Talk:
As Casy notes, the experiment of stun+yubo only shows the yubos are resistant to that spell; similarly, plants are resistant to rot, it's the same relationship. Try stun on timaris for a change, or root on plants (which is useless, but we're talking the efficiencty in establishing a link here). The spells work if you take the time to find the correct combination for the right context.
Not bragging but actual surprise on my part - I stunned / feared / made sleep and blinded more people yesterday at the OP yesterday than I cared to count after a while. I only have level ~170 or so in affies, so I suspect you don't nearly need a master to be *very* effective. And reaching level 200 in affies takes about the same time it would take to reach 200 in a melee branch while doing mediocre damage.
Slightly on a tangent and I'm sorry for that: if you're in a team that does fast damage, you can and should do madness on the offensive track. That obviously works if the mob dies before it gets a chance to hit itself and nerf your xp, while you have an easy time landing the spell.
As Casy notes, the experiment of stun+yubo only shows the yubos are resistant to that spell; similarly, plants are resistant to rot, it's the same relationship. Try stun on timaris for a change, or root on plants (which is useless, but we're talking the efficiencty in establishing a link here). The spells work if you take the time to find the correct combination for the right context.
Not bragging but actual surprise on my part - I stunned / feared / made sleep and blinded more people yesterday at the OP yesterday than I cared to count after a while. I only have level ~170 or so in affies, so I suspect you don't nearly need a master to be *very* effective. And reaching level 200 in affies takes about the same time it would take to reach 200 in a melee branch while doing mediocre damage.
Slightly on a tangent and I'm sorry for that: if you're in a team that does fast damage, you can and should do madness on the offensive track. That obviously works if the mob dies before it gets a chance to hit itself and nerf your xp, while you have an easy time landing the spell.
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