Short Questions Thread

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Crash
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void wrote:do the assassin's ways actually boost trap spell dmg or is that a display bug?


The ways add spell damage of that type, as it says in the skill description, BUT spell damage will not boost ways damage.
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annihilus5
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LHawkins1 wrote:
void wrote:do the assassin's ways actually boost trap spell dmg or is that a display bug?


The ways add spell damage of that type, as it says in the skill description, BUT spell damage will not boost ways damage.


To add to this, spell damage will show the sheet damage going up but is just a visual bug.

I.e. way of the spider, if you put an item on with % poison spell damage it will increase your sheet damage falsely.
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rawr123
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Don't know if I'm just extremely unlucky, but been trying to craft apoc oskill on boots, ilvl 84, and it just wont spawn with it. Used 50+ shrines :(

Can craft boots still have apoc oskill?
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annihilus5
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Yes, you are either unlucky or the boots ilvl is too low. Try dragon rerolling it to get it to ilvl99
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annihilus5
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Gekko64 wrote:smax shamanic trance and greater manifestation, enough points in defender spirit to reach 50 points into spirit tree, enough points in bear stance to reach max dr, max spirit guide, leftovers in ancient blood


Do you recommend any points in melee spells? Does the damage from this build come from defender spirits? A5 merc pair nicely with it? Only 1 pt mountain king/1 pt wolf? Also what about immortal/thundergod? Lastly any gear recommendations? My plan was tu bronze sword/gilded shield and the rest no idea.
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ChuckNoRis
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@annihilus5 you can look for some early-mid gearing options here : viewtopic.php?f=40&t=491#link35 . if you play HC , stick to a defensive stance / defensive skillplan , with all extra stat points you don't use for gear dumped into vitality . get a lightning arena amulet asap for extra crowd control

mountain king scales with flat points too (" + all skills") and the wolves won't help so much since you have an army of fat summons to protect you (they do the tanking and also do the damage , you just stay safe behind them and re-summon if they die/support with thunderslam/spirit walk /totems ); you need to invest into other skills that will be required to stay alive longer /boost the summons . so it's fine to keep those 2 as 1-pointers ; 1-pointer melee skills won't hurt having either . bear stance only ignores the physical immunities of the undead , so when facing an immune that aint undead , stormblast or ice burst will come into action . also , t-slam will be there for extra crowd controll . same goes for immortal (it's not you who does the tanking) and thundergod , keep them as 1-pointers since extra points won't help (they would be wasted) .

and since you asked about the merc , yes the act 5 merc will go great . change the act 1 priestess (pagan rites/vindicate) with an act 3 bloodmage (heavy elemental damage /gift of inner fire) , replace the bloodmage with an act 5 merc (t-slam,GOTW , SoR , warband)

you do the support for your summons , so your main goal when gearing is to get their resistances high as soon as you can , and then boost their other stats (life/damage) . for youreself , you are fine with 50% dr from bear stance and decent ammounts of HP from vitality/ancient blood , you don't need more , as long as the summons are strong enough themselves .
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annihilus5
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ChuckNoRis wrote:@annihilus5 you can look for some early-mid gearing options here : viewtopic.php?f=40&t=491#link35 . if you play HC , stick to a defensive stance / defensive skillplan , with all extra stat points you don't use for gear dumped into vitality . get a lightning arena amulet asap for extra crowd control

mountain king scales with flat points too (" + all skills") and the wolves won't help so much since you have an army of fat summons to protect you (they do the tanking and also do the damage , you just stay safe behind them and re-summon if they die/support with thunderslam/spirit walk /totems ); you need to invest into other skills that will be required to stay alive longer /boost the summons . so it's fine to keep those 2 as 1-pointers ; 1-pointer melee skills won't hurt having either . bear stance only ignores the physical immunities of the undead , so when facing an immune that aint undead , stormblast or ice burst will come into action . also , t-slam will be there for extra crowd controll . same goes for immortal (it's not you who does the tanking) and thundergod , keep them as 1-pointers since extra points won't help (they would be wasted) .

and since you asked about the merc , yes the act 5 merc will go great . change the act 1 priestess (pagan rites/vindicate) with an act 3 bloodmage (heavy elemental damage /gift of inner fire) , replace the bloodmage with an act 5 merc (t-slam,GOTW , SoR , warband)

you do the support for your summons , so your main goal when gearing is to get their resistances high as soon as you can , and then boost their other stats (life/damage) . for youreself , you are fine with 50% dr from bear stance and decent ammounts of HP from vitality/ancient blood , you don't need more , as long as the summons are strong enough themselves .


Thx, couple questions. Does barbs Motw override a5 mercs gotw? Also what is some good gear for him? Im still just lvl 45 going to TA soon
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Crash
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Whatever buff is most recently applied will be the one you receive. If you use motw axes, then your merc uses gotw, you receive his gotw buffs, even if they're lower.
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heyhey!
does the the act3 abjurer merc benefit from the +28 supernova on "black dwarf" amulett? Or is he using another version of the skill?
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Merc skills does not benefit from player's (o)skills