Deafwave wrote:Thanks for the guide! I have a few questions that I need clarification on a guess/layman's terms for. I am currently using: Creep/ Hivemind/ Erawan (Sacred Ancient Armor)/ Kali (Sacred Gauntlets)/ Nero (Sacred Plated Belt)/ Vit Craft (Sacred Greaves)/Rare Jewelry. I am feeling the need for more charms, but these are charm-irrelevant.
For Erawan late game, do you opt for +60 ED or 2% DR on the blessed oil of luck?
I assume you make sure your 5 Jewels here are below level 30 so you can throw 10 +15% ED on the chest? If so, do you go for anything other than life/tiny amounts of spell damage?
What do you MO on everything mid-late game with Creep? My best guess in order of priority:
1. FHR (5 frames after Rapture since it's mid-late - speedcalc this)
2. %ED to cap on items
3. -100 Enemy Fire Res (PoF/Trinity Nova)
3. -100 Enemy Lightning/Cold (Poison?) Resists for Trinity Nova (Hive?)
4. Physical/Magic Spell Damage (For VoR)
5. Fire Spell Damage (For PoF)
6. FR/W (We use Rapture for a reason, just need to make sure you go fast when slowed)
For sockets outside of RW's, I assume you stick with Perfect Gems for max res at 95 all?
Do you bother to buff with Symphony of Destruction?
Thanks!
Edit: Added bases of RW/Crafts.
Edit2:Added SoD question
I've been putting off changing the guide for a long time but
Dragonheart
Dragonheart
Body Armors
'OhmThulFal'
Runeword Level: 70
+2 to All Skills
30% Attack Speed
30% Cast Speed
30% Block Speed
45% Hit Recovery
+1.625% Enhanced Defense (Based on Character Level)
5% to Dexterity
+(550 to 650) to Life
Cold Resist +25%
is a better choice than Erawan. Gives us almost the same amount of def and a lot more spell damage. For MOs i just used +15% def. Since This isn't going to be "real" endgame armor I don't worry about %dr (we get a huge amount from blessed life and it increases with soft points!). And you need to keep in mind that the base level that the +max level req is added to can be the base item's rlvl, the jewel's rlvl, or the rune's rlvl, whichever is highest. In this case it's the rune's rlvl (94). We can add 13 MOs (+26 rlvl).
Long story short, the need for fhr drops off as you acquire more and more endgame items. the faster you kill things and the higher your def, the less you need fhr. the only place it's critical is when fighting laz, and we only need a simple gear switch to take care of our speed needs. (I'll hopefully get video/gear suggestions up this season

) On rings/amu, if needed, i put -res MOs to hit -100 fire/pois. Endgame very little is needed. The rest of the space I fill up with +fire (if they're really nice rings) or +phys/mag (if i'm still putting more than 1 pt into VoR/SaE). Phys/mag spell damage is similar to fhr in that its usefulness drops off, but that only starts VERY late game.
We don't need to worry about -cold/light res for creep nova. I'ts just not worth it. lightning nova is useless and cold nova is only good for freezing enemies in fauzt. FR/W is up to you. If you have -100 fire/pois, good def, good fire/phys damage, etc.... why not?