QUOTE(DJNoni @ Jan 22 2020, 17:56)

unnecessary? If it increases clear speed, doesn't that make it worth the imperils? And if you have a good set-up in monsterbation, it's not that hard (on the tendons)
Unnecessary.
Since it's needed to make a subpar weapon not subpar.
Just use the non subpar weapon, no imperil, and the tendons will be safe no matter how you swipe the mouse or mousepad to hover.
Easy (IMG:[
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QUOTE(Ubershank @ Jan 22 2020, 18:00)

Not everyone uses monsterbation, so if we call it "turns", rather than "clicks", then I definitely have less turns with imperil. This is the same for both shortsword and rapier in my (very limited) tests.
It'd be nice if we didn't state things in such misleading ways.
He meant 1h melee, imperil can be used easily with melee. I use it, as do plenty others, and for a shortsword such as that, would basically be a requirement, as it doesn't have penetrating armour. However, you have the benefit of (if you have the relavent abilities slotted and upgraded) cast it on 3 monsters at a time, at (I believe, I could be wrong) a greater mitigation reduction than the first stack of PA, which is only 1 target and needs several hits to stack.
This isn't really the thread for this kind of discussion though, so apologies for keeping the topic derailed.
I didn't mean turns, though.
I literally meant clicks.
Normal play: you click regen and heartseeker when they expire, at most you OFC.
You toggle the spirit hopefully once, and it's done.
Other play: less turns maybe (MAYBE) then you add countless clicks per round to imperil, re-imperil when it inevitably fails, mana draughts, mana potions.
In the end it probably costs you the same amount of real time (less turns but also less t/s).
But the difference is that you had to input hundred of extra times, compared to the normal play.
That's why, "clicks" (IMG:[
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