AKwasp wrote:I've got some feedback, and some questions. Might help other new players too.
It would be helpful to link up front to which page in the replies corresponds with the current patch. At least the first 25 or so pages are filled with references to Fortress and non-Wolf Stance which I believe are from an outdated version of this build. A quick link to current patch discussion would be greatly appreciated.
There technically is link to 1.1 patch, at the very top of the guide, link "NEFS", that puts you to discussion post 1.1 patch where there was most changes. Most guide was discussed after 1.0 release, as you can expect where most interest in mod was. Despite fact it was different build, inclusion of fortress and different stance, most mechanics is still valid and worth reading through.
AKwasp wrote:A comment referencing a video asking buff icons led me to realize you cycle Titan Strike into your attack rotation. I don't see any mention of this upfront. As a brand new player, this was not an obvious inclusion. Am I correct in deducing this is part of your attack rotation? Could you elaborate any additional details of your skill rotation I might be missing? Currently I open with Thunder Slam then spam Deathgaze, sprinkling in Shower of Rocks whenever the falling rocks animation stops. Now I added Titan Strike every 30s. Am I missing anything else?
Yes, you can add titan strike whenver you want, it is just such minor buff, I don't mention it specifically, I also often forget to even use it because how little it really provides. But ideally yes you want to add it, no reason not to.
AKwasp wrote:Do you still recommend percentage all-stat (Lah) runes over the 2% hybrid penetration (Xar) runes? I read a comment about 3% cold pen (Thai) runes being both new and potentially better, but intuitively the hybrid Xar makes more sense for our mixed bag of damage types.
I think cold pierce is better than xar, because phys to cold with deathgaze vastly outweights flat lightning from daedalus as well as thunderfury proc. All pierce would come to play with different build, kraken stance oskills, maybe new ele weaopns.
As for if it is better to use pierce vs lah, depends. For bosses for sure you would wanna swap for specific element pierce, it will increase output dps. For regular clear I'm not sure, you lose some hp by doing that. Can always look at dps numbers in d2stats and calculate.
AKwasp wrote:For similar reasons, are Lem-crafted jewels still recommended?
Jewels that or ber crafts for leech. Ber are good for clear, save you from buying potions as much. But they are useless vs most bosses where leech becomes irrelevant.
AKwasp wrote:For simplicity, which 5 MO are recommended for TU4 Labrys specifically? It already has some mana on hit naturally. Also two Mystic Orbs grant enhanced damage, I believe the weapon damage one is greater at 20% value over 15%. Which of these is correct for Wrathchild? (Before socketing Ith/Jah)
Enhanced weaon damage is added to total pool, same bonus as from wolf stance or strength (so you add very little to very big number already). Enhanced damage 15 per mo is the one on weaon directly, that caps at 200%, and thats different multiplier, you want to use that over enhanced Weapon damage (Ewd) for sure. Rest as listed, attack rating, mana on attack to not run out of mana vs high avoid targets. You can ofc use other ones, deadly strike is raw multiplier to damage, for clears you can put life leech.
AKwasp wrote:You generally list upgrades to the right in the guide, but I'm unclear whether MO stats and total character defense are better than ED for armor?
Total char defense is same as enhaned weapon damage. You want enhanced defense (Not total), that one adds defense of each armor piece, thats later multiplied by runemaster and total defense from spirit guide passive. If you put some total character defense mo it will add to that pool and not give you anywhere near as much. But you still want to use those as last mo, to increase defense even further. Thats why the order, %defense first to cap base defense on armors, and later total defense.
AKwasp wrote:I gather for Sacred Ancient Armor and Plated Belts you want to Renew for 30%+ ED and then Lucky damage reduction. I assume getting the physical resistance is better than the extra 20% defense? Or is it worth the extra effort hitting both simultaneously?
damage reduction is better, getting both isnt really that big of a deal
AKwasp wrote:For a crafting question not specific to this guide, what's the deal with Renew/Lucky crafting Tiered Unique bases? Does it actually achieve anything to precraft a superior T4 Labrys before transmuting it to a Wrathchild? Is it better to apply Lucky oil before or after the transmutation?
It means you can MO your basic t4 uniques with whatever you need early, and as you get charms just get new items with different mo. You can even use resists, you can put some attack speed on weapon to hit next breakpoint (despite having crapton of speed from wolf stance you may still need bit more). Its flexibility. These uniques are basically free, thats why thers no point of saving mo space for them. As you get charms, your needs of mo change, and you can get more optimal later. Early you can use stats such as: all res, stats, speeds, -requirements, a lot of total character defense.
Using superior base for making unique, i don't think it does anything, item is rerolled upon becoming unique.
I wouldn't overinvest into t4 axe, because you will beat it with craft sooner or later. Craft with 300+ max damage is just better, raw dmg number beats great mods of tu.
AKwasp wrote:I haven't participated in any trading, essentially SSF while learning and playing at my own pace. Any TLDR advice for items to keep an eye open for when looking to either trade to other players and also any recommended chase items to shop for? Are there any sacred uniques or sets that particularly resonate with this build? Also is there an equivalent of poe-ninja listing valuable drops I could add to my loot filter in case I unknowingly stumble across something highly in-demand?
sacred unique gear was mentioned bunch of times
You will recognize good item once you find it it isnt that hard. There is bunch of good drops that beat listed items, it will just have straight up better stats. Keep eye on ethereal bases too, eth chest will grant nice defense bonus for example, even lower base than ancient armor. Axe runeword in eth can go long way too. You can lucky drop very good rune from quests, like forge or countess, and this can be big upgrade as well.
Id advise to play untwinked, trading may ruin it for you, then you will never find upgrades.
AKwasp wrote:Finally, is there any good alternative to left-click namelock attacking with this build? It seems Wolf Stance can only be assigned to right-click? And there is no way to hold down right-click to auto-attack everything you hover over? This wasn't particularly annoying until I got to the invisible angels in the treasure vaults area. Also re-summoning wolves individually is annoying.
Stances as like clod pally auras, cant do anything about it. There is one checkbox in d2stats that helps with autoattacking though, look it up.