[1.1.5] Terror's "ArcBlade" 80k+ DPS Barrage CoC/EK/Arc 99% Res Scion

Guide Complete! More Videos to Come! (need to set up a YouTube!)



Overview
>>>

Hello! Thanks for peeking at my latest build. I put this up here mainly for my stream to have something to link to when people ask, but I suppose its good for anyone! Let's check out some Pros and Cons:

Overall:
Pros:
- Above-Average/Fast Clear Speed
- Able to Facetank Most Areas/Bosses
- Relatively Cheap; ~5 ex (other than the Shavronne's)
- Less Graphically Intense Compared to Other CoC
- Strong/Balanced Single and Group DPS
- Christmas Tree Effect
- "That looks fun as hell." / Generally Fun Build to Play
- Potential to be Built on for a Long Time
- Great Team Support via Auras
- Can get over 400 IIQ and still farm 66's, Dom, and Piety
- Can get over 200 IIQ and farm most other areas
- Versatile Main Sockets; Can Switch to ST/CoC and Adapt to Reflect Maps
- Can Kill (Facetank) Regular Atziri with Average Gear

Cons:
- Requires 5+ Sockets
- Not Paper, but Still Requires Attention (Flasks, Especially Granite)
- Minor Weakness to Physical Damage/Reflect
- Occasional Streaky Non-Crits Are Annoying

The build is a strong mix between Offense, with balanced damage between Single and AoE and multiple damage types, and Defense, with 99% resist all and periodic immunity to physical. It doesn't have as much DPS as Ele Split Arrow, and it's not as tanky as Righteous Fire, but it's stats are found somewhere between. It still easily maintains faster-than-6-minute clear times for most maps and can facetank a large portion of PoE's content.


Map Mods:
Strong Against:
- -Max Res
- Temporal Chains
- Elemental Weakness
- Extra Damage as Element
- Elemental Equilibrium
- Fracture
- Two Bosses (Elemental Damage Type)

Weak To:
- Physical Reflect
- Vulnerability
- Two Bosses (Physical/Chaos Damage Types)

Do Not Attempt:
- Physical Reflect + Vulnerability
- Blood Magic
- No Regen

This build is strong vs. most map mods. Explanations for weaknesses below.
- Two Bosses:
Only "problematic" when the bosses deal large chunks of Physical or Chaos Damage. Just don't get hit by both at once and you'll be fine. Most can be blasted down quickly or frozen.

- Vulnerability + Physical Reflect:
You'll survive the reflection, but lose to attrition. Reflect cuts into your net health leech and Vulnerability makes you degen faster from Blood Rage. If you must do it, turn off Blood Rage; fewer procs over time and no degeneration means more effective leech. You'll also be able to recharge ES. The map mod combination is the only problem; only caution needs to be used when fighting a Vulnerability + Phys Reflect or Phys Reflect + Phys Reflect Monster.

- No Regen:
Only average difficulty, but requires a gear swap (Mana Flasks or Thieve's Torment) and is generally so annoying I skip it.


Map Bosses:
Easiest:
- Any Elemental Based Boss
This build can facetank Dual Shock and Horror Beams, Dual Megaera, and basically anything else elemental.

Most Difficult:
- The Reaver (Perpetus) on Ghetto Map (lvl:68)
Usually dies to fast, becomes frozen, or misses skills but on here because he can possibly kill you if the right [rare] string of events happen. I've personally never had issue and always killed him on accident.

- The Fallen Queen (Alal the Terrifying)/The Hollow Lady (Kali the Crazed)/The Broken Prince (Orcus the Reaver) on Museum Map (lvl:68)
Only a problem is you can be stunned, as these three are quite good at stunlocking. Trivial if you just dodge Kali (tentacle machine gun.)

- Excellis Aurafix (Caliga, Imperatrix) on Villa Map (lvl:70)
Can be a problem if you get pinned down. Keep moving in a circle around her as you attack and try to maintain Granite Flasks if possible. Most important to dodge the Bear Traps. Keep in mind, that as you rotate, you'll be killing the traps opposite of you. May have to let ES regen away from combat, but rarely once you get the hang of the fight.

- Carnage (Kole) on Colonnade Map (lvl:71)
Single is easy, as he can be frozen and/or facetanked. Only a [small] concern when fighting two with monster damage and speed map mods.

- Sallazzang (Paradisae Venenum) on Labyrinth Map (lvl:72)
This build can actually kill him when he's standing on a mound of corpses, but it's easier to lead him off to the side. Potentially dangerous on a double boss map if they start joint attacking.

- The High Templar (Dominus) on Residence Map (lvl:74)
Fist of God and minion explosions are the most dangerous parts. Dodge those and you'll be fine.

- Arbiter of Knowledge (Trinian, Intellectus Prime) on Academy Map (lvl:76)
This boss will wreck you if you sit still. Keep moving in a circle around him while dodging tornados. I keep a TP up nearby just in case.

- God's Chosen / The Hallowed Husk (Dominus) on Palace Map (lvl:78)
EZPZ. Can face tank everything but Fist of God. Just keep Flasks up.

Impossible:
- None. Kick ass.

This build handles most bosses with ease, even the "difficult" ones listed above. There are very few bosses that can actually contend, especially after you've broken 5k ES. Note that some bosses actually become more difficult as your party gets larger since, when solo, a large majority of the bosses can be DPSed down before they become threatening.


Monster Mods:
Strong Against:
- All Base Monster Mods Excluding Physical Reflect
Nemesis Mods:
- Aura: Other Allies Cannot Die
- Ancestral Power
- Blessing of Elements
- All "Bringer" Mods and Chronophage
- Fractured
- Hexfont
- Soul Conduit
- Storm Herald
- All Volatile Monsters

Weak To:
- Physical Reflect (Medium Threat)
Nemesis Mods:
- Corrupting Blood (VERY Threatening)
- Nullifier (Speed Bump)
- Proximity Shield (Speed Bump)
- Shroud Walker (Speed Bump, Low Threat)

Do Not Attempt:
- None. Kick ass.

How to counter weaknesses:
- Physical Reflect:
ALWAYS use your Granite Flask. Hitting fewer monsters at a time and spacing out your attacks also works. An advanced trick is to stand in the middle of the group while attacking the Rare Physical Reflect Monster on the outside; when Immortal Call procs from CWDT, you'll gain increased duration from the extra endurance charges.

- Corrupting Blood:
Just don't burn the last of your Staunching Flask. Typically, you can outleech CB damage, so just keep attacking until they die. I have only ever had to portal once mid-fight, and the zombie had apparently been eating his wheaties.

- Nullifier:
Not that it's a huge problem, but don't let these guys hit you. Not really a threat, just a speed bump you can easily avoid.

- Proximity Shield:
If they are melee, they'll run to you. If they are ranged, their melee support will run to you. This problem pretty much solves itself.

- Shroud Walker:
Use your speed to kite out of the smoke every time they teleport. Have only ever had to re-engage once (ran off to heal on other mobs.) More of a speed bump, but can be an issue depending on the monster type.


Gameplay Videos
>>>

Very First Atziri Attempt, Little Knowledge of Fights, Unprepared
3:45 Vaal, 7:45 Trio, 23:53 Atziri
*I apologize for low quality. Has since been fixed!*

***Youtube Coming Soon (sorry for Twitch VoDs!)***


Gear
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Current Gear
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______________________________________________________________________

Helm
Alphas Howl (Mandatory)
- Corruption: Chaos Res +%, White Sockets
- RRGB: Reduced Mana / Purity of Fire (lvl 21)/ Purity of Lightning (lvl 21)/ Purity of Ice (lvl 21)
The gem setup in this item is mandatory for achieving +2 additional Max Resists.

Armor
Shavronne's Wrappings (Mandatory)
- Corruption: +1 Max Res, +1 Lvl of Gems, No Corruption
- RGGGBB: Barrage / Life Leech / Cast on Crit / Ethereal Knives / Arc / Power Charge on Crit
Shavronne's is mandatory to negate chaos damage and transfer Blood Rage degen to your Energy Shield.

Gloves
Maligaro's Virtuosity, Atziri's Acuity, Rare
- Corruption: Vuln on Hit, Ele Weakness on Hit, +1 Lvl of Gems, Chaos Res +%, White Sockets
- RRGG: Reduced Mana / Blood Magic / Hatred / Grace or Haste
Maligaro's will give you more damage, Atziri's Acuity will give you a faster leech, and a Rare will give you more Energy Shield and Defense.

Rare Modifier Priority:
Base: Sorcerer Gloves
Prefix: ES +#, ES +%, ES/Stun Recov +%
Suffix: Acc +#, Atk Spd +%, Int +# / As Needed: Dex +#, Chaos Res +%, Other Res +%

Boots
Rare, Rainbow Strides
- Corruption: Max Frenzy +1, Move Speed +%, Chaos Res +%, White Sockets
- BRRR: Cast When Damage Taken / Enfeeble / Enduring Cry / Immortal Call
This gem setup is recommended when using Eye of Chayula or a Rare.
- BRRR: Cast When Damage Taken / Discharge / Increased Duration / Immortal Call
This gem setup is only when using Voll's Devotion.
Note, that for either of these setups, Immortal Call must come after Enduring Cry/Discharge in the link order, starting from top left. Cast When Damage Taken must be used over Cast When Stunned, otherwise you will take much more damage from Physical Reflect.

Rare Modifier Priority:
Base: Sorcerer Boots
Prefix: ES +#, ES +%, ES/Stun Recov +%, Move Speed +%
Suffix: Int +# / As Needed: Dex +#, Chaos Res +%, Other Res +%

Belt
Rare, Doryani's Invitation (Phys)
- Corruption: No Corruption, Max Endurance +1, Chaos Res +%
Rare belts will give you more Defenses through ES, Armor, and Chaos Res. Doryani's will give you more offensive power.

Rare Modifier Priority:
Implicit/Base: ES +#, Physical Dmg +% / As Needed: Str +#
Prefix: ES +#, Armor +#, Flask Recov +%
Suffix: As Needed: Str +#, Chaos Res +%, Other Res +%, Flask Duration +%, Charges Used +%, Charges Gained +%

Weapon
Rare Wand
- Corruption: No Corruption, Culling Strike, White Socket
- GGG: Blood Rage, Enhance, Arctic Armor
This wand can function entirely with just Attack Speed and Crit Chance modifiers. Everything else is icing. The gem coloring is interchangeable with shield, but should be in whichever has a +1 to Gem Lvl, if available.

Rare Modifier Priority:
Base: Imbued Wand, Opal Wand
Prefix: Spell Dmg +%, Spell Dmg/Mana +%/#, Gem Lvl +1, Base Max Mana +#
Suffix: Crit Chance (local) +%, Atk Spd +%, Accuracy +#, Proj Speed +%, Mana Regen +%

Shield
Rare Spirit Shield
- Corruption: No Corruption, Gem Lvl +1, Phys Dmg Taken -#, Grants Lvl 16 Grace, Grants Lvl 16 Determination, Chaos Res +%, White Socket
- RBB: Reduced Mana, Clarity, Discipline
Corruption depends on the implicit on the shield; it may be better to keep the +10% Spell Damage, but would for sure be good to roll it on an implicit-less Titanium Shield. The gem coloring is interchangeable with wand, but should leave the +1 to Gem Lvl for the Blood Rage/Enhance/AA combo.

Rare Modifier Priority:
Base: Titanium Spirit Shield, Harmonic Spirit Shield, Vaal Spirit Shield
Prefix: ES +#, ES +%, ES/Stun Recov +%/#, Spell Dmg +%
Suffix: Int +#, Mana Regen +%, Spell Crit Chance +% / As Needed: Chaos Res +%, Other Res +%

Amulet
Eye of Chayula, Rare, Voll's Devotion
- Corruption: No Corruption, +1 Add Curse, +1 Max Res, Atk Spd +%, Max Frenzy +1, Move Speed +%, Phys Dmg Taken -#, Chaos Res +%
Corruption on this item is dependent on need. No Corruption obviously if you need the raw +Stats. Add Curse is only good if you have the Curse on Hit Corruption on Gloves. +1 Max Res is dependent on your Armor's Corruption.
Eye of Chayula is the most reliable. Rare will give the most damage and defense overall. Voll's Devotion should be used with Discharge in the boots and gives the best protection from physical, but you must keep attacking.

Rare Modifier Priority:
Base: Based on Need
Prefix: ES +#, Max ES +%, Spell Dmg +%, Evasion +%, Armor +%, Mana +#
Suffix: Accuracy +#, Crit Chance +%, Crit Mult +%, Int +#, Mana Regen +% / As Needed: Stats +#, Chaos Res +%, Other Res +%

Rings
Rare
- Corruption: No Corruption
- G: Vaal Haste
Vaal Haste is optional and can make bosses die faster when farming. Rings are best to fill in needed stats for gems.

Rare Modifier Priority:
Base: Crit Chance, ES, Socket / As Needed: Resists, Chaos Resist
Prefix: ES +#, Mana +#, Evasion +#
Suffix: Accuracy +#, Mana Regen +%, Atk Spd +%, Int +# / As Needed: Stats +#, Chaos Res +%, Other Res +%

Flasks
Magical
1. Ruby Flask
2. Topaz Flask
3. Saphire Flask

Modifier Priority:
Prefix: Surgeon's (Recharge on Crit)
Suffix: 1x Staunching (Remove Bleed), 1x Warding (Curse Immunity), 1x Reflexes (+% Evasion)

4. Surgeon's (Recharge on Crit) Granite Flask of Iron Skin (+% Armor) (Mandatory)
5. Surgeon's (Recharge on Crit) Quicksilver Flask of Adrenaline (+% Move Speed)

Flasks should be used in 3 groups:
All Resist Flasks: When Unsafe
Granite Flask: Mandatory Against Physical Reflect, When Unsafe
Quicksilver Flask: When Moving

- Amethyst Flask
- Jade Flask
These may be used at a player's discretion.


Passives
>>>

Bandits:
Normal: Kill All (+1)
Cruel: Kill All (+1)
Merciless: Help Alira (+1 Power Charge)

Benchmark (lvl 76+ (depending on stat needs): Here

Goal (lvl 90): Here

"Perfect" Tree v1 (lvl 100): Here
Sacrifices ES Max in favor of Armor and opening up the Amulet slot. Also needs less +stats on Gear.

"Perfect" Tree v2 (lvl 100): Here
Relies massively on Granite Flask, but has larger ES Max and Damage. Needs more +stats on gear.

Life Based (lvl 90): Coming Soon


Gems and Links
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Some of this info is discussed [in short] in the gear section. This section is to elaborate on Gem and Link options.

6 Link x1:
GGGBBR: Barrage / Cast on Crit / Ethereal Knives / Power Charge on Crit / Arc / Life Leech
These are your primary link, skills, and socket coloring. This setup has the greatest overall performance of any other choice. EK is the primary source of damage for both single targets and groups. Arc is great for taking out stragglers outside of EK's cone/range, and provides shock for increased damage vs. single targets.

Same Color Alternatives:
- EK --> Additional Accuracy / Faster Attacks
Great for when you think Physical Reflect will be too much. It's slower, but it'll get the job done. One of the more useful switches. Keep in mind, switching out a spell will cause [Surgeon's] Flasks to charge slower.

- Arc --> Ball Lightning / Crit Mult / Crit Chance / Vulnerability / Crit Weakness
All of these options perform less effectively than Arc. Ball Lightning (as fun as it is visually) overkills groups, doesn't have the straggler killing potential, and has trouble shocking stronger monsters. It does provide more consistent leech though. Crit Enhancements increase damage substantially (especially Crit Mult), but make Physical Reflect quite dangerous, as do the curses. Even so, Crit Chance / Crit Mult can be useful on Ele Reflect / -Max Res maps, just use a bit more caution (keep group sizes a bit smaller.) Keep in mind, switching out a spell will cause [Surgeon's] Flasks to charge slower.
Different Color Alternatives:
- EK --> Empower / Added Lightning / Light Pen / Ball Lightning (& Other Spells) / Crit Mult / Crit Chance
None of these options really beat EK. Empower, Added Lightning, and Light Pen don't make up for the loss of EK. Switching to a different spell, like Ball Lightning, allows you drop Hatred to run Haste and Grace together, so you'll be tankier, but you'll lose some damage. Crit Mult and Crit Chance just aren't worth it.

- Arc --> Empower / Chain / Added Fire / Cold Penetration / Pierce / Faster Projectiles / Blind
Some of these options provide some interesting results. The first two, however, are the only options I would even remotely consider. Empower adds a decent bit of damage through EK and Hatred; I'd say it's only worth it if you have a corrupt +1 Empower or +1 Gems corrupted armor. Chain will allow you to absolutely destroy groups of monsters, but cuts single target DPS straight in half. Added Fire adds less damage than Arc, both via direct damage and through the lack of shock stacks. Cold Pen allows you to freeze more things for longer. Pierce increases group killing potential without killing single target DPS (you still don't have Arc, so it's a net loss in damage.) Faster Projectiles and Blind are last resorts, but can be sort of fun!
Spectral Throw Variant:

GGGBBR: Spectral Throw / Greater (or Lesser) Multiple Projectiles / Cast on Crit/ Fireball / Arctic Breath / Life Leech + Romira's Banquet
This is a fun alternative if you have a spare crit dagger laying around (and a Romira's!) You'll also need a decent comp; this version is more graphically taxing. Just fire into groups and laugh like a maniac. Make sure you are point blank to special monsters and bosses for maximum damage.



4 Link x3:
GBRR: Purity of Ice / Purity of Lightning / Purity of Fire / Reduced Mana
This set is mandatory and must be run in Alpha's Howl to get to +3 Gem Levels for the 2 additional Max Res increase. The gems must also be corrupted to lvl 21.

GGRR: Hatred / Haste (or Grace) / Blood Magic / Reduced Mana
This set enables your low-life benefits. You may use Haste or Grace depending on your current needs, but Hatred should stay. These are best run in your gloves since you will likely be using Maligaro's Virtuosity and the coloring will be easy to achieve.

RRRB: Cast when Damage Taken / Enduring Cry / Immortal Call / Enfeeble
This is your defensive set and is, more or less, mandatory to stop large amounts of reflect damage (or physical damage in general.) Starting from the top left link and moving along the links, Immortal Call MUST come after Enduring Cry, or it will not work correctly.

Extended Immortal Call Variant:

BRRR: Discharge / Cast When Damage Taken / Increased Duration / Immortal Call + Voll's Devotion
This set will give you a 5 second or greater duration for Immortal Call. It requires the Voll's Devotion amulet, so you'll be susceptible to stun, but be immune to most damage when under fire (if you are using your flasks!) Starting from the top left link and moving along the links, Discharge MUST come before Immortal Call or it will not work correctly. This is because the Power Charges from your Power Charge on Crit Gem (in your 6 link) will be converted to Endurance Charges via Discharge and Voll's Devotion, then consumed by Immortal Call.
Power Charge Generation Variant:

GBBB: Greater Multiple Projectiles / Ice Spear / Faster Casting / Power Charge on Crit
This is your typical Power Charge Generation 4 link. Do not use Echo, as Echo will still only result in a single Power Charge per use of the skill, not cast. Use these links to maintain charges and you can open up a gem slot in your 6 link. Massively increases DPS vs Bosses and single targets via the extra slot, but slows down clear speed since you have to cast this spell to generate your power charges. You also lose your Phys Immunity safety net.



3 Link x2:
GGG: Blood Rage / Arctic Armor / Enhance
This setup gives you some Reflect mitigation as well as your massive attack speed boost from Low-Life. This setup is best used in your Wand, but only when you have +1 Gem Lvl. Otherwise, it doesn't matter which hand is holding these.

Portal Variant:

GGX: Blood Rage / Arctic Armor / Portal
Now you have free portal usage. Nothing too crazy here.
Blood Variant:

GGR: Blood Rage / Enhance / Blood Magic
Blood Magic MUST be quality 20. This will give you additional attack speed based on the quality bonus of Blood Rage, which varies depending on your Enhance Gem. You lose some slight defensive capabilities and movespeed from Arctic Armor

BBR: Discipline / Clarity / Reduced Mana
Simple aura reservation slot.

Purity Variant:

BBR: Discipline / Purity of Elements / Reduced Mana
For when you need even more resists (my case was Dual Andvarius when farming.) May cut into your ability to run Arctic Armor or attack indefinitely.



1 Link x1:
X: Vaal Haste or Vaal Discipline
Ring slot. Haste is great for boss killing. I haven't ever needed Disc, but I know some people like it. This slot can run any utility you need, such as Vaal Detonate Dead for Coward's Trial, Discharge to manually convert Power Charges with Voll's, or anything else.


Stat Screenies
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Offense
_______________________________________________________________


Defense
_______________________________________________________________



Leveling Guide
>>>

Unfortunately, because this is an Energy Shield build, there is no set method of leveling. It all depends on your gear. I actually ran half ES, half life for a long period (had Ghost Reaver and I pot'ed off any damage that got past the ES.) You may use any current "fotm" leveling techniques, such as Searing Bond or Facebreaker/Meginord's, but the way I leveled was actually using Anger, Wrath, and Spectral Throw with a decent Phys/Crit Dagger.

When considering the Passive Tree, typically, you'll acquire the right side first, then move across the middle (using the ES nodes) and continuing that way. I was initially Dagger based, so I had Dagger nodes to level with. Rather you choose to level with a few life nodes or not is up to you. Remember, you get 18 free respec points!


DPS Math
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This formula only approximates Cast on Crit damage, as there are many factors in deciding overall damage.

Accuracy * Accuracy * ChanceToCrit * ChanceToCastOnCrit * HitsPerSecond * (((Spell1TotalCombinedDmgAvg * (1 - Spell1CritChance) + (Spell1TotalCombinedDmgAvg * SpellCritChance * CritMult))) + ((Spell2TotalCombinedDmgAvg * (1 - Spell2CritChance) + (Spell2TotalCombinedDmgAvg * Spell2CritChance * CritMult))) + ((Spell3TotalCombinedDmgAvg * (1 - Spell3CritChance)+(Spell3TotalCombinedDmgAvg * Spell3CritChance * CritMult))))

Looks like a lot, right? It's basically this:
All % Modifiers to Calculate Actual Chance to Cast * Opportunities to Cast Every Second * (The Average Damage of a Spell with Crit Factored In + The Average Damage of a Spell with Crit Factored In + The Average Damage of a Spell with Crit Factored In)

A few things about this formula:
- HitsPerSecond varies depending on skill, e.g. Barrage is different From Split Arrow /w Chain which is different from Reave, etc. It's best to calculate vs a single target, because that's where your DPS numbers really shine (all groups get blown to pieces in most builds.)
- Accuracy is checked twice because you first check to hit, then you check to see if you can crit.
- This formula does not consider things like Resistances, Armor, Player Accuracy, Onslaught, etc.
- Don't forget your power charges / frenzy charges if they are always up.
- Don't forget other buffs such as Blood Rage and Auras.
- Make sure all stats are converted to the right decimal places/percentages; see the example below.
- All Spells are added together when calculated because they all have the same chance to proc. If you don't think this is correct, math it out separately and you'll see the same answer.

Example:
A character has (actual old stats):
79% Accuracy
83.3% Crit Chance
3.72 APS @ 4 Projectiles (Barrage)
2489 Spell Total Combined Damage (Ethereal Knives)
44.8% Spell Crit Chance (Ethereal Knives)
1233.5 Spell Total Combined Damage (Arc)
35.8% Spell Crit Chance (Arc)
269% Spell Crit Mult

The formula would be:
79% * 79% * 83.3% * 89% * 14.88 * (((2489 * (1 - 44.8%) + (2489 * 44.8% * 269%))) + ((1233.5 * (1 - 35.8%) + (1233.5 * 35.8% * 269%))))
6.885 * ((1374 + 3000) + (792 + 1188))
6.885 * (4374 + 1980)
6.885 * 6354
43747 = Estimated DPS

And of course, multiply it by 1.9 for the Shock stacks:
83119.3 DPS


But math sucks!
Yea, I know. That's why I made this:
Cast on Crit DPS Calc with Shock Stacks!
File --> Download As / Make a Copy
Last edited by Terrornoid on Aug 7, 2014, 11:57:00 PM
Reserved.
Guide Complete. Videos coming soon.
"
Relatively Cheap; ~5 ex (other than the Shavronne's)


No. That's not how cheap works.
Garrison - Closed beta Elemental Cleave DW Duelist
"
Karakkonor wrote:
"
Relatively Cheap; ~5 ex (other than the Shavronne's)


No. That's not how cheap works.


Hah. Fair 'nuff. I guess the point I'm trying to make is it doesn't require a mirrored dagger or CoE or Acuity to be effective. :P
Got a Shav's drop in the 1month and currently in process of making this build for when it rolls over to standard. Have watched your stream before and it looks like a fun build :) +1
Old Account Name = km0ney
"
Got a Shav's drop in the 1month and currently in process of making this build for when it rolls over to standard. Have watched your stream before and it looks like a fun build :) +1


We'll see if the build survives the 1.2 Patch first. :P
Hey quick question. In the Video gameplay on the twitch VoD, your hotkeys don't seem to have many skills on them, but when you enter the laboratory, you have a ton of auras on. How do you do that?
"
xxthiefmasta wrote:
Hey quick question. In the Video gameplay on the twitch VoD, your hotkeys don't seem to have many skills on them, but when you enter the laboratory, you have a ton of auras on. How do you do that?


You can cast an aura, then remove it from your skill bar and it will stay on.
Is using forbidden flask macro mandatory for this build?

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