[Strongest Solo Variation: Projectile Madness Spectres] LMP/GMP Ice Spear 2x Totem 2x Curse 3x Traps
" I think i will choose the 1st option..it has better mana regen..more elemental damage..same spell damage..3% lesser cast speed and the projectile damage as you stated does not help trap plus the 41% elemental damage from option one is more then enough to make up for the loss in projectile damage. I will lose 85% crit chance and 80% crit multiplier for 8% more mana and -7% mana cost..44% ES and 20% resist all. Personally that is a lot of survivability to lose out for more crit chance |
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The crit chance is meh, the crit multiplier however is pretty huge, thanks to the super high crit chance of ice spear.
Still, I like the templar tree stuff myself. I view the build as a party support build so I'm not so much damage obsessed, I want to stay alive, freeze everything, and triple curse. Last edited by magicrectangle#3352 on Mar 10, 2013, 3:05:34 PM
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" How do you triple curse? IGN: RachelSuperCasual (Torment)
RachelShockerina (Rampage - retired) RachelElysia (Ambush - retired) LadyVinara (Nemesis - retired) |
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" So you give up a ring slot to use Doedres??? (Assuming you wouldnt drop Ullr for Windscream) And if you do what curse do you add other than elemental weakness and frostbite? |
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" I would think critical weakness, adds 10% crit chance (flat crit not %) and 70% crit damage @ Level 20 and if you have quality the multiplier is even better. Last edited by futureGadget#7861 on Mar 10, 2013, 9:59:41 PM
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Hi
I love 3 spectres variation build, soloing game like a boss :) Two transmutation shards from me. Just try instead of Flame Sentinels use Tentacle Miscreations from Lunaris Temple. When 3 of them strats shooting it looks like machine guns in action. Imo they are little glass cannons, but if you don't get them into center of fight they do job quicker than anything. Just try :) Rock is overpowered. Paper is fine. -Scissors
IGN: Chucks_Left_Foot Sklej_Pupe |
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" I use windscream. Like I said I view it as a party build, so I don't care about spectres. At level 81 this is what my build currently looks like. I should also note that in furtherance of it being a party build, I use elemental proliferation to freeze the heck out of everything, rather than a damage oriented support: " Generally speaking projectile weakness is stronger than critical weakness, but the knockback on critical weakness can bug guys into walls, so I'll choose critical weakness over projectile weakness on an indoor map. The knockback can also be annoying if you're fighting ranged monsters rather than melee. Melee monsters will advance on you against the knockback, making the knockback great. Ranged monsters however will get knocked out of range of the totems, forcing you to advance the totems. If your mana regen is good advancing the totems isn't that big of a deal though. " My curses depend on my party. I have leveled up every curse I can use, and have used almost all of them at some point. I'll give some examples: Myself and a lightning arrow ranger are doing "Dry woods" map, and there's a bunch of monkeys, undying (the quick kinds) and cinder elementals. I choose: 1) projectile weakness - damage for both of us, and knockback the fast guys, knockback interrupts cinder rolls, keeps the annoying little zone boss off us. 2) elemental weakness - damage for both of us. 3) temporal chains - slow down the fast guys. Myself, a LS/GS 2h marauder, an eth knives witch, and a freezing pulse witch are doing an indoor map (say tunnel). Enemies are alchemists, skeletons, and rocks. I choose: 1) Elemental weakness - damage for myself and the pulse witch, and some for the knives witch. 2) Vulnerability - damage for knives witch and marauder, more burn damage from my fire traps. 3) Enfeeble - I have 3x close range attackers, keeps them from being murdered. notes: despite 3x projectile users, can't use proj weakness because indoor map. Too many monsters will get knockback bugged into walls. Myself, a fireball witch, and a summon/fireball witch are running torture chamber (indoor map). Enemies are undying, monkeys, archer bandits. I choose: 1) Flammability - fire trap damage, fireball damage, minion instability damage. 2) Elemental weakness - all of our damage types (except trivial minion melee damage). 3) Critical weakness - damage for myself and fireball witch, doesn't hurt for summon/fireball either. notes: again, despite all projectile users, can't use proj weakness indoors thanks to buggy game. Same group from torture chamber does Colonnade (outdoor map). Enemies are blackguards, blood elementals, and ghost pirates. I choose: 1) Flammability - damage 2) Elemental weakness - damage 3) Projectile weakness - damage, and control the blackguard chargers and flicker pirates with knockback. notes: against the boss, to avoid knocking him into a wall, position totems (and selves) next to walls, knocking him away from them. Last edited by magicrectangle#3352 on Mar 11, 2013, 5:04:29 AM
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Has anyone tested this at map level 73+ if you can still freeze bosses?
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"Yes, and yes, with a caveat. Freezing bosses is easy if they're surrounded by guys, and you have elemental proliferation. Target the boss with bear traps or concentrated effect fire traps, so as to avoid killing off the trash too quickly, and elemental proliferation will keep the boss frozen solid. If there's no trash around, it doesn't work very well. If they do get frozen, which they usually don't (maybe if your damage is significantly better than mine they will), it isn't for long enough to keep them from doing things. If you want to control the boss it is much easier to just put projectile weakness on them and knock them back - so long as you are careful about knocking them into a wall. Last edited by magicrectangle#3352 on Mar 11, 2013, 1:14:05 PM
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" Thanks for the response. Hmm, Currently 81 and using dual totems in a party. It's awesome so far up to level 73. I have no used it on higher level maps. I'm just wondering if this build goes down from here on out just because of how weak it scales overall (damage is really subpar compared to other builds). My party usually consists of LA rangers (like any other party) and they usually just blow through mobs and I haven't even finished summoning the two totems. I feel like the build falls off later on...if anyone has high level experience with it though, would be nice to have an insight on how this build is working out at higher level maps |
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