Wolfbrother's Onslaught Proven Summoner Guide v 1.1
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if i link IIR/IIQ with arc, could this work as a good MF build?
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@sibthorpe:
" You would need to link IIR/IIQ to whatever is getting the most kills. Without Culling Strike or much spell damage, Arc is not likely to be landing the killing blow. @Bada_Bing: " Faster Casting also affects how quickly you can get the totem on the field. When monsters are dying like flies and you are constantly moving, every second counts. Without FC, it takes ~3 seconds for the first pair of skeletons to appear. Against a boss who obliterates your skeletons, having them respawn faster is invaluable to keeping that boss locked down. @Wolfbrother923: Your Zombie setup of Added Lightning Damage, Multistrike, and Melee Splash is trading a lot of MI damage for marginal shock potential. Those last two each add a LESS damage multiplier, which reduce MI without giving it any benefit whatsoever. A level 22 Zombie with 135% minion damage passives will do an average of 88 lightning damage to the main target and 73 to those within the melee splash radius. A crit, which I assume is only a 5% chance on Zombies, would do 133/109 lightning damage to main/secondary targets. Max quality on Added Lightning Damage will grant a 10% chance to shock on hit, but considering the lightning damage can roll as low as 8 damage, the chance to shock is less than what it appears. |
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" I use fireball only until I can get arc at lvl 19. From then on I use Arc exclusively. |
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" After some experimentation last night I am inclined to agree, and will be making some changes accordingly. Thank You Last edited by Wolfbrother923#6440 on Jun 23, 2013, 10:21:43 AM
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you take elemental adaptation (only 2% ??) and mind and matter (great node), but no other elemental resistance nodes, even the +6% to all, which are close by.
won't those resistances be sorely missed at cruel and merciless ? |
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p.s. oops - just noticed that elemental adaptation is +2% to MAX resists. very useful ! duh.
thanks for the guide - really well organized and clear ! it's bookmarked :-) |
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" I see you already figured out the 2% : ) I don't take any of the elemental resist nodes because it is really easy to cap resists with gear alone. Because we don't need any stats to boost our damage our gear only really needs HP and resists which is easy enough to find. Also to cap early this unique is great to have and not very expensive Grants 40-60% resist all I bought mine for 6 Chaos you could get a lesser one for MUCH less |
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" 6% nodes are inefficient. You want to get your resists on gear. 2% to max resistances basically equates to ~10% reduced elemental damage. The Purity aura, elemental flasks, and Uniques that raise max resistances will all increase the value of Elemental Adaptation. After all, the closer you get to 100%, the more each percentage point is worth. |
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" hmmm, which i had figured that out. seems to me that's generally true and not just for a summoner. i've been collecting resist nodes on my other char's. seems like that's probably not a great idea and those nodes could be put to better use. |
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" i didn't realize such gear even existed. one of these days i'm going to have to start trading. my level 41 summoner/witch doesn't have a single 3L piece of gear. yes, you read that right, no 3L. certainly the hp is important, if for no other reason than the elemental effects are based from hp, if i understand correctly. and since those effects can really ruin your day, like getting freeze-locked, it seem like the hp is actually more important than the resists. yet another subtleties of the game mechanics. i swear i spend almost as much time studying build posts than actually playing... |
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