Iggy's Spectral Throw Build! Combines the best of ALL worlds. [SC/HC]

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MediumD wrote:
I'm level 45 with a 93% chance to hit, without RT. Is RT really worth the trouble in this build?

I just tried out hatred. It added about 250 dps. Totally worth it. I'll have to spec for auras now.


RT could prove to not be useful, but level 45 =/= end game. I know with Lightning Arrow you had a >90% chance to hit ~lvl 50, and then all of a sudden it was ~75% at lvl 70. Your chance to hit does fall off rapidly as you progress without more accuracy nodes. I'll have to see how I am late game.
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Denho486 wrote:
Hum alright but in your first post with the finished build at 90 you havent taken those mana nodes nor dex nodes on the right side nor those 3 points leading up to shaper.
I am level 10 now and started by going down as you said now i can start taking those first life nodes, but i wonder should i go for the faster attack nodes first :) ?



Sorry for the confusion. This is Iggy's thread, I posted an alternate build (Page 7). You asked how I would start, so I answered.

Iggy may have gear. I don't. Iggy doesn't plan on using auras. I do. Also, Iggy is planning on using Mind Over Matter. I'm not. It's not feasible with auras.

For what its worth, my first 23 Scion levels, I did exactly what I posted. It worked great. I had mana sustain, dps, met gem requirements. Level 24+ I will have to get back to you. I have been banking skill points thinking on what I want to spec into after Resolute Technique.

Again, sorry for the confusion. When I post again I will probably start my own thread so as to not muck up Iggy's.
A mod of your build could be dont take RT, and use only staves getting "Blunt Trauma" ("knocks back enemies if you get critical strike with a staff")

*You can find it next to Avatar of fire > templar side
What points do you suggest I drop for extra HP on HC?
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Phoenix512 wrote:
Have you considered making this modification?



It saves a point or two on traveling between nodes and you end up with more health and a bit of bonus mana overall but you lose the ability to rush the templar tree in addition to 1-2 nodes of strength+10. (not really a huge issue imo)


I like this modification, it allows you to spec into mind over matter or blood magic if you want to test it out later without wasting many respec points and at the same time is slightly more optomized, you just cant rush to resolute as suggested by OP but id rather head to iron grip first personally.
Id still pick up blood drinker and lava lash down the bottom right at some point most likely tho.

Ill also be using double strike as my single target to start with but i may swap it out for something else later (replacing the bear traps which i assume was Op's single target of choice?)
I'm kind of a newb, what sort of gear should i be going for with this build? evasion? energy shield? are there some key stats to look for? any other supplemental abilities to help level?
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Fleshpeeler wrote:
I'm kind of a newb, what sort of gear should i be going for with this build? evasion? energy shield? are there some key stats to look for? any other supplemental abilities to help level?


That's why you shouldn't just click the passive tree from someone else if you are new. Read the stuff and think and learn the machanics. Check the node "Iron Reflexes" and then check if you get some buffs to ES from this build or do you get buffs to Armour/Evasion? Should be pretty obvious then :)
You think duel wielding for ST will be worthless since it seems to alternate hands when throwing? I was thinking if doing a crit ST build with daggers , but I don't know if it'll hold up late game. I was wondering with the duel weild block if that'll be nice for extra survivability.
I had a st mace build on standard before going onto domination using that quecholli mace was kinda cool things exploding all over the place lol
So about that Cast when damage taken combo iam atm wearing the gem with Enduring/immortal but im failing to see the greater use behind this currently with all gems at lvl 1 it takes 440dmg to trigger the support i.e. giving you imunity for like half a second...

Does the imunity lvl up when i lvl the immortal call gem? Otherwise i dont see any use behind having those 2 gems get autocasted cause you never get more then 1 endurance charge before immortal call triggers.

And should i lvl up the cast on damage taken gem?
Last edited by DrStaynes#1713 on Oct 26, 2013, 7:11:40 AM
Not sure if this has been asked already but is taking "Mind Over Matter" worth it?
I mean i haven't gotten to late-late game but it looks like you would have massive mana problems if you used it?
Or can clarity and mana regen passives outregen the mana loss you will have from taking dmg?

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