[Official] Kripp Wand Templar

i have many critical builds. (i saw critical multiplier does a bit more damage than critical chance but he took critical chance than multiplier). you should get elemental damage or lightning damage. i would take survival skills or lightning or elemental damage than critical chance.
it seems he wants to take strong skills easily with only few skill points.
i understand why you made templar. it is because there are incredibly overpowered elemental damage skills you can get with few skill points.
But 170% critical chance + 20% critical strike multiplier are useless.
To make this build more stronger, don't spend any skill point on critical.
and spend them on lightning or elemental damage or cast speed (if you use melee, take attack speed) or some defense or shield skill.
i really don't think he tests his build's offense or defense in dps calculator and skill planner. i think he doesn't make much efforts to make a strong build. well i think he will get better gears than thinking of build.
but he wasted so many skill points in shadow tree. there are better survival skills in templar, marauder, witch tree.
You should take only arcing blows and power charge in shadow tree.
he spent so many skill points on Life and ES and converted ES to mana. (he spent most skills on life and ES. it will be really weak. but people say he is not weak. maybe it is because of the ultimate power of auras).
i guess he thinks skill tree is weaker than gears and aura gems.
but i think there are stronger build than this mana aura shock build. i guess he thinks auras will solve everything even if he spends skill points on wrong things.
many auras win all? will they limit auras?
Last edited by rsthrsdj#2909 on Feb 18, 2013, 1:38:37 PM
"
rsthrsdj wrote:
i have many critical builds. (i saw critical multiplier does a bit more damage than critical chance but he took critical chance than multiplier). you should get elemental damage or lightning damage. i would take survival skills or lightning or elemental damage than critical chance.
it seems he wants to take strong skills easily with only few skill points.
i understand why you made templar. it is because there are incredibly overpowered elemental damage skills you can get with few skill points.
But 170% critical chance + 20% critical strike multiplier are useless.
To make this build more stronger, don't spend any skill point on critical.
and spend them on lightning or elemental damage or cast speed (if you use melee, take attack speed) or some defense or shield skill.
i really don't think he tests his build's offense or defense in dps calculator and skill planner. i think he doesn't make much efforts to make a strong build. well i think he will get better gears than thinking of build.
but he wasted so many skill points in shadow tree. there are better survival skills in templar, marauder, witch tree.
You should take only arcing blows and power charge in shadow tree.
he spent so many skill points on Life and ES and converted ES to mana. (he spent most skills on life and ES. it will be really weak. but people say he is not weak. maybe it is because of the ultimate power of auras).
i guess he thinks skill tree is weaker than gears and aura gems.
but i think there are stronger build than this mana aura shock build. i guess he thinks auras will solve everything even if he spends skill points on wrong things.
many auras win all? will they limit auras?


critical wall of text
IgN: Dolpiff (8x Elem wander). Former CB ranger.
Pm me on forums or ig if I won an auction, or to claim an item of mine you won.
What do u guys think of these changes to kripps wand build. I was thinking along the lines to increas the survabilty with the build by sacrificing some damage, mana and making use of powerful blast.


Modfied build:






This is the changes made when u go with what i modifed:

Spoiler

+142 to Strength
+14 to Dexterity
+252 to Intelligence
+282 to maximum Mana
+325 to maximum Life
Evasion Rating: 140
+3 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
60% increased Mana Regeneration Rate
31% increased Elemental Damage
+30% to all Elemental Resistances
8% increased maximum Mana
6% increased Cast Speed
7% reduced Mana Cost of Skills
208% increased maximum Life
104% increased Armour
119% increased maximum Energy Shield
50% increased Elemental Damage with Weapons
1% of Life Regenerated per Second
8% increased Physical Damage with Wands
16% increased Accuracy Rating with Wands
Knocks Back enemies if you get a Critical Strike with a Wand
Converts all Energy Shield to Mana
15% increased Energy Shield Cooldown Recovery
30% increased Critical Strike Chance
60% increased Critical Strike Chance for Spells
+50.4% Energy Shield
+28.4% increased Melee Physical Damage
+28 Accuracy Rating
2.8% increased Evasion Rating





This is the stats gain from the pasive on the build kripp shows;

Spoiler

+142 to Strength
+64 to Dexterity
+232 to Intelligence
+292 to maximum Mana
+325 to maximum Life
Evasion Rating: 140
+3 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
120% increased Mana Regeneration Rate
31% increased Elemental Damage
+20% to all Elemental Resistances
28% increased maximum Mana
6% increased Cast Speed
7% reduced Mana Cost of Skills
188% increased maximum Life
12% increased Physical Damage with Two Handed Melee Weapons
10% increased Accuracy Rating
44% increased Armour
78% increased maximum Energy Shield
50% increased Elemental Damage with Weapons
1% of Life Regenerated per Second
24% increased Elemental Damage with Wands
6% increased Wand Damage per Power Charge
20% Chance to Shock the enemy on hit with Lightning Damage
45% increased Shock Duration on enemies
10% increased Energy Shield Cooldown Recovery
Converts all Energy Shield to Mana
+46.4% Energy Shield
+28.4% increased Melee Physical Damage
+128 Accuracy Rating
12.8% increased Evasion Rating




Do you guys think the lack in mana regeneration will be covered with the increase of mana gained from the es boost ?

Do guys think the increase in accuracy in the build can be overcome?

Also is this build increase in survivability worth the loss in damage, shock nods and mana?
Last edited by galtan#3689 on Feb 18, 2013, 1:58:15 PM
What level i should start to use wands roughly?
IGN - CrackTheWorld
"
yomaner wrote:
What level i should start to use wands roughly?

I would say 59 since you can get imbued wand there, or else level 56
IGN: Fizzfyr, vegasmashr, Piebringah
"
yomaner wrote:
What level i should start to use wands roughly?


Honestly, this depends on a lot of factors and differs from person to person, based on luck with drops and how comfortable you are with the game.

Kripp switched at around 46 in open beta.

I used wands from level 10, but it wasn't till around level 40 I became really strong (I got lucky and rolled an incredible wand for that level).

If I were to give you a number, I would say around level 40, but only if you have a decent wand.
Oh my god I forgot to help the Bandit in the Western Forest on Mercilles. Guess Ill make a new templar tomorrow.
"
galtan wrote:
What do u guys think of these changes to kripps wand build. I was thinking along the lines to increas the survabilty with the build by sacrificing some damage, mana and making use of powerful blast.


Modfied build:






This is the changes made when u go with what i modifed:

Spoiler

+142 to Strength
+14 to Dexterity
+252 to Intelligence
+282 to maximum Mana
+325 to maximum Life
Evasion Rating: 140
+3 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
60% increased Mana Regeneration Rate
31% increased Elemental Damage
+30% to all Elemental Resistances
8% increased maximum Mana
6% increased Cast Speed
7% reduced Mana Cost of Skills
208% increased maximum Life
104% increased Armour
119% increased maximum Energy Shield
50% increased Elemental Damage with Weapons
1% of Life Regenerated per Second
8% increased Physical Damage with Wands
16% increased Accuracy Rating with Wands
Knocks Back enemies if you get a Critical Strike with a Wand
Converts all Energy Shield to Mana
15% increased Energy Shield Cooldown Recovery
30% increased Critical Strike Chance
60% increased Critical Strike Chance for Spells
+50.4% Energy Shield
+28.4% increased Melee Physical Damage
+28 Accuracy Rating
2.8% increased Evasion Rating





This is the stats gain from the pasive on the build kripp shows;

Spoiler

+142 to Strength
+64 to Dexterity
+232 to Intelligence
+292 to maximum Mana
+325 to maximum Life
Evasion Rating: 140
+3 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
120% increased Mana Regeneration Rate
31% increased Elemental Damage
+20% to all Elemental Resistances
28% increased maximum Mana
6% increased Cast Speed
7% reduced Mana Cost of Skills
188% increased maximum Life
12% increased Physical Damage with Two Handed Melee Weapons
10% increased Accuracy Rating
44% increased Armour
78% increased maximum Energy Shield
50% increased Elemental Damage with Weapons
1% of Life Regenerated per Second
24% increased Elemental Damage with Wands
6% increased Wand Damage per Power Charge
20% Chance to Shock the enemy on hit with Lightning Damage
45% increased Shock Duration on enemies
10% increased Energy Shield Cooldown Recovery
Converts all Energy Shield to Mana
+46.4% Energy Shield
+28.4% increased Melee Physical Damage
+128 Accuracy Rating
12.8% increased Evasion Rating




Do you guys think the lack in mana regeneration will be covered with the increase of mana gained from the es boost ?

Do guys think the increase in accuracy in the build can be overcome?

Also is this build increase in survivability worth the loss in damage, shock nods and mana?


First of all: not taking Inner force is a huge loss of stats that auras give (both offensive and defensive, what will end up in survivability loss along with dps).
No static blows...what...?
Doomcast - absolutely wasted point, it's a wander, not a caster, also majority siphon builds are elemental, so physical wand damage nodes are a waste there aswell.
Powerful blast - completely useless, you oneshot most of the mobs anyway (also knockback actually would just make you some problems).
Not taking witch mana regen nodes might take you to the point when you won't have enough regen, especially in -50% regen maps (didn't think about it probably?).
Also, you aren't taking any powercharges, what is insane dps loss.
That's only few things I pointed out, not even taking this into deeper analysis.
And finally, you should compare endgame builds, not somewhat 77 point one, it's the same as compare car's speeds while they don't have wheels on.
Last edited by d3s0#1590 on Feb 18, 2013, 11:30:30 PM
"
Caimath wrote:
"
yomaner wrote:
What level i should start to use wands roughly?


Honestly, this depends on a lot of factors and differs from person to person, based on luck with drops and how comfortable you are with the game.

Kripp switched at around 46 in open beta.

I used wands from level 10, but it wasn't till around level 40 I became really strong (I got lucky and rolled an incredible wand for that level).

If I were to give you a number, I would say around level 40, but only if you have a decent wand.



uhm. Ok Thanks. Currently level 38. So i will be looking for a nc wand.
IGN - CrackTheWorld
"
Caimath wrote:
I think it would help a lot yes, added fire does very little for this build because we do very low physical damage. The only thing you would be missing out on, is Life Leech, which obviously helps a lot, but isn't absolutely necessary.


Oh ty for advices it really motivated me to try and I am happy now xD

So Yesterday I got a 5L Chest and added Chain, dps went down to 300 but I kill everything without prblem ... problem was only rare or unique bosses then, but I also got a helm and make the single target wich is kinda 4k dps so problem solved also ...

I still need more mana/energy shield and dex

I feel I need o get urgently a new glove, and more energy on angelic shield, before trying to change other gears, priority is glove first

Here is my gear atm

Spoiler

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