Lemures Ritualist (UHM)

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Morden
Dark Huntress
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metasequoia wrote:
marco311 wrote:I think this game is really missing an Endgame SSSu/ssu/rwd 1h for ump both lemures/bloodthorn...
something with an insane "mana on attack" enought to solve any issues of this kind at least...
I mean: let's be honest > u can use everything that u want but u won't get +200 mana on attack+ if not from a honorific 1...


lol
Azurewrath
Azurewrath
Crystal Sword (Sacred)

Required Level: 100
Required Dexterity:
1020
Item Level: 130
Innate Cold Damage:
(45.0% of Dexterity)
100% of Vitality Added as Cold Damage to Weapon
Max Life gained per point of Vitality reduced by 0.9
You Cannot Deal Fire, Lightning or Poison Damage
40% Chance to cast level 30 Azure Orb on Melee Attack
Adds 160-250 Cold Damage
-100% to Enemy Cold Resistance
+2 to Remorseless Winter
Slow Target 25%
Maximum Cold Resist +10%
Physical Resist 10%
100% Bonus to Defense
Cannot Be Frozen
Requirements +100%
Socketed (6)
? thats like THE use of this weapon


Just because the item scales off vitality and does cold damage doesnt mean its for Uhm.

Lemures/Blood thorn which is what he's asking is definitely not THE use of Azurewrath, in fact its probably detrimental to use.
Diaco
Mahasattva
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marco311 wrote:I think this game is really missing an Endgame SSSu/ssu/rwd 1h for ump both lemures/bloodthorn...
something with an insane "mana on attack" enought to solve any issues of this kind at least...
I mean: let's be honest > u can use everything that u want but u won't get +200 mana on attack+ if not from a honorific 1...


that's what
Farnham's Lost Marble
Farnham's Lost Marble
Mystic Orb

Right-Click to Apply
1% Movement Speed
+30 Life on Melee Attack
+30 Mana on Melee Attack
+10 Required Level
is for. also, you don't need 200+ MoA if you have some mana regen on ammu/rings
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marco311
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a) if u are at 75% chance to hit at lvl 54 lemures (135mana cost) = u need 135/3*4 mana on attack to sustain... (180) which isn't a so easy value to attain...
"that's what Farnham's Lost Marble
is for. also, you don't need 200+ MoA if you have some mana regen on ammu/rings"
Mana reg is almost irrelevant at 5fpa with superbeast... if focusing single target u c mana bar goin down u have no chance to recover... but increasing 1) chance to hit 2) mana on attack...
b) example A) u need to increase by a solid 15% chance to hit or gain up to 175+ mana on attack...
U can get easily mana on attack on wpn (k), 1-2 umos NOT TO BOOST DMG to "keep up" and uniques> that's the issue,
If u're under 75%, let's say 66% vs a boss = 1) u already hit for nothing as lemures pala > now u 're even goin out or resources...
That's why I posted > u need "1" item to fill the "resources" gap cos no other builts requires "to focus on resources and not to get extra dmg"...

Now tell me casters need to get "%mana reg" from umos in order not to run out of mana vs bosses...
Or other chars requiring "mana %leech" > 50-75% with no mana leech on wpn gear or almost not to run out of mana...

Either u get more "MANA ON ATTACK BASE" or 2) insanely reduce bloodthorns/lemures > lvl 30 mana cost...
or u link "mana on attack" to boost ump dmg somehow...
Diaco
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I mean, ok, I play uhm, don't have nearly 200 MoA and sustain just fine, but sure. very rarely have to use mana pots against bosses

casters have mana regen from normal MOs, just like uhm. you can test it, mana regen actually impacts mana sustain on uhm
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cnlnjzfjb
Horadric Mage
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Image
Ok, we get this moonfang in 2.9 with +2 projs to proc. This should be a big buff for ww barb/asn with new queen of blade/uhm.
For uhm, I guess this may lead to a better map clearing speed than using
Vizjerei Fury
Vizjerei Fury
Short Spear (Sacred)

Throw Damage: 69 to 80
One-Hand Damage: 45 to 50
Required Level: 100
Required Dexterity:
1386
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
You may Only use Melee, Summon and Support Skills
25% Chance to cast level 60 Trinity Beam on Melee Attack
Ignore Target's Defense
-33% to Enemy Fire Resistance
-33% to Enemy Lightning Resistance
-33% to Enemy Cold Resistance
(20 to 25)% to Dexterity
(20 to 25)% to Vitality
Maximum Elemental Resists +2%
Physical Resist 10%
+(60 to 100) Life after each Kill
Requirements +200%
Socketed (3)
. And
The Wailing Wall
The Wailing Wall
Bone Shield (4)

Defense: (69 - 79) to (134 - 153)
Chance to Block: Class%
Required Level: 5
Required Dexterity: 44
Item Level: 10
4% Chance to cast level 5 Hunting Banshee on Melee Attack
Adds (2 to 3)-(4 to 5) Cold Damage
+(18 to 35)% Enhanced Defense
+(21 to 30) to Dexterity
Magic Resist +(2 to 3)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (275 - 305) to (454 - 505)
Chance to Block: Class%
Required Level: 23
Required Dexterity: 65
Item Level: 31
6% Chance to cast level 12 Hunting Banshee on Melee Attack
Adds (6 to 8)-(11 to 13) Cold Damage
+(52 to 69)% Enhanced Defense
+(31 to 40) to Dexterity
Magic Resist +3%
Cold Resist +(21 to 25)%
Socketed (4)
Defense: (731 - 793) to (1155 - 1254)
Chance to Block: Class%
Required Level: 40
Required Dexterity: 137
Item Level: 51
8% Chance to cast level 20 Hunting Banshee on Melee Attack
Adds (26 to 30)-(46 to 50) Cold Damage
+(87 to 103)% Enhanced Defense
+(41 to 50) to Dexterity
Magic Resist +(4 to 5)%
Cold Resist +(31 to 35)%
Socketed (5)
Defense: (1093 - 1179) to (1721 - 1856)
Chance to Block: Class%
Required Level: 49
Required Dexterity: 282
Item Level: 77
10% Chance to cast level 30 Hunting Banshee on Melee Attack
Adds (51 to 60)-(91 to 100) Cold Damage
+(104 to 120)% Enhanced Defense
+(51 to 60) to Dexterity
Magic Resist +5%
Cold Resist +(36 to 40)%
Socketed (6)
also seems a good option with moonfang. But still, I wont play uhm in 2.9, lol.

For ww barb,
Moonfang
Moonfang
Glaive (Sacred)

Throw Damage: 72 to 86
One-Hand Damage: 46 to 54
Required Level: 100
Required Dexterity: 496
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Hunting Banshee: +2 Projectiles
33% Chance to cast level 60 Hunting Banshee on Melee Attack
(50 to 100)% Attack Speed
Adds (800 to 1200)-(1600 to 2000) Cold Damage
-40% to Enemy Cold Resistance
+100 Life on Melee Attack
100% Bonus to Defense
Cannot Be Frozen
Socketed (4)
+
Astral Blade
Astral Blade
Long Sword (Sacred)

One-Hand Damage: 45 to 48
Required Level: 100
Required Strength: 540
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+1 Hunting Banshee/Ember Spirit Projectile
8% Chance to cast level 13 Mythal on Melee Attack
15% Chance to cast level 60 Ember Spirit on Melee Attack
15% Chance to cast level 60 Hunting Banshee on Melee Attack
+(100 to 125) Spell Focus
100% Attack Speed
+(20 to 25)% to Fire Spell Damage
-(15 to 20)% to Enemy Fire Resistance
+(20 to 25)% to Cold Spell Damage
-(15 to 20)% to Enemy Cold Resistance
Socketed (6)
looks fine ;) But afaik, orange text wont work when dual wielding. If so, better change the offhand weapon to some shield.
CorralTheTroops
Gravedigger
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cnlnjzfjb wrote:Image
Ok, we get this moonfang in 2.9 with +2 projs to proc. This should be a big buff for ww barb/asn with new queen of blade/uhm.
For uhm, I guess this may lead to a better map clearing speed than using
Vizjerei Fury
Vizjerei Fury
Short Spear (Sacred)

Throw Damage: 69 to 80
One-Hand Damage: 45 to 50
Required Level: 100
Required Dexterity:
1386
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
You may Only use Melee, Summon and Support Skills
25% Chance to cast level 60 Trinity Beam on Melee Attack
Ignore Target's Defense
-33% to Enemy Fire Resistance
-33% to Enemy Lightning Resistance
-33% to Enemy Cold Resistance
(20 to 25)% to Dexterity
(20 to 25)% to Vitality
Maximum Elemental Resists +2%
Physical Resist 10%
+(60 to 100) Life after each Kill
Requirements +200%
Socketed (3)
. And
The Wailing Wall
The Wailing Wall
Bone Shield (4)

Defense: (69 - 79) to (134 - 153)
Chance to Block: Class%
Required Level: 5
Required Dexterity: 44
Item Level: 10
4% Chance to cast level 5 Hunting Banshee on Melee Attack
Adds (2 to 3)-(4 to 5) Cold Damage
+(18 to 35)% Enhanced Defense
+(21 to 30) to Dexterity
Magic Resist +(2 to 3)%
Cold Resist +(11 to 15)%
Socketed (1)
Defense: (275 - 305) to (454 - 505)
Chance to Block: Class%
Required Level: 23
Required Dexterity: 65
Item Level: 31
6% Chance to cast level 12 Hunting Banshee on Melee Attack
Adds (6 to 8)-(11 to 13) Cold Damage
+(52 to 69)% Enhanced Defense
+(31 to 40) to Dexterity
Magic Resist +3%
Cold Resist +(21 to 25)%
Socketed (4)
Defense: (731 - 793) to (1155 - 1254)
Chance to Block: Class%
Required Level: 40
Required Dexterity: 137
Item Level: 51
8% Chance to cast level 20 Hunting Banshee on Melee Attack
Adds (26 to 30)-(46 to 50) Cold Damage
+(87 to 103)% Enhanced Defense
+(41 to 50) to Dexterity
Magic Resist +(4 to 5)%
Cold Resist +(31 to 35)%
Socketed (5)
Defense: (1093 - 1179) to (1721 - 1856)
Chance to Block: Class%
Required Level: 49
Required Dexterity: 282
Item Level: 77
10% Chance to cast level 30 Hunting Banshee on Melee Attack
Adds (51 to 60)-(91 to 100) Cold Damage
+(104 to 120)% Enhanced Defense
+(51 to 60) to Dexterity
Magic Resist +5%
Cold Resist +(36 to 40)%
Socketed (6)
also seems a good option with moonfang. But still, I wont play uhm in 2.9, lol.

For ww barb,
Moonfang
Moonfang
Glaive (Sacred)

Throw Damage: 72 to 86
One-Hand Damage: 46 to 54
Required Level: 100
Required Dexterity: 496
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
Hunting Banshee: +2 Projectiles
33% Chance to cast level 60 Hunting Banshee on Melee Attack
(50 to 100)% Attack Speed
Adds (800 to 1200)-(1600 to 2000) Cold Damage
-40% to Enemy Cold Resistance
+100 Life on Melee Attack
100% Bonus to Defense
Cannot Be Frozen
Socketed (4)
+
Astral Blade
Astral Blade
Long Sword (Sacred)

One-Hand Damage: 45 to 48
Required Level: 100
Required Strength: 540
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+1 Hunting Banshee/Ember Spirit Projectile
8% Chance to cast level 13 Mythal on Melee Attack
15% Chance to cast level 60 Ember Spirit on Melee Attack
15% Chance to cast level 60 Hunting Banshee on Melee Attack
+(100 to 125) Spell Focus
100% Attack Speed
+(20 to 25)% to Fire Spell Damage
-(15 to 20)% to Enemy Fire Resistance
+(20 to 25)% to Cold Spell Damage
-(15 to 20)% to Enemy Cold Resistance
Socketed (6)
looks fine ;) But afaik, orange text wont work when dual wielding. If so, better change the offhand weapon to some shield.


I didn't think of mixing and matching those 2; giga brain.

I thought 2 distinct orange text will work right? https://tsw.vn.cz/char/RunBar-IIX I think it using it,
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cnlnjzfjb
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CorralTheTroops wrote:I thought 2 distinct orange text will work right? https://tsw.vn.cz/char/RunBar-IIX I think it using it,


Idk, if 2 different orange texts work like u said, cool. I just used to think u will lose all ur orange text effects while dual wielding.
And besides, Astral Blade has no orange text actually, there is only 1 orange text on Moonfang. So in this case I used to think it was a no, but I was not sure.
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cnlnjzfjb
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CorralTheTroops wrote:I didn't think of mixing and matching those 2; giga brain.

If orange text works when dual wielding, I see no reason why Moonfang + Astral Blade not an OK combo for ww barb. Maybe u can argue a little bit about the 2 weapons' melee range, but nothing is perfect. And if u feel lacking some sustain, try Hellfire Plate than Awakening.


If not work, like I said, then it is another case.
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cnlnjzfjb
Horadric Mage
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cnlnjzfjb wrote:
CorralTheTroops wrote:I thought 2 distinct orange text will work right? https://tsw.vn.cz/char/RunBar-IIX I think it using it,


Idk, if 2 different orange texts work like u said, cool. I just used to think u will lose all ur orange text effects while dual wielding.
And besides, Astral Blade has no orange text actually, there is only 1 orange text on Moonfang. So in this case I used to think it was a no, but I was not sure.

Okay, after some little research, it seems I was right about dual wielding:
Image
Image
Image
Image
Siosilvar
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if it's an orange text that turns off, then it'll turn off no matter what you're dual wielding. i believe +proj to hunting banshee is one that does not turn off since it's implemented as a synergy bonus and not an oskill passive or aura

though since you're talking about whirlwind, i believe there's currently a bug where you don't actually get offhand attacks