0.10.0! - In Depth Ground Slam Marauder
Why do you need the vitality node? Explain it to me, and also how much I be able to get more mana as others have questioned. My aura currently takes up a bit, and I can attack at least 5 times but I would want more room there.
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Versatility is a very weird choice for when you have Resolute Technique. So you can cross that.
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Yeah, versatility, that's what I meant. Also, how about Savant the node that adds +30 intelligence? On top of that, should I go deeper after resolute technique for the other mace damage nodes? Also, how about the damage/armor nodes nearing the unwavering stance? Also(so many alsos), how can I obtain more mana or reduce the amount I use?
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100K views! :D
Also removed spell totem for decoy totem! Last edited by Struyk on Feb 4, 2013, 7:29:58 AM
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Those are taken for the extra Int, so you have a few points less to worry about on your gear.
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I'll get versatality for the dex and such because my gear doesn't have that right now, and when I do I'll remove it, so yeah.
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hello im lvl 64 and run with pretty similar build, so i wanted to leave some feedback.
first things first, i bought this nice thing: and it helps a lot) second thing, survivability: you absolutely need your resistances capped. dont think about your armor rating, endurance charges, determination and some basic armor rating on gear will protect you from phys damage. but 80\80\80 resistances is a musthave (i have 7 end charges to bring me up to capped resistances, so i have to be super careful running around with end cry until i get em :D ) when you are on capped resistances with endurance charges flyin around you only thing to worry about is chaos dmg, nothing else kills you (except maybe blue dogs from docks). about auras - you only need determination for armor, rest are optional. i usually run with det+anger or det+vit. about sustainability - warlord mark. its only thing you need, really. +charges, infinite mana, infinite health, infinite flasks. one thing can go wrong with mark - curse immune mobs. i suggest to have blood magic gem in invenory and put it on slam if you meet those. atm i clear maps with my cold witch bro, doing pretty good. my gear and lvl are still low but i already have 3500 dps ground slam, so things die fast). nice thing about this build (well with most builds) is that while you gear gets better you are taking points from +def +resistance nods and taking +dmg nodes instead. in perfect world i hope to get all res to 60% so i can take all passives from end charges and still have cap res =) hope this post helps anyone) edit: almost forgot, immortal call is your bff. 4 sec of immunity helps to save your ass=) Last edited by logaintf on Feb 5, 2013, 12:42:21 AM
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Does increased radius of area skill affect ground slam?
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" yes, thats the point of this hammer. in future i hope to make it 6L, so it actually will be like 7L hammer with GS+phys+fire+ele+leech+fasterattacks+aoe(with support gem area of effect lvl15 already in it, freeing 1 slot for something better). | |
Doesn't 0.85 aps mean no stunlocking champions?
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