Short Questions Thread

Discuss Median XL!
Ntf1015
Pit Knight
119 | 0
Just out of curiosity. What is the best build for Druid to level to 121? Ive tried just running TA with wolf druid, but its taking forever.
Also, what is a good class/build to farm teganze for a xis rune?
Thanks in advance!
LG_Blitz
Bone Archer
72 | 5
Ntf1015 wrote:Just out of curiosity. What is the best build for Druid to level to 121? Ive tried just running TA with wolf druid, but its taking forever.
Also, what is a good class/build to farm teganze for a xis rune?
Thanks in advance!

Prob treewarden
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fakme
Djinn
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Wolf is alright just get 2 myokai path rings fir 60%exp plus rare Amy with 25% . And exp pots. Shouldn't take longer than 5-6 hrs
Krenio
Skeleton
2 | 0
Hi to everybody! I’m downloaded the mod yesterday and i’m Loving so far. I run my first char whit a barbarian die hard (.26 from chucknoris mini guide) and just finished LC1. I didn’t like a melee char (even with a good aoe) and I don’t know which way do I follow now... so: what build (caster/ranged) can I go whit no much struggle for a (good)end game contend? If possible, one that have a guide since I’m new on the mod?
Thanks in advance!
liviugloba
Imp
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Why


Cut
Necromancer Daggers

'EaEaEa'
Runeword Level: 100
40% Chance to cast level 3 Quill Spike on Striking
+(0 to 1) to Necromancer Skill Levels
50% Increased Attack Speed
+(171 to 200)% Enhanced Damage
Adds 53-93 damage
Increase Maximum Life 15%
is making my necro in traprat form? There is no this information on the RW itself, and it fucks up my byffing process if i switch to second weapon set
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fakme
Djinn
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Coz quill spike proc requires you to be a rat....
tempmail
Prowler
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fakme wrote:Coz quill spike proc requires you to be a rat....


Do you get all the trap rat bonuses like crushing blow, defense etc?
liviugloba
Imp
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D2Stats shows there are no bonuses at all, not even defense nor CB
EDIT: i still can double cast my morph, and i will be morphed back to deathlord, in this case quills proc works but the problem is when i switch to second weapon set to apply buffs and back the Traprat form is applied again which fucks everything up :D
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ChuckNoRis
Flying Polar Buffalo
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HechtHeftig wrote:
Solfege wrote:Some questions about Assassin skills:
1. Does Doom's +Phys Damage per Hit apply to missiles?
2. Does Noctule's +7% Magic Damage per Base Level synergy from Batstrike only increase Noctule's flat Magic damage, or does it affect all flat Magic damage? For example, if I have flat Magic damage on a weapon, will the Batstrike synergy increase that by x%, too? Almost positive it won't, but asking just to be sure.

Basically, I'm interested in building a Clawsin that focuses on Phys/Magic damage instead of damage from Ways just to see if it can work, and I'm wondering if it's worth using Doom, or if just finding a good balance with the Noctule/Batstrike synergy is enough.


1) yes. The only thing that doesn't apply to missiles is TTAD, so you can't procc doom twice from 1 missile.
2) Pretty sure it doesn't.

Try it out with doom. But don't forget: you'll have high mana costs if you smax noctule in addition to batstrike.
i am working on one of those too (
Judge
Judge
Assassin Claws

'Ohm'
Runeword Level: 57
25% Chance to cast level 7 Thunder Hammer on Striking
10% Chance to cast level 17 Forked Lightning on Melee Attack
+(87 to 114)% Enhanced Damage
Adds 1-250 lightning damage
Stun Attack
5% Bonus to Dexterity
5% Bonus to Vitality
Lightning Resist +(31 to 60)%
is the bread and butter for it) -> building around doom instead of ways indeed works nice but : if you fix the mana costs of attacking with Noctule by mo-ing with 200 MoA , you still have to worry about casting doom every few seconds that also eats a lot of mana (maxed doom requires around above 400 mana per cast) , vampiric icon also requires 333 mana per cast , so having to waste 750-ish mana every few steps will require tons of mana regen/mana after kill/mana leech in order to be efficient.

also , maxing batstrike as extra magic damage sinergy in early-mid game is not as efficient as going for maxed WotP which provides more damage . smaxed noctule + smaxed batstrike as sinergy results into around 1300-ish magic damage for Noctule , while maxed WotP alone provides around 2k fire damage . without investing into Batstrike you still deal 450-ish magic damage so investing into batstrike is not worth the trouble imo
Edited by ChuckNoRis 3 months.
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HechtHeftig
I paid 10$ for this.
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Judge is one of the best claws for any noctule sin tbh. Noctule itself does 45% weapon damage and thunder hammer 100% if I remember correctly. So every 4th hit you get a hit twice as strong as your noctule hit, raising your weapon damage per 4 hits from 180% to 280% --> the proc itself increases your damage by 55,55%.

There's no comparable claw in the game that you can create that early in the game and should always be used in case of a noctule sin. (together with
Lily
Lily
Circlets

'Jah'
Runeword Level: 65
+(1 to 2) to All Skills
(11 to 15)% Bonus to Vitality
+(19 to 30)% Enhanced Defense
Replenish Life +(21 to 30)
+1 Life on Striking
+(11 to 20) Life after each Kill
Level 5 Elvensong (20 Charges)
for the los)