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Posted by edseljacobson on September 3, 2013, 6:55 pm
chance on hit' works with followers and is my favorite thing of all time to give to them
<div class="post-detail" itemprop="text"><blockquote>I found followers have the most dialog options that can be unlocked AFTER beating diablo while they are standing around congratulating you, but before ending the game,<a href="http://www.goldwto.com/diablo3_gold.html">diablo 3 gold</a>. The templar even finds out about his past by using Jondar's technique, among other things the followers do in the &quot;epilogue.&quot; <br />
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Weapons with bonus cold damage will give your followers' auto-attacks/abilities a built in snare that lasts for around a second before Inferno, and less once you reach Inf. Combined with the Scoundrel's multishot, and you have an aoe slow tied to his attack speed. If you use a bow with IAS, 2xRings+Amulet with IAS, your scoundrel will attack slightly faster than twice a second. I don't really use my followers for damage at all but more to help me contain the mobs and keep the heat off me by using cold damage snare/chance on hit. <br />
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Also, 'chance on hit' works with followers and is my favorite thing of all time to give to them. It gives their auto-attacks and spells a chance to trigger random affects, like stun,<a href="http://www.cheapd3gold.com">diablo 3 gold</a>, freeze, blind, knockback, immobilize, chill, etc. <br />
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Amulets can have 'chance on hit to blind' and although you can't search for it in the AH,<a href="http://www.goldwto.com/blade_and_soul_gold.html">blade and soul gold</a>, it is the only 'chance on hit' that amulets can get. So give your followers one of these bad boys and expect to have your enemies get sand in their eyes every now and then. All 'chance on hit' effects work on elite/rare packs, but the length of it tapers off in Inferno.<br />
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Weapons and shields have the widest range of 'chance on hit' of any piece of gear. While most armor slots are relegated to only one affect per slot, like belt=freeze, gloves=stun, bracer=knockback, etc etc,<a href="http://www.goldwto.com/wow_gold.html">wow gold</a>, weapons and shields can have any of the 'chance on hit' effects. <br />
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My favorite chance on hit to use is by far is Stun and Freeze. They both prevent the mob from doing anything, like moving and/or attacking. Fear and Blind both prevent attacking, but doesn't stop them moving. Immobilize stops them from moving but they can still attack - this effect is more suited for kiting builds where you don't want mobs to be in melee range, but even still archer/ranged mobs will be able to attack. Knockback has a small stun attached to it while they are being pushed back, and Chill is basically the same as having cold damage on your weapons.. when it procs.</blockquote><br />
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Yay, an answer on if CC effects work with them or not. But my question is, is it exactly the same as if it was on me? Or is there some kind of penalty? For instance, 3.1% chance to stun, is that exactly 3.1%, and will it stun mobs just as long as I would,<a href="http://www.goldwto.com/runescape_gold.html">rs gold</a>?</div>

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