NamelessPenguin
New member
- Jan 25, 2017
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How would you guys run LK with an untwinked barb? Tele charges, Harmony...?
Oh, bonus info. I don't have any more re-specs.
Oh, bonus info. I don't have any more re-specs.
Run hell countess instead, at /p1
Oath runes basically rain down there. Need to try a few times to get a decent map, though.
Started working another "bucket list" project - a Poison Dagger necro, a la Pat. Syringe.
Currently sitting in A4 normal. Considering that I twinked on an eth Insight in a Battle Scythe and P. Dagger doesn't do enough damage right now (so many skill points to distribute to even get one-point-wonders, so can't pump it or synergies too much early), it's more of a CE necro right now. Kinda frustrating, kinda not. Reveals one my of major critiques of necros: it's a race to get that first corpse or two and then Amp + CE takes over. Don't know of any other character which is that one-dimensional is no many of its builds (and I can't really think of any Necro builds that don't revolve around CE in one way or another).
Even better, necro does not need any other skills at all. All he needs is amplify damage, merc with eth elite polearm and maxed CE. Corpse is made, chain CE, move on.
Also big problem with poison dagger is existence of poison nova. Even if you do go whack something with dagger, it is still profitable to simply cast 1 nova to apply it all around before going with a dagger. Only way to make it work is to literally pretend poison nova does not exist. Limitations of diablo etc...
Both are correct. I just hit A1 NM and am realizing the tactic of LR -> Nova -> Dagger -> CE is most advantageous despite the odd feeling and transition of it to go from caster (for damage, not curses) to physical attacker. Would be different/better if PN wasn't a synergy, but alas.
The build is also revealing my frustration with poison damage - I want it dead, and I want it dead now. Not in x.x many seconds when poison works through.
Edit: going forward, I'm not going to use PN on the guy. Just doesn't fit the theme.
Doom
Berserker Axe
HelOhmUmLoCham
One Hand Damage: 186 - 548
Indestructible
Required Level: 67
Required Strength: 103
Required Dexterity: 40
Fingerprint: 0x552b4ac6
Item Level: 88
Version: Expansion
5% Chance to cast level 18 Volcano on striking
Level 12 Holy Freeze Aura When Equipped
+2 to All Skills
+45% Increased Attack Speed
417% Enhanced Damage <---- 367% ed roll, 370% is max (50% max dmg from 1.07 eth)
-56% to Enemy Cold Resistance <---- -60% is max
20% Deadly Strike
25% Chance of Open Wounds
Prevent Monster Heal
Freezes target +3
Requirements -20% Ethereal
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: Ohm Rune
Socketed: Um Rune
Socketed: Lo Rune
Socketed: Cham Rune
Hel Rune
Version: Expansion 1.10+
Weapons: Requirements -20% Armor: Requirements -15% Shields: Requirements -15%
Ohm Rune
Required Level: 57
Version: Expansion 1.10+
Weapons: Enhanced Maximum Damage Armor: +5% to Maximum Cold Resist Shields: +5% to Maximum Cold Resist
Um Rune
Required Level: 47
Version: Expansion 1.10+
Weapons: 25% Chance of Open Wounds Armor: Cold Resist +15%
Lightning Resist +15%
Fire Resist +15%
Poison Resist +15% Shields: Cold Resist +22%
Lightning Resist +22%
Fire Resist +22%
Poison Resist +22%
Lo Rune
Required Level: 59
Version: Expansion 1.10+
Weapons: 20% Deadly Strike Armor: +5% to Maximum Lightning Resist Shields: +5% to Maximum Lightning Resist
Cham Rune
Required Level: 67
Version: Expansion 1.10+
Weapons: Freezes target +3 Armor: Cannot Be Frozen Shields: Cannot Be Frozen
Dragon
Archon Plate
SurLoSol
Defense: 856
Durability: 60 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0x7316263b
Item Level: 85
Version: Expansion 1.10+
20% Chance to cast level 18 Venom when struck
12% Chance to cast level 15 Hydra on striking
Level 14 Holy Fire Aura When Equipped
+360 Defense
All Stats +5
+230 Defense vs. Missile
+32 to Strength (Based on Character Level)
Increase Maximum Mana 5%
+5% to Maximum Lightning Resist
Damage Reduced by 7 3 Sockets (3 used)
Socketed: Sur Rune
Socketed: Lo Rune
Socketed: Sol Rune
Sur Rune
Required Level: 61
Version: Expansion 1.10+
Weapons: Hit Blinds Target +1 Armor: Increase Maximum Mana 5% Shields: +50 to Mana
Lo Rune
Required Level: 59
Version: Expansion 1.10+
Weapons: 20% Deadly Strike Armor: +5% to Maximum Lightning Resist Shields: +5% to Maximum Lightning Resist
Sol Rune
Required Level: 27
Version: Expansion 1.10+
Weapons: +9 to Minimum Damage Armor: Damage Reduced by 7 Shields: Damage Reduced by 7