensive Build

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  • The people who are giving out the right info are being downvoted, so it looks like most people think the%dmg roll does not include the base damage when it in fact does. Rerolling%DMG will almost always be better unless you rolled an extremely low damage range, like up to 1450 on a 2H. But, it is best to do the calculation yourself.

:small_orange_diamond: Gems :small_orange_diamond:

You should have these three types of gems; Explosive Epilogue, Pyrodisc and Stunburst. You could use Stinging curse instead of Stunburst but I'd generally use Stunburst. If you're like me all the at though, I'd just get random gems and socket them.

The stats on your gems should all have physical damage, critical damage and critical hit. You can also swap or re-roll gems to that have maximum health instead of critical hit if you have enough critical hit from gem augmenting. You shouldn't really get the Class Gem because that doesn't help with the offensive build since it's specifically for tanking, but just like me again, I am getting a class Gem for my CG but with offensive

⚔Items⚔

Sword

You should have the stats as Physical Damage, Critical Damage, Critical Hit and if you get a fourth stat it can be energy regeneration or attack speed. You can also have ER as 2nd stat if you have enough Crit Damage which is ideally 1.3k - 1.4k Crit Damage so you should just stick with the having Er or Attack Speed as the 4th stat.

Hat

Trove Enemy Dmg Does Percent Health Dmg Work

You should have your hat with Maximum Health not percentage or have Physical Damage if you prefer as the first stat. For the second stat, choose either Critical Damage but if could be swapped if you, once again, have enough Critical Damage. The third stat can be Magic Find and the forth stat should probably be attack speed.

Face

Everything that was mentioned in the Hat can also be used for the face.

Ring

The first stat has to be Physical Damage and the second stat should be energy regeneration because the sword is the only other item that has ER so then the ring can balance it out. You could also use Magic Find instead if you don't need the Energy Regen.

Tip: If you do enough damage, you can swap all the attack speed with movement speed instead for faster paced grinding.

:feet: Ally :feet:

Rapt Berserker

Because of the 20% Physical Damage increase, this ally is very effective in helping with a lot of things, you also get 15% health regeneration and a 15% movement speed boost temporarily after killing an enemy. There are other allies you can use but this one is ideally better.

OR

Cotton Candy

If you already have enough Physical Damage, you could use Cotton Candy since it has one of the highest Magic Find for an Ally. You could also use Shock or maybe Hungry Hydrakken Ally since it gives 5 more MF than Shock and Cotton Candy.

âš—Flasks & Emblemsâš—

Trove

Flask

If you are in Shadow Towers I would suggest to use Death Defying just in case you don't die extremely fast. For farming I would also go for death defying but if you can solo U9 pretty fast and have a lot of Magic Find, go for Conjurer's Crucible Vial.

Emblem 1

The best choice is to use the Martial Emblem as your first emblem because it increases your damage by 250% for 3 seconds. This means it would be a lot easier to defeat dungeon and stuff like that.

Emblem 2

For people that do not have enough critical hit, I'd suggest you to use the surestrike emblem only if you don't have at least 85% critical hit or higher. If you don't have enough survivability in the higher Ubers, you could probably use the Unyielding Emblem but to be honest, you don't really need it if you have the Candy Barbarian and have enough energy regen to use its 2nd ability.

:busts_in_silhouette: Subclass :busts_in_silhouette:

Lunar Lancer Subclass

The reason why it is a good ability to use is because it raises your Physical Damage, Attack Speed and Movement Speed. The Movement Speed doesn't matter too much but the other 2 stats help a lot for grinding.

Trove Enemy Dmg Does Percent Health Dmg Free

Author's Comment

Trove Enemy Dmg Does Percent Health Dmg Cost

So I know this pretty long but you guys should expect that if you've seen my other posts. I do hope that this helped with those Candy Barbarian's that are trying to use the Offensive Build, if you do, let me have some feedback if this guide helped at least a bit. And don't worry Tank CB's, I'll make you a post soon.

Trove Enemy Dmg Does Percent Health Dmg 2

Anyways,

Tipsy Sliding Out!

Trove Enemy Dmg Does Percent Health Dmg 1

So riot has been ****ing this game up more and more with every patch.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards.
B) it's hard to counter them effectively as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot...)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions... remove it? make it only scalable? any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.