[1.0.3] Vaine's Blood Magic & Critical Frenzy/LA Build

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vaiNe_ wrote:
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Those last three points I am thinking of using it on:

-Diamond Skin (12% resist)
-Crystal Skin (15% resist elemental status')
-Blood Drink (2% physical attack damage leeched as life)


Those last 3 points are reserved for bandit rewards, and I dare say 40 base hp, 18% phys damage and an extra frenzy charge beats the nodes you listed there. :)


Explain..I played a long time ago...don't remember what I choose. I am lvl 59 HC ranger and been trying to decide what to do since coming back.


Anyway I can tell?
I live in the +8 Standard Timezone
IGN: vaiNe_
Yeah but how do I tell what I choose months ago....lol
I live in the +8 Standard Timezone
Modified version of your build(theory)

Summary
Health
184% increased maximum Life
34 to maximum Life
30% Chance to Dodge Attacks. 50% less Armour and Energy Shield
1.5% of Life Regenerated per Second
Mitigation
42% increased Evasion Rating
40% increased Evasion Rating and Armour
4% increased Evasion Rating per Frenzy Charge
Damage
225% increased Critical Strike Chance
220% increased Critical Strike Chance with Bows
152% increased Physical Damage with Bows
70% increased Critical Strike Multiplier with Bows
60% increased Accuracy Rating
51% increased Projectile Damage
50% increased Critical Strike Multiplier
30% increased Lightning Damage with Weapons
28% increased Attack Speed
20% increased Projectile Speed
16% increased Attack Speed with Bows
10% increased Accuracy Rating with Bows
4% increased Movement Speed
Other
290 to Dexterity
160 to Strength
70 to Intelligence
30% less Mana Reserved
18% increased Frenzy Charge Duration
5% reduced Mana Reserved
3 Maximum Frenzy Charge
Blood Magic(Removes all mana. Spend Life instead of Mana for Skills)
Ondar's Guile(Doubles chance to Evade Projectile Attacks)
Iron Grip(The increase to Physical Damage from Strength applies to Projectile Attacks as well as Melee Attacks)
Acrobatics(30% Chance to Dodge Attacks. 50% less Armour and Energy Shield)

Diff from your build:
+12 to maximum Life
+20% increased Critical Strike Chance with Bows
+54% increased Physical Damage with Bows
-24% increased Projectile Damage
+10% increased Accuracy Rating with Bows
+10 to Dexterity
+20 to Strength
+10 to Intelligence
-18% increased Frenzy Charge Duration
-26% increased effect of Auras you Cast
Last edited by fenumed on Oct 25, 2013, 9:58:46 AM
Hi. I want to follow that build but there is something i dont understand: How is mind over matter working with bloodmagic?
It seems to me that after you took bloodmagic mind over matter becomes useless.
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XtremeFly wrote:
Hi. I want to follow that build but there is something i dont understand: How is mind over matter working with bloodmagic?
It seems to me that after you took bloodmagic mind over matter becomes useless.


I'm not using mind over matter. :)

"
fenumed wrote:
Modified version of your build(theory)

Summary
Health
184% increased maximum Life
34 to maximum Life
30% Chance to Dodge Attacks. 50% less Armour and Energy Shield
1.5% of Life Regenerated per Second
Mitigation
42% increased Evasion Rating
40% increased Evasion Rating and Armour
4% increased Evasion Rating per Frenzy Charge
Damage
225% increased Critical Strike Chance
220% increased Critical Strike Chance with Bows
152% increased Physical Damage with Bows
70% increased Critical Strike Multiplier with Bows
60% increased Accuracy Rating
51% increased Projectile Damage
50% increased Critical Strike Multiplier
30% increased Lightning Damage with Weapons
28% increased Attack Speed
20% increased Projectile Speed
16% increased Attack Speed with Bows
10% increased Accuracy Rating with Bows
4% increased Movement Speed
Other
290 to Dexterity
160 to Strength
70 to Intelligence
30% less Mana Reserved
18% increased Frenzy Charge Duration
5% reduced Mana Reserved
3 Maximum Frenzy Charge
Blood Magic(Removes all mana. Spend Life instead of Mana for Skills)
Ondar's Guile(Doubles chance to Evade Projectile Attacks)
Iron Grip(The increase to Physical Damage from Strength applies to Projectile Attacks as well as Melee Attacks)
Acrobatics(30% Chance to Dodge Attacks. 50% less Armour and Energy Shield)

Diff from your build:
+12 to maximum Life
+20% increased Critical Strike Chance with Bows
+54% increased Physical Damage with Bows
-24% increased Projectile Damage
+10% increased Accuracy Rating with Bows
+10 to Dexterity
+20 to Strength
+10 to Intelligence
-18% increased Frenzy Charge Duration
-26% increased effect of Auras you Cast


Interesting. Wonder which version would prove the best dps wise.
IGN: vaiNe_
Last edited by vaiNe_ on Oct 25, 2013, 11:15:12 AM
Okay I think I figured it out.

In Normal, I took the 40% HP, Cruel..the skill point.

Haven't done merc yet.

I remember the reason was cause my friend took the 18% phy D and his dps went up very little to the point it wasn't a boost to him..not much of one. May be different now.

So means I haven't done the third one yet.
I live in the +8 Standard Timezone
Hello guys, i'm lvl 37 and at the start of cruel, i had a feeling i was struggling hardly at the end of normal even with usual mobs, also had a feeling that RoA with added cold damage deals lots more aoe damage then LA+LMP. Using frenzy for single target tho seems ok. What am i doing wrong?) Also, are there any advice for gear at that lvl? Thanks a lot
ROA would deal more damage to fewer targets, but for big groups, LA+LMP beats it. :)
IGN: vaiNe_
i have a noob question

why take passiv bonus projectiles damages over physical damage with bow ?

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