Tipep wrote:What do you think of going Nova Charge and investing points into dexterity for block? With the 50% added as energy bonus it seems to provide good value. Or is block generally not needed because it only works for attack damage?
- I agree 100% , and no ideally since you are wearing a shield you want block chance, so it works out perfect for mid game.
Ourfriend wrote:Hey Dru! Ive been loving the character so far, but im fairly new and have a few quick questions.
For midgame you you pick up "Warp armor" and "Nova charge", and seemingly drop "Vengeful Power" and "Hive", and then in the End Game section you drop the latter and pick up for former again. Do those skills just becoming irrelevant in late game?
Secondly, Ive only played 1 other character before that was the Wulf's Barb WW guide, and i basically dumped all my char stats into STR. Obviously due to the DEX and STR requirements for the grear on Mage, its a different can of worms, but my question is should i be getting all those stats needed for the Tier 4 versions of the Uniques just through plain character stats? or is it better to use Mystic orbs to achieve some of the stat requirements so i can dump more into Energy and VIT?
Also under the Midgame Gear section (where i am currently) under boots and gloves, you just have "Sacred crafted". Being a new player, i'm just curious about what type of stats i should be focusing on in these slots, and do the type of boots/gloves matter? (Also adding something like that in to the guide, like you have for Rings and Ammys would be a great help for newer players, such as myself.
and finally, under the Mystic Orbs in the End Game section, you have it all blank except for the Weapon slot. Is that just because its the same information as Midgame?
Thanks again for the great guide. its been a blast to play!
1) I dropped vengeful power in mid game section because it wasn't needed anymore. You need the defense from Warp Armor and once you get the zan esu set you gain like 30% physical resist , alongside the cold sorc passive that gives you 10% already, then you get a charm that gives you 5% physical resist. so in total you are at 45% physical resist, there is no use of another 20%. Not to mention you sort of regain some of the damage loss of sacrificing vengeful power for nova charge, since it converts 50% dexterity into energy! However, i chose vengeful power Late Game because you will be lacking the phyiscal resists without Zan Esu set, so you would need that extra 20%.
2) In my honest opinion i think it was easier to mystic orb the strength or dexterity requirements , then you can simply place soft points into what ever is remaining into str/dex. After that, you can dump everything into Energy.
3)When you are crafting your boots, you ideally want to look for a high cold spell damage / pierce / energy or (stats) / maybe poison length reduction / last and not least if you can get the proc celerity.
4) No problem, still updating the guide as I go. Currently reworking skill trees so it has a more efficient feel when playing it. Then I have to finish the Uber Videos, still got like 9-10 more to go
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Cah23 wrote:Are Zann Esu's Stone jewels recommened to craft my Indigo with or should I craft jewels?
- Honestly, I prefer Zan Esu for endgame rifting 100%, But if you can afford zan esu jewels at the moment; you can just go head and make one with crafted jewels inside, til you can replace it.
loreth2021 wrote:hello, would be really cool to have advice on best merc for mid game onwards;-)
because- either i stay with a3 merc and buy him T4 stuff, or wait for another better option, e.g. A5 tank.
- I am reworking Merc Section today. I believe Act 2 Shapeshifter is best in slot right now.
Cah23 wrote:Warp nuke with Act 1 merc has been nice for me.
Any other suggestions on weapon swap, is shamanka worth it?
- shamanka is definitely worth it if you dont have an act 2 or act 5 mercenary giving you the buff. Just make sure it has a high roll on bloodlust anywhere from like +12 or +16.
* sorry for the late response, still sickish.