[3.11] CoC Ball Lightning Assassin - 20M+ Shaper DPS/10k ES/fortify - League Starter Guide Included

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azamantes wrote:
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efun wrote:
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aDoreMe wrote:
Got the watchers eye now and it obviously helps tremendously (lvl 73 now and uberlab done).

Some priority list of which gearmods... aside from high ES... would be really appreciated. I guess a weapon with hits can't be evaded is by far the most important ting for this build?


It looks like you're on a budget. But getting 100% hit chance is a huge priority. You can search for one-handed melee weapons with "vagan's veiled" + "increased critical strike chance" for a cheap shot at a "hits can't be evaded" weapon. It isn't guaranteed, but much cheaper to buy a few for 5-10c each, than pay 3ex for the "hits can't be evaded" craft. You don't want to have to use that craft until you have a sceptre that's worth using it on!

Get a 6-link... looks like you are on a budget but a 6L non-corrupted vaal regalia is only 20c, and an ilvl 100 6-white socket is still only 50c (!!). Throw a few dense fossils at it and you'll be set.

Mark of the shaper ring is a huge DPS boost. You also need an elder ring on your other hand, get whatever stats you like on it as long as it's elder. You can fix the resists you'll lose on rings on a new belt. Ideally you want a crystal belt with 14%+ cooldown recovery (~1.5ex), but there are cheaper non-crystal belt options available on trade.

Movement speed on boots is going to feel WAY better for cyclone... you must move so slow right now... when/if you go CI you can always grab some sin treks to start.

Getting stats on your amulet will help you swap your other gear easier. I usually try to find a turquoise amulet with 40-50 flat dex on it and whatever other stats I need (usually ES, ES%, resists).


I was looking at your sceptre and I don't understand...you have 2 crafted mods ...but you don't have the multiple craft one....how is that possible ?


Let me guess. His secptre has crit chance for spells, but my guess is that this mod used to be "can have 3 crafted mods". Then he used "remove non-crit, add crit". Because crit mods are available only in suffixes, this craft must remove a non-crit suffix, which is the multi mod. The best outcome was to add crit multi, but he instead got the crit chance for spells mod.
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N0esy wrote:

Let me guess. His secptre has crit chance for spells, but my guess is that this mod used to be "can have 3 crafted mods". Then he used "remove non-crit, add crit". Because crit mods are available only in suffixes, this craft must remove a non-crit suffix, which is the multi mod. The best outcome was to add crit multi, but he instead got the crit chance for spells mod.


Yes, sadly hit the worst possible mod. But it's a free mod anyway :D

... this only works because the attack speed mod is fractured. Otherwise it would be 50/50 to remove attack speed or multimod.

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