How much loh for cm wizard




















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All the contents of this journal, except where otherwise noted, is licensed under a Creative Commons Attribution License. Even then it might still be better to use option 2. The most efficient gearing will be to use a 1. Still, this is the cheaper route and easiest way to reach this breakpoint. Also, if you gear efficiently you can still use high EHP and dps bracers and a high dps amulet to make up some of the dps loss due to lack of socket. Now it is worth adding that if you have a 1.

If you can find a Chanto with 1. Below is a link to a wiz guide to ubers, written by RobertVarga. Some of the details are the same between the guide and my tips below but his guide is more detailed so feel free to skip the section below and follow his guide if you prefer.

However, as a CMWW wiz, you might have the option to slack on DPS a bit because of the huge utility you bring in the form of freezing the bosses. Even a low geared CMWW can keep the bosses in a stutter lock of some kind. This means the bosses might move a little, but they move slowly so the DPS members of your group tend to have a lot of free time to just blast away at the bosses.

This is the reason I recommend starting with a healthy amount of armor and resists before working on IAS and dps. The build really shines at very high attack speeds, typically 2.

At that point some people can keep both bosses frozen for most of the fight, preventing them from doing most of their annoying abilities. The main set this applies to is Siegebreaker and Kuele. With high enough APS you can keep Kuele from casting anything for the entire fight, including his teleport and bubble.

This makes the fight much much easier than having to chase him around and keep him stutter locked. Some people require 3. The armor you use is up to you, though I imagine pinpoint barrier would be ideal. If you want to tackle Ubers at a high MP, the easiest way to gear is to reach around the 2.

If you gear your farm set right, the swap will put you above the 3. The general method is to run to the middle of them, aim your mouse curser directly between them so you're not targeting either, hold down your "don't move" button I bound it to spacebar , and spam your rotation. The ideal situation is if you can stack them as close together as possible and then never really have to move.

The main strat I use and I hear others use is to focus on Mag at the start, after you avoid SKs first attack. You still want to avoid the arcane sentries she drops but if you keep with her and mostly keep her frozen, SK will eventually run back to you and you can work on stun locking them both.

Some can do that with 2. Just aim your mouse curser directly between them, so you're not targeting either, hold down your "don't move" button I bound it to spacebar , and spam your rotation.

I can confirm it is possible to do at 2. If you tank SB, just do your best to keep him frozen while doing as much dps as you can. You usually want to try and draw him to the side of the room also, so he's apart from Kulle. If you tank Kulle, you need to chase him around, find him after he teleports, and do your best to keep him in place for as long as possible.

Either way, if a slow time bubble gets dropped on you, move out of it ASAP because it drastically reduces your attack speed, which makes your WW much less effective.

Also, if your EHP is too low, you might have to move out of the cave-in ability Kulle uses on occasion. Update for Patch 1. The general strategy is similar but now you want to start by running to the side of Kull furthest from SB and let SB get close to Kulle.

Keep Kulle targeted and drop WWs on him while spamming your spells. Feel free to push the envelope and try higher MP with lower stats. Remember, if you have any misgivings about your EHP, swap to Crystal Shell first before trying to switch to energy armor. The Damage Reduction column is based on 35k hp.

Also, I recommend you have over 2. In general you can get by with , depending on mitigation and APS. Section 7: Basic 2. It is perfectly suitable for solo farming, particularly the high mob density areas like CotA and Keeps. The most efficient method of gearing for 2. The best speed to use for the wand is 1. If you opt for a 1. To reach 2. That again lets you use 6 pieces of gear with max IAS and still reach the breakpoint.

In short, with the right setup you can swap from the 2. Rollback Post to Revision RollBack. Reserving first post just in case. Do we have to report this in order to get a sticky? I think there isn't an admin reading wizard forums. I'd add that these are the extreme minimum cases but my personal opinion is that doubling it helps to play MP10 without having to care too much about what combo you run into. Well, but we also have completely different HP definitions; I don't like to run with less than 40k, usually have 60k and for ubers even 90k HP.

Every split second more that mobs are breaking out means you need more EHP. With a low 2. I'll try to play with my EHP values and post what works for me, but I find these too low as an advice meaning, it raises expectations that this is doable, whereas I think it just means you'll survive against white mobs and weak combos, but you'll be dead a lot on the average elite packs.

In the section for 2. Maybe even mention Andariel's. After all, this is about getting more APS. Witching Hour without any EHP stats is more expensive than Lacuni's with allres and crit, so rather mention Lacuni's for the 2. I switched to a cheap elemental damage IAS wand at this point and good a really nice rare OH that was superior to my Triumvirate at the time.

You limit yourself soooo much on AH search if you go for all phys dmg weapon, plus this is not as important for CMWW builds as for Archon builds where half of the BiS items have elemental damage. If you don't get rid of all your elemental damage bonuses in time, you have to spend a lot more later in upgrading.

Vitality Calculator. Bagstone Thanks, I'll look into those points. I'm not suprised there's a few errors here and there considering how long it took to write. For the EHP requirements, I should have said those are the recommended values at 2.

It is still not clear how it works. Apparently it depends in what skill you are using. The only way to be sure is actually testing in the game what the skill does; and I find it very frustrating. I want to be able to design a build without having to test myself every spell independently, or searching though the web if someone did it. Update 1. There is a build called windup based on the fact that energy twister with wicked wind makes critical mass trigger very often.

For the Critical Mass passive, what is meant by the "chance" is that it is determined by the proc coefficient of the spell you cast.



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