[0.11.0] Eldritch Battery/Armour Crit Dagger Shadow (Based off the CI Crit Dagger Shadow concept)


just looted from docks... will it get me through maps / end game or should i strive for better chest
I been using high physical with high good elemental damage due to elemetal node i chose in skill tree. I might be doing it wrong who knows.
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Mindlapse wrote:
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montgola wrote:

just looted from docks... will it get me through maps / end game or should i strive for better chest


you should try to upgrade to a nice Astral Plate like Invalesco says, because Astral Plate has implicit resist all % stat I believe, so a good Astral Plate will be a lot better than that one, and be able to free up requirements for resists on your other gear

you should trade for a quality lightning strike so that it has chance to pierce

I have a 12% one and it gives 36% chance to pierce which is amazing

question: what kind of stats should I be looking for on dagger? I'm level 55 and farming Docks

should I prioritize physical damage or elemental damage on the dagger? I'm guessing physical since mana/life leech only takes into account physical, and lightning strike already cuts your physical in half
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VortexD wrote:
Sorry but whats the WED support gem linked to your LS?


Weapon Elemental Damage
Default: Nagarashi
HC: MrsNagarashi or Nagarashi_JrJr
why do you use add fire dmg if you use arcing blows?
Just found this bad boy in shrines so far so good,really happy with the build invalesco,im currently after body Armour
/pref ably astral plate as you stated,where can i find this item? cheers
Im a bit curious, there's 3 %hp nodes right at the start on the right hand side. Why are they not picked up because the ethos of this build seems to be max hp ?

Additionally im curious about late game choices.

Specifically this area. You have opted for 2 x 15% crit damage reduction but instead you could have 10% + 15% armour bonus which is probably around 2.5k additional armour by changing it a little as per image 2.

Whats your thoughts on this ? im only level 28 and have no other characters so forgive me if im misguided :)

Change from:





To:




In other news, im loving this build. Double strike is 305dps, Lightning strike is 245 tooltip dps. Draws 24 mana, using 2 health and 3 mana pots i've never once run outta mana yet. Trick is to drink a mana pot instantly when you press the first LS. Just completed Act 2 without any issues at all. I picked up 12% attack speed increased while dual wielding (i might drop later) and the 3 hp nodes mentioned earlier. Gear is as follows if anyone is interested:

Spoiler

Last edited by Adamkm#0806 on Jan 31, 2013, 11:25:35 AM
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Adamkm wrote:
Im a bit curious, there's 3 %hp nodes right at the start on the right hand side. Why are they not picked up because the ethos of this build seems to be max hp ?



edit, oh wait i see,they were never picked up lol
Last edited by FluXX#4120 on Jan 31, 2013, 10:38:38 AM
I'm assuming it is because those are 3 8% nodes while you're already using the max of 111 points in the full build, every triplet of HP nodes picked up gives more than those 8%.

If you look at the ones near the Marauder starting spot, the last one gives 13%, the ones a bit before that (the 3 in the cluster on the path to marauder) are also 8%/8%/12%. It's about maximum efficiency. You can take those 3 8% nodes but you'd have to sacrifice 3 other nodse for it.
Default: Nagarashi
HC: MrsNagarashi or Nagarashi_JrJr
Seems to be a lot of players with really poor weapons, especially in the 30-40 range. Your running outta mana too fast guys because your DPS is too low.

Also if youre finding youre running outta mana in the mid game (before picking up dagger offensive stats) switch to a slower weapon.

A 1 handed 50-100 damage axe swinging once every 1 second averages 75 dps.

A 25-50 dagger stabbing twice every second also averages 75 dps.

Problem is you have to stab twice to get the same dps, if your ability costs 24 mana then its only 24 mana to deal 75 dps with the axe but its 48 mana to deal 75dps with the dagger.

Of course, other things need taking into account. You wont get as much life per hit with that slow axe.

So if possible go for the slower weapons while mana is an issue.

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Nagarashi wrote:
I'm assuming it is because those are 3 8% nodes while you're already using the max of 111 points in the full build, every triplet of HP nodes picked up gives more than those 8%.

If you look at the ones near the Marauder starting spot, the last one gives 13%, the ones a bit before that (the 3 in the cluster on the path to marauder) are also 8%/8%/12%. It's about maximum efficiency. You can take those 3 8% nodes but you'd have to sacrifice 3 other nodse for it.


Yeah of course when your maxxed out at 111 it makes sense, but earlier on when survivability is still an issue they can be grabbed with very minimal respec required because they're not branched off to anything :)

All personal preference though, I think he did say pick more HP notes if your survivability is low, i guess he meant those ones :)

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