Discovering there are so many god damn mace damage+ nodes. So many. I want to grab all of them, but I am being good and getting all my defenses first. (mostly.)
I have a lvl 1 with +13% quality. I was going to sell it or use it myself, but you are welcome to make me an offer. I think the 13% quality gives it a bit of value.
Edit: Note that I will probably keep it to use, but you're welcome to convince me otherwise.
I just want to point out, 13% on LGoH is 6.5 HP per hit. While not a "nothing" quality effect (like aura's), it's certainly underwhelming. If six HP saved your butt, the quality isn't what did it. It was blind luck.
I'm not saying it doesn't have value.
It just doesn't have a lot of value. Someone buying a quality LGoH is buying it just to have the quality version. It's not going to up your survive-ability or DPS in any mention-able way.
There are some corner cases where that little bit extra adds up. Like, using an AoE to hit an entire pack. The benefits of the quality drop in direct relation to how fast you kill enemies. It has some value at low levels. Once you start getting hit for hundreds of damage though, it's benefit wanes.
Could use some advice on a build I am working on.
This one here. Basically the idea is providing support through auras and totems with minions to do my dirty work (do auras help minions?). Not sure how viable this is since I am unsure whether the mana reserved by auras is fixed or a percentage.
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
auras reserve a percentage. 60% for everything except the mana regen one and the resistance one.
I have a lvl 1 with +13% quality. I was going to sell it or use it myself, but you are welcome to make me an offer. I think the 13% quality gives it a bit of value.
Edit: Note that I will probably keep it to use, but you're welcome to convince me otherwise.
I just want to point out, 13% on LGoH is 6.5 HP per hit. While not a "nothing" quality effect (like aura's), it's certainly underwhelming. If six HP saved your butt, the quality isn't what did it. It was blind luck.
I'm not saying it doesn't have value.
It just doesn't have a lot of value. Someone buying a quality LGoH is buying it just to have the quality version. It's not going to up your survive-ability or DPS in any mention-able way.
There are some corner cases where that little bit extra adds up. Like, using an AoE to hit an entire pack. The benefits of the quality drop in direct relation to how fast you kill enemies. It has some value at low levels. Once you start getting hit for hundreds of damage though, it's benefit wanes.
That isn't an edge case - that's the entire purpose of life on hit. It's other major advantage is that unlike life leech, it applies instantly. If you hit 10 mooks with 100 HP on hit twice per second, that's 2k HP gained instantly PLUS your life leech. Unless you're using something like IB with a 150% effectiveness - then it's 3,000 HP. For characters that hit fast with AoE, it can basically make you immortal against anything that comes with a big pack.
First, LGoH caps at 44, and 50.5 with 13% quality. In your example, that would be 1k HP, not counting misses and such. Which is cool. I'm not debating the usefulness of LGoH. It's a great support, and I use it on many of my characters main AoE attacks for exactly the reason you say. No one was saying LGoH was bad in any way.
My point is that the quality part of the gem is nigh on useless. The 13% quality would account for 65 HP in your example. While no small amount of HP at a lower level (in fact, that kind of quality is amazing at lower levels), it's usefulness and practicality drop off dramatically once you're in later cruel and merciless. I'd argue you wouldn't even notice it in maps.
The corner case is the quality. Not the gem.
I think you thought I was talking about the gem itself, which I wasn't. I have two 10+ quality LGoH's in my stash. I've tried selling them (both back in the day when the game was new, and recently when the market was flush with the ignorant buyer).
Now they just sit there waiting for me to find some more useless/undesirable quality to vendor for a GCP.
I know that LGoH caps eventually but i feel that at the start of the game, it is pretty damn good. Eventually i replace it with LifeLeech. Anyway, someone else gave me a 0 quality one so it's no longer needed.
Eh, LGoH is infinitely better than LL on your AoE attack.
While it always gets you more health than you need (how often do you need a 1k chunk of health? Hopefully not that often!), it does a good job of keeping your bubble topped off as you engage the pack.
I have LGoH on my AoE attack (ST+LMP+other stuff), which lets me facetank just about anything. The only thing I've struggled with are shock monsters, even reflectors can't get through the sheer amount of HP I generate.
But, as you imply, LGoH loses a ton of validity when you're engaging smaller groups or single targets.
On my right click, is my single target throw. Which has leech, since it's not getting hit with any damage reduction from LMP/GMP, it leeches ~5% of my shit ton of damage. So, while I have to wait for that leech to kick in, it's giving me a large amount of my HP back as regeneration, and when you stack that with a sizable innate HPR... It gets out of control.
You can only "leech" a certain percent over time (the formula escapes me right now), so at a certain point it's useless. But it will keep trying to apply that leeched HP to your pool even if your pool is full. So if you have leech left over, and take a hit, the left over leech will start to regenerate you even before you get more leech. (Did that make sense?)
LGoH is best on your AoE.
LL is best on your single target.
Quality is unimportant on either. Quality on LL might sound appealing, but once you run the numbers, you quickly see how it won't really help your bottom line.
Unmaps completely? It doesn't bring them back when you swap back?
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Unmaps completely? It doesn't bring them back when you swap back?
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Is there any merit to having melee on one swap and a ranged weapon on the other, switching between the two based on the situation?
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Not typically. Builds don't split their nodes between two different aspects, you're either a Bow/Wand build, or you're Melee, or you're a caster. You won't have the damage nodes or even the proper stat nodes to be able to run two different sets.
Generally, a melee character has some kind of ranged skill that uses melee (ie- Spectral Throw) stats to make up for ranged deficiency. Or they just facetank.
So I want to build a 2H melee character. Debating between Infernal Blow and Lightning Strike. Should I be looking at anything else for a main attack? Leap Slam for mobility (plus it looks awesome), standard Immortal Call/Enduring Cry/Cast When Damage Taken defensive setup.
For IB, I was thinking something like this around level 60 ish on a Duelist. For LS, I was thinking a Scion. Templar could work with either build, too. Is there anything else I should be going for? Especially with the Scion I feel like I could have a more optimal route, but I dunno. There are a bunch of armor, damage, and life nodes to pick up, but nothing else game-changing.
I would suggest Templar for IB. Lots of good stuff for it right at the start, including Avatar of Fire which after thinking about it will let you run multi strike and massively boost your DPS.
Unmaps completely? It doesn't bring them back when you swap back?
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Is there any merit to having melee on one swap and a ranged weapon on the other, switching between the two based on the situation?
My level 80 duelist did this really well. The dual wield provided protection when I got swarmed or needed to facetank. I often used ranged attacks in groups with one or more tanks though.
Eh, LGoH is infinitely better than LL on your AoE attack.
While it always gets you more health than you need (how often do you need a 1k chunk of health? Hopefully not that often!), it does a good job of keeping your bubble topped off as you engage the pack.
I have LGoH on my AoE attack (ST+LMP+other stuff), which lets me facetank just about anything. The only thing I've struggled with are shock monsters, even reflectors can't get through the sheer amount of HP I generate.
But, as you imply, LGoH loses a ton of validity when you're engaging smaller groups or single targets.
On my right click, is my single target throw. Which has leech, since it's not getting hit with any damage reduction from LMP/GMP, it leeches ~5% of my shit ton of damage. So, while I have to wait for that leech to kick in, it's giving me a large amount of my HP back as regeneration, and when you stack that with a sizable innate HPR... It gets out of control.
You can only "leech" a certain percent over time (the formula escapes me right now), so at a certain point it's useless. But it will keep trying to apply that leeched HP to your pool even if your pool is full. So if you have leech left over, and take a hit, the left over leech will start to regenerate you even before you get more leech. (Did that make sense?)
LGoH is best on your AoE.
LL is best on your single target.
Quality is unimportant on either. Quality on LL might sound appealing, but once you run the numbers, you quickly see how it won't really help your bottom line.
Yeah, but unfortunately my AOE is Etheral Knives so LGoH doesn't work with it
Been using Fire Trap+Bear Trap as my 'ST' abilities, mostly for bosses but i think in the future EK might just be my all around ability.
If I want to do a 2H flicker strike build, 1) is that still a build that basically works, and 2) what class would be most appropriate? It used to be that you started duelist, but a lot has changed since then.
Generalísimo de Fuerzas Armadas de la República Argentina
Unmaps completely? It doesn't bring them back when you swap back?
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Is there any merit to having melee on one swap and a ranged weapon on the other, switching between the two based on the situation?
My level 80 duelist did this really well. The dual wield provided protection when I got swarmed or needed to facetank. I often used ranged attacks in groups with one or more tanks though.
If your ranged play is not simply a matter of taking a few steps back and spamming your attack some more to clear a pack, you're not a good ranged build.
You're a bad ranged build with a melee component. If your dps on your ranged is so low that it's actually problem, you're just a melee guy who happens to use a bow sometimes.
And you're not a "facetanking" build unless your automatic mode of operation is to jump into a middle of every pack and then kill everything with crowd-clearing spam, which by its nature requires a great deal of tankiness.
Can you make a build that does both well? Probably. I just don't see the point. Pretty much every build has to be able to survive being swarmed in some manner because that's 99% of the game.
Spectral throw alone renders your proposition moot. We've been over this.
There are builds that use Spec Throw for pack clearing and then use dual-strike for single-target dps and cleanup. All on one setup without ever swapping weapons.
"Versatility" in this game doesn't come from the weapon you're holding. It comes from how you itemize and spec. The weapons are just glorified wands for different types of skill gems. That's it.
The distinction gets worse-and-worse because you probably can make a bow character that could conceivably facetank. (Endurance Charges, granites, Iron Reflexes, Unwavering Stance, Determination+Grace. Life Leech.)
Twenty Sided on
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Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
Eh. It has everything, it's just that some of those "everythings" kind of have shitty rolls. (Stun threshold and accuracy, namely.)
I'm not disputing that life steal would be nice though.
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Big Red Tiebeautiful clydesdale style feettoo hot to trotRegistered Userregular
if you're running a 700 dps physical axe lifesteal is sooooooo much better than 8% stun threshold reduction
Yes we have. My build works for me. And it can work for others.
Oh, and Spectral Throw didn't exist in beta, when we discussed this.
As always, you always miss the actual point.
And in case you miss this, yes, I think it can work. It's just more expensive and will accomplish the exact same thing that a "specialized" build does.
(Because you will need more linked weapons and maintain upgrades on all of them and maybe require more gems.)
You need to stop thinking that the weapon you're holding makes it harder or easier to avoid "swarming." You don't become magically more vulnerable because you're holding a bow.
The actual fact of the matter is that everything you've said about your build only demonstrates to me it's not even good at what it's supposed to do.
"Works for you" is not actual objection to anything I've said.
And "when we discussed" this, wanders *did* exist at the time we discussed this. Shotgunning casters existed. The simple fact of the matter is that your dps on the bow sucks because you've optimized it poorly. I has, and always was, a dps issue, not an issue of ranged being more vulnerable to anything.
I never understood how you made the logical leap between those two points.
Twenty Sided on
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Any thoughts? Not sure where to spend my points now. Likely going for more health nodes, but maybe I need to pick up some armor?
Suggestions:
* Take Elemental Adaptation to raise your max resists to 77%. That's an effective 8% elemental damage reduction going from 75% to 77% (assuming you keep it maxed). Plus it's only one point.
* Have you decided upon a weapon? If you go sword, you're near the sword damage + health % nodes. There are 2 12% damage/6% health sword nodes just north of Iron Grip, and then 3 more strength nodes south of it opens up 36% damage/12% health for 3 nodes. Then, if you keep swinging east you can take Diamond Flesh for more all resistances, Golem's Blood, and the 3 health nodes right there.
Yes we have. My build works for me. And it can work for others.
Oh, and Spectral Throw didn't exist in beta, when we discussed this.
As always, you always miss the actual point.
And in case you miss this, yes, I think it can work. It's just more expensive and will accomplish the exact same thing that a "specialized" build does.
(Because you will need more linked weapons and maintain upgrades on all of them and maybe require more gems.)
You need to stop thinking that the weapon you're holding makes it harder or easier to avoid "swarming." You don't become magically more vulnerable because you're holding a bow.
The actual fact of the matter is that everything you've said about your build only demonstrates to me it's not even good at what it's supposed to do.
"Works for you" is not actual objection to anything I've said.
And "when we discussed" this, wanders *did* exist at the time we discussed this. Shotgunning casters existed. The simple fact of the matter is that your dps on the bow sucks because you've optimized it poorly. I has, and always was, a dps issue, not an issue of ranged being more vulnerable to anything.
I never understood how you made the logical leap between those two points.
I've been here ten minutes; you sound like the _J_ of the PoE thread. Which sounds weird to say because _J_ is here too.
Unmaps completely? It doesn't bring them back when you swap back?
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Is there any merit to having melee on one swap and a ranged weapon on the other, switching between the two based on the situation?
My level 80 duelist did this really well. The dual wield provided protection when I got swarmed or needed to facetank. I often used ranged attacks in groups with one or more tanks though.
@VeritasVR What did this build look like? Broad strokes is fine, just want to get a handle on the skills you were using.
To be fair, dual wielding has block and block nodes and such. So in this instance, switching between a bow and dual wielding could in theory increase survivability.
Of course, thats a lot of node investment for something you only use sometimes.
VariableMouth CongressStroke Me Lady FameRegistered Userregular
focused more on health first with my templar and over leveled a bit, finished normal with a tougher time against dominus than I'd have liked
cruel act 1 flying by. I'm using lightning strike/shield slam/tempest shield. I added melee splash to shield slam and it's really pretty good. and LS is decent against single target... I think I'm just overleveled.
ls is meant to be for big packs but I don't really have a single target plan. this is certainly working in the meantime but I'm gonna have to look.
as is, at least I'm fairly unkillable, and I still don't have a lot of the defense I'll be getting soon. for a first HC character I really don't mind if it takes me longer to kill things, as long as I can survive.
anyone watching kripp regularly? I think he either does or will have a youtube vid of whatever this build exactly is, but it seems awesome. granted he's got some more stuff accessible to him than someone with one character, but it's at least fun to watch.
She died when Perpetus and a Rare "Bringer of Bones" ganged up on her and i only noticed too late that i had a huge desync going on. Oh well
I'm more pissed about the loss of the skill gems i had(first nemesis character) than anything else.
Things i've learned so far:
- EK seems that it can become really good since it seems to dip into SpellDamage, ProjectileDamage and PhysicalDamage. Not sure how good it scales and if it becomes even better later (with MUCH better gear) but it's a bit lackluster in Single Target which is why i was using Fire Trap. (Fire Trap owns Normal pretty much)
- EK is a spell and can't use LifeGainOnHit, unlike Spectral Throw, which sucks a bit. If i had it, or even a LifeLeech gem (it was next level), i would've probably survive that encounter just by spamming EK.
- EK is really slow at start and it's range sucks.
- If i had managed to get a gear piece with GGR sockets linked, i could've added FasterProjectiles to my link and clear maps much much faster.
- Looking at _J_ 's build, it's eerie at just how similar our (this is mine) builds are, at least at the start. This means i can probably just go with SpectralThrow until level 30 or so while i build the base of my build. This also gives access to a good ST ability, like DoubleStrike, that i can 'melt' bosses with.
On the good side, until level 30, 6!!! chaos orbs dropped for me. If that's not a sign, i don't know what it is! (Can probably use them to buy a Goldrim's which would help me A LOT)
EDIT: I forgot a point : i really like how that build leaves weapon gearing up for me. I can go double dagger, double wands, dagger/wand + SpellDamage shield.
Posts
Discovering there are so many god damn mace damage+ nodes. So many. I want to grab all of them, but I am being good and getting all my defenses first. (mostly.)
I just want to point out, 13% on LGoH is 6.5 HP per hit. While not a "nothing" quality effect (like aura's), it's certainly underwhelming. If six HP saved your butt, the quality isn't what did it. It was blind luck.
I'm not saying it doesn't have value.
It just doesn't have a lot of value. Someone buying a quality LGoH is buying it just to have the quality version. It's not going to up your survive-ability or DPS in any mention-able way.
There are some corner cases where that little bit extra adds up. Like, using an AoE to hit an entire pack. The benefits of the quality drop in direct relation to how fast you kill enemies. It has some value at low levels. Once you start getting hit for hundreds of damage though, it's benefit wanes.
3 of them is a nick short of a GCP.
― Marcus Aurelius
Path of Exile: themightypuck
This one here. Basically the idea is providing support through auras and totems with minions to do my dirty work (do auras help minions?). Not sure how viable this is since I am unsure whether the mana reserved by auras is fixed or a percentage.
My point is that the quality part of the gem is nigh on useless. The 13% quality would account for 65 HP in your example. While no small amount of HP at a lower level (in fact, that kind of quality is amazing at lower levels), it's usefulness and practicality drop off dramatically once you're in later cruel and merciless. I'd argue you wouldn't even notice it in maps.
The corner case is the quality. Not the gem.
I think you thought I was talking about the gem itself, which I wasn't. I have two 10+ quality LGoH's in my stash. I've tried selling them (both back in the day when the game was new, and recently when the market was flush with the ignorant buyer).
Now they just sit there waiting for me to find some more useless/undesirable quality to vendor for a GCP.
While it always gets you more health than you need (how often do you need a 1k chunk of health? Hopefully not that often!), it does a good job of keeping your bubble topped off as you engage the pack.
I have LGoH on my AoE attack (ST+LMP+other stuff), which lets me facetank just about anything. The only thing I've struggled with are shock monsters, even reflectors can't get through the sheer amount of HP I generate.
But, as you imply, LGoH loses a ton of validity when you're engaging smaller groups or single targets.
On my right click, is my single target throw. Which has leech, since it's not getting hit with any damage reduction from LMP/GMP, it leeches ~5% of my shit ton of damage. So, while I have to wait for that leech to kick in, it's giving me a large amount of my HP back as regeneration, and when you stack that with a sizable innate HPR... It gets out of control.
You can only "leech" a certain percent over time (the formula escapes me right now), so at a certain point it's useless. But it will keep trying to apply that leeched HP to your pool even if your pool is full. So if you have leech left over, and take a hit, the left over leech will start to regenerate you even before you get more leech. (Did that make sense?)
LGoH is best on your AoE.
LL is best on your single target.
Quality is unimportant on either. Quality on LL might sound appealing, but once you run the numbers, you quickly see how it won't really help your bottom line.
Man I wish there was a mana on hit affix that could spawn on rare gear.
Yes, it brings them back, but you can't use those skills while they're unmapped.
The only reason this might be worth doing is to use a 5L weapon with a bunch of auras to it, as auras which are cast stay active even if you unmap them.
Is there any merit to having melee on one swap and a ranged weapon on the other, switching between the two based on the situation?
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Generally, a melee character has some kind of ranged skill that uses melee (ie- Spectral Throw) stats to make up for ranged deficiency. Or they just facetank.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
For IB, I was thinking something like this around level 60 ish on a Duelist. For LS, I was thinking a Scion. Templar could work with either build, too. Is there anything else I should be going for? Especially with the Scion I feel like I could have a more optimal route, but I dunno. There are a bunch of armor, damage, and life nodes to pick up, but nothing else game-changing.
My level 80 duelist did this really well. The dual wield provided protection when I got swarmed or needed to facetank. I often used ranged attacks in groups with one or more tanks though.
Let 'em eat fucking pineapples!
Yeah, but unfortunately my AOE is Etheral Knives so LGoH doesn't work with it
Been using Fire Trap+Bear Trap as my 'ST' abilities, mostly for bosses but i think in the future EK might just be my all around ability.
― Marcus Aurelius
Path of Exile: themightypuck
Any thoughts? Not sure where to spend my points now. Likely going for more health nodes, but maybe I need to pick up some armor?
While incredibly ridiculous... It's missing so much.
I love and hate it.
Such as?
Let 'em eat fucking pineapples!
If your ranged play is not simply a matter of taking a few steps back and spamming your attack some more to clear a pack, you're not a good ranged build.
You're a bad ranged build with a melee component. If your dps on your ranged is so low that it's actually problem, you're just a melee guy who happens to use a bow sometimes.
And you're not a "facetanking" build unless your automatic mode of operation is to jump into a middle of every pack and then kill everything with crowd-clearing spam, which by its nature requires a great deal of tankiness.
Can you make a build that does both well? Probably. I just don't see the point. Pretty much every build has to be able to survive being swarmed in some manner because that's 99% of the game.
Spectral throw alone renders your proposition moot. We've been over this.
There are builds that use Spec Throw for pack clearing and then use dual-strike for single-target dps and cleanup. All on one setup without ever swapping weapons.
"Versatility" in this game doesn't come from the weapon you're holding. It comes from how you itemize and spec. The weapons are just glorified wands for different types of skill gems. That's it.
The distinction gets worse-and-worse because you probably can make a bow character that could conceivably facetank. (Endurance Charges, granites, Iron Reflexes, Unwavering Stance, Determination+Grace. Life Leech.)
I'm not disputing that life steal would be nice though.
Yes we have. My build works for me. And it can work for others.
Oh, and Spectral Throw didn't exist in beta, when we discussed this.
Let 'em eat fucking pineapples!
As always, you always miss the actual point.
And in case you miss this, yes, I think it can work. It's just more expensive and will accomplish the exact same thing that a "specialized" build does.
(Because you will need more linked weapons and maintain upgrades on all of them and maybe require more gems.)
You need to stop thinking that the weapon you're holding makes it harder or easier to avoid "swarming." You don't become magically more vulnerable because you're holding a bow.
The actual fact of the matter is that everything you've said about your build only demonstrates to me it's not even good at what it's supposed to do.
"Works for you" is not actual objection to anything I've said.
And "when we discussed" this, wanders *did* exist at the time we discussed this. Shotgunning casters existed. The simple fact of the matter is that your dps on the bow sucks because you've optimized it poorly. I has, and always was, a dps issue, not an issue of ranged being more vulnerable to anything.
I never understood how you made the logical leap between those two points.
Suggestions:
* Take Elemental Adaptation to raise your max resists to 77%. That's an effective 8% elemental damage reduction going from 75% to 77% (assuming you keep it maxed). Plus it's only one point.
* Have you decided upon a weapon? If you go sword, you're near the sword damage + health % nodes. There are 2 12% damage/6% health sword nodes just north of Iron Grip, and then 3 more strength nodes south of it opens up 36% damage/12% health for 3 nodes. Then, if you keep swinging east you can take Diamond Flesh for more all resistances, Golem's Blood, and the 3 health nodes right there.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I've been here ten minutes; you sound like the _J_ of the PoE thread. Which sounds weird to say because _J_ is here too.
@VeritasVR What did this build look like? Broad strokes is fine, just want to get a handle on the skills you were using.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Of course, thats a lot of node investment for something you only use sometimes.
At the moment I enjoy the game too much to be a pedantic, argumentative goose.
Give me another week.
cruel act 1 flying by. I'm using lightning strike/shield slam/tempest shield. I added melee splash to shield slam and it's really pretty good. and LS is decent against single target... I think I'm just overleveled.
ls is meant to be for big packs but I don't really have a single target plan. this is certainly working in the meantime but I'm gonna have to look.
as is, at least I'm fairly unkillable, and I still don't have a lot of the defense I'll be getting soon. for a first HC character I really don't mind if it takes me longer to kill things, as long as I can survive.
anyone watching kripp regularly? I think he either does or will have a youtube vid of whatever this build exactly is, but it seems awesome. granted he's got some more stuff accessible to him than someone with one character, but it's at least fun to watch.
She died when Perpetus and a Rare "Bringer of Bones" ganged up on her and i only noticed too late that i had a huge desync going on. Oh well
I'm more pissed about the loss of the skill gems i had(first nemesis character) than anything else.
Things i've learned so far:
- EK seems that it can become really good since it seems to dip into SpellDamage, ProjectileDamage and PhysicalDamage. Not sure how good it scales and if it becomes even better later (with MUCH better gear) but it's a bit lackluster in Single Target which is why i was using Fire Trap. (Fire Trap owns Normal pretty much)
- EK is a spell and can't use LifeGainOnHit, unlike Spectral Throw, which sucks a bit. If i had it, or even a LifeLeech gem (it was next level), i would've probably survive that encounter just by spamming EK.
- EK is really slow at start and it's range sucks.
- If i had managed to get a gear piece with GGR sockets linked, i could've added FasterProjectiles to my link and clear maps much much faster.
- Looking at _J_ 's build, it's eerie at just how similar our (this is mine) builds are, at least at the start. This means i can probably just go with SpectralThrow until level 30 or so while i build the base of my build. This also gives access to a good ST ability, like DoubleStrike, that i can 'melt' bosses with.
On the good side, until level 30, 6!!! chaos orbs dropped for me. If that's not a sign, i don't know what it is!
EDIT: I forgot a point : i really like how that build leaves weapon gearing up for me. I can go double dagger, double wands, dagger/wand + SpellDamage shield.