Muilpeer wrote:magz_ wrote:Muilpeer wrote:
I'm actually thinking thundergod might harm the build because it stuns and thus keeps enemies from getting to you. And enemies getting to you is the only way you can kill them with WW, I guess it's better if the clump up around you instead o thinned out over the screen right?
For notarmoury you need to log in with your Sin Wars login credentials, so it's only accessible for players that play on the realm It's not the forum login.
Also, do you think Shael runes might be good to use until the gear can be filled with Poison runes? Or does that not make sense?
Or Maybe Ith runes for 3% poison spell dmg?
Monsters being stunned isn't a huge deal, but it might harm your speed a bit. I believe it's a very short stun, and they continue running at you afterwards. Monsters being spread out hurts your sustain more than it hurts your clear IMO but I didn't notice much of a difference. I think it only goes off every 16 seconds?
Your gear looks good. Pretty close to my setup. Consider putting 2x raptors on switch. Someone else suggested it in here and I think it's stronger? i'll try it tonight myself and see what happens.RaptorLooks interesting, but I'm usingRaptor
Throwing Axes
'ZodSurLemEl'
Runeword Level: 85
(Barbarian Only)
3% Chance to cast level 60 Thunder Slam on Kill
-19% to Enemy Poison Resistance
+(6 to 11) to Snake Stance (Barbarian Only)
+3 to all Attributes
5% to Vitality
Maximum Life +3%
Regenerate Mana +15%
+115 Life after each KillQarak's Willfor the bloodlust proc right now, thinking that will add a good amount of dmg. I'm curious about your findings.Qarak's Will
Giant Sword (Sacred)
One-Hand Damage: (150 - 163) to (233 - 246)
Two-Hand Damage: (206 - 225) to (285 - 305)
Required Level: 100
Required Strength: 480
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
15% Chance to cast level 34 Spike Nova on Melee Attack
6% Chance to cast level 40 Pentagram on Melee Attack
10% Chance to cast level 36 Bloodlust on Kill
+(30 to 60)% Bonus Damage to Bloodlust
Adds 50-125 Damage
Adds 84-167 Fire Damage
+(26 to 38)% to Fire Spell Damage
+(140 to 170)% Enhanced Damage
+(100 to 250) Life after each Kill
5% Reanimate as: Random Monster
Socketed (4)
I'm also wondering if it's not better to add Ith runes instead of Venomous runes because I have already gone over -135% enemy poison resistance. From what I heard from someone else that's the minimum amount you need for farming. And -199 for bosses. So I guess for the content I'm doing right now -135 should be enough? Or is more always better?
loosely quoting Siosilvar here but you're correct. Supposedly enemies can have up to -100% res, so if you aren't bossing you don't need it to be that high because the enemies seem to only have 35% resistances, hence the quoted 135%. If that's the case Slot Iths
You can always use an oil to remove your runes and swap to poison for dedicated bossing.
HOWEVER, at 140-190k poison damage, I'm still doing tons of damage for farming purposes, so laziness will probably just keep me in a -res setup. When I do bump into bosses like Darkstar, Alpha-Gamma, etc I want that -res up.