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Topics - botebote77

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General Discussion / One Class, Two Different Builds
« on: 20 November 2018, 23:15:09 »
It's TQ appreciation day.

This is one  area where TQ separates itself from other games imo. A class doesn't determine what build you are going to make. You choose how you build it based on your imagination. And fortunately, i have 2 characters to show this. Two characters with same class but different builds.

why does greatest monster killed say Ormenos-Telkine instead of Typhon? was it because i was too far away from Typhon(x3) when i killed them? regardless, the quest completed.

And dreamkiller isn't even limited to these 2 builds. This is the beauty of TQ. The sky's the limit.

Obviously this isn't meant to be a guide. In fact, i don't recommend either of the builds because both require advanced knowledge of the game. But just to highlight the differences of the 2 builds, I'll try to explain each build in few short sentences. Both are played xmax x3 as usual. The 2 armors shown are blacksmith upgraded. CC is great for both builds.

The first character is a trapper/caster. Throwing knife is used for CC, resistance reduction, life leech and energy leech. Resistance reduction (-40 flat) to boost just about everything, including traps. Strength to boost distortion wave and to equip a shield. No weapon attacks, just traps, throwing knife, and distortion wave.

The second character is a poison elemental archer/trapper. It relies on elemental conversion items. This is even harder to gear. No pet jewelries, no throwing knife, no str.

Spoiler for Hiden:
first build better.. just tricky to build because of stat distribution.. those 5 deaths all came from normal.. second is just too glassy it's as tough as paper

Yeah just as title says.. and if possible, stats, skills, and playstyle included.. mages are my thing but i been theorycrafting for an elementalist ever since TQAE so that's about 2 years now.. and i still can't think of a good build for an elementalist. Just theorycrafting because me not playing now. I'm just curious.

In this game i don't believe one class is better than others.. some are just easier to build but i believe each class has its own advantages over others

This class i just think it's all offense and no defense.. that's not for me.. And what's worse is it excels in 3 elements but you don't really need 3 elements.. 4 damage types if you include physical but you don't really need 4 damage types.. Well, some of theorycraft builds i came up with

1) int build - squall + VO, eruption.. maybe lightning bolt later.. but meh this is all offense and no defense

2) int build - squall + flame surge.. ice shard is better than flame surge.. but for an elementalist, i think flame surge is better

3) int build - 3 elements.. lightning bolt + ice shard + eruption.. but this is also all offense and no defense

4) hybrid stat style caster - elemental + physical.. then loading up on %total damage.. maybe freezing blast.. squall + freezing blast + VO/eruption sounds good.. this would be hard to build and gear but i think I'm favoring this one.. but i still think it's an inferior version of physical + fire summoner.. and that bugs me

5) int build - thunderball + VO + eruption.. would this give enough survivavility though?

edit: forgot to include this but i also thought of this at one point
6) hybrid stat style caster - reflect build.. stone form + energy shield - reflection.. str to wear the shield that gives good reflect damage, what's that again? throw in eruption for good measure.. yeah i favor this over (4).. sigh an elementalist reflect build.. would the core get too much attention though?

7) hybrid melee elementalist - oh right the old melee elementalist.. I'm skeptical of this though.. i mean this can't be better than a conqueror.. maybe throwing weapon + shield? chakram of the sun?

This was easy in TQIT.. just gear up for CDR and you're good.. But i think this got more difficult to build in TQAE.. some DA is a must i think.. Core dweller also is a must.. What do you guys think?

I been googling and youtubeing but i haven't seen a build that shows the strength of elementalist over others.

Storm AE / Mage Prophet - Lightning and EBD Build
« on: 02 November 2018, 13:15:57 »
I said on my Bonecharmer CDR thread that i wanted to write this, so here it is :P . Like i said on that thread, this is my nephew's character and that we played this LAN multiplayer vanilla self-found. This and my Bonecharmer were our first characters in AE and we lost all our saves from TQIT. Well, since the owner doesn't play TQ anymore, i decided to re-gear this updated to ragnarok. I've also said before in another thread that if it's me, i might not be able to resist equipping it with a shield. (Of course i couldn't)

This is also not a guide. I again just want to show the finished product. And mostly to share this build because this build got better in AE/R, except if you factor the broken mechanic 100% CDR.

Storm Nimbus ~ Static Charge:
+ Now also increases Electrical Burn Damage

+ Elemental Damage % bonuses now also boost fire, cold and lightning DoTs

Nightmare ~ Hypnotic Gaze:   
+ Now also causes 6-50% Reduced Resistances for the duration of the Confusion   

+ Cooldown Reduction now caps at 80%

The first 2 are big pluses for this build. The first change means EBD from dream now scales with static charge from storm. The second means EBD now scales with eye of the storm. The third, well you can't really rely on nightmare for reduced resist but hey, a plus is a plus. The fourth is a necessary nerf to a broken mechanic that needed to be addressed imho. Heck, the best petmaster back then was a 100% CDR spellbreaker (permanent ancestral warriors and outsider).

So the main synergy is static charge now boosts both lightning bolt and EBD from dream. And fortunately, no monsters in this game are immune to lightning. The owner of the character chose distort reality and i do too. Distortion wave is good too but i feel distort reality offers better survivability and is less mana hungry. But feel free to get distortion wave if that's your choice. Both lightning bolt and distort reality have 12 sec recharge which goes down to 2.4 secs with 80% CDR. 80% CDR is a must for this build. Though it's not necessary from normal to epic, and early legendary because early to mid game everything dies quickly you don't need to chain cast yet. This was played self-found and iirc, 80% CDR was only reached in act 3 legendary. With ragnarok though there are more CDR items so it wouldn't be too difficult to reach sometime in epic. ToC to help with mana regen and added survivability.

Targets for items:
80% CDR
+4 to all skills
cast speed
DA (it's much safer if you have some DA even if you have petrify)

As with most casters, gearing becomes easy if you have archmage's clasp and aphrodite's favor. This was what it used to look like:

Spoiler for Hiden:

items at 6:37

I wasn't able to find an old pic but fortunately i was able to upload a video before on YouTube.

But when i entered this character, it doesn't have archmage's clasp nor aphrodite's favor. So i had to get creative with the help of new ragnarok items

I see Tiresia's Guide has -10% requirement reduction, resists, and some DA. So the owner must've chosen it because it's actually pretty good and not just to look cool :) . Together with rings of the rhine, i now have -25% requirement reduction. Because i didn't have archmage's clasp, i wanted to equip the next best bracers which is imo SB cuffs (I didn't have another SB cuffs so i had to farm for it, it took like a hundred labyrinth runs with this char). But since ragnarok it now requires higher dex, but fortunately there is also a ragnarok relic that gives 9% dex. I put it on my boots. So to cut the story short: Tiresia's Guide + Rings of the Rhine + Occult ring of Grace + Incarnation of Sigurd's Courage. It also helped that when i entered this character, it has 14 unused stat points (i spent 9 of those).

Tiresia's Guide and Rings of the Rhine already provide some CDR. To close it to 80% i chose Polaris, Neith's Will and Cestus. Wheel of Taranis may be the best artifact for this build. That or Talisman of the Jade Emperor. You can't go wrong with either. Apollo's Will is just for positive resistances. I again fell short of my target 1k DA but came close enough.

I remember the secondary of this was Boreas staff (reduced resist). I have extra winds of asphodel so i went with it + another rings of the rhine. The game offers a secondary slot, so might as well use it.

Starting with either Dream or Storm is fine. Dream is less mana hungry and probably more beginner friendly. But experienced caster players know storm can rule early game.

At lvl 74, skill distribution was:

Buuuut, this character has now fallen to me. I tried this:
then 1 lvl up later i maxed heart of frost and put 2 more pts on reflection

If you do this, you might hate it quickly you might revert to original build. At least that's what happened to me. It became much more difficult to control and more mana hungry. But it kills quicker that i decided to try it more and get myself more used to it. Playstyle got a little bit different: cast squall and lightning bolt first, then as mobs get to you, cast ice shard. Then when they are already near you, cast distort. Ice shard is not used as a spam skill here but more like an in-between cast so it doesn't drain that much mana. You become a little bit like a piano caster. Also, lightning imbued undeads in the snowy areas (stolen bundles quest) in act 5 are the most lightning resistant monsters I've seen in this game, but they are vulnerable to ice shards. Just keep this in mind as an alternate build at higher levels.

Extra info:
squall vs ToW
Both reduce resists but unfortunately, they are both percentile. And %reduced resistance doesn't stack. Obscured visibility reduces resists by 30% at 6/6 while ToW by 32% at 12/12. Only 2% difference but ToW would require you to get near mobs. But with squall, you can cast it anywhere on your screen. It also reduces enemy damage by % and causes 100% impaired aim.

Stat Distribution:
This is where it gets interesting. Save the best for last.

1)  The simplest way is all int. But me don't like all int casters. I think it's a gimp to your character.

2)  Another option is like what i did. A little bit str, a little bit dex, then int the highest. It's a bit complicated but if you are used to keeping 10 unused stat points for long periods of time, it becomes a lot easier. (Hint: use the undo trick)

3)  Hybrid stat style caster. Actually, there are some veterans that play casters investing on all 3 stats, even though they know they will only deal elemental damage. Self-proclaimed mage boy has learned many things from at least one of those crazy guys. Sadly, they are not around anymore so the things you'll get from me is mostly theoretical and i can't give any assurances:
At 400+ int, you can already wear most high end mage items except staves. If you invest another 400, you get about +61% ele damage. But if you put all those on str instead, you can get your str to about 500 - 600. At 500 - 600 str, you can equip items like Lykaion Malleus and Visor of the Shadowlord, plus high end shields. See the lightning and EBD damage? With the right items, it's possible to get back the damage you lost, and also gain way more survivability. The main goal though of course is to have enough survivability. I've said this before somewhere: "less running equals more attacks, more running equals less attacks". You might need 1 socrate's ring and 1 hale ring (maybe). But it'll probably be worth it. Or maybe the 10% str from jade emperor artifact will suffice. Don't know but eh experienced hybrid players will know what to do once they play it. If you want to try this for the first time, do at your own risk.
if i am to re-run this right now, 90% chance i would've taken this route.

Hunting AE / Bonecharmer CDR Build
« on: 28 October 2018, 09:18:07 »
Greetings Foreign Warrior. Who says that again? A merchant somewhere in act 5? Ok, so I've longed for a collection of builds updated to AE/R. I think the admins of this forum still remember me pleading for a page dedicated for updated character builds :D .  I'm happy with how the forum is right now, and since more and more players of the community are sharing their builds, i figure why not share another one? But at this point, i really don't see myself creating another character. So i just dug through my retired characters i haven't played since ragnarok. This one happens to be my very first character in TQAE. Longtime members of this forum probably know I've mentioned this build before.

Being my first character in AE, this was played self-found and just vanilla. Me and my nephew started AE as LAN multiplayer. Him as prophet and me as bonecharmer. It was years ago since we last played TQIT and we already lost all our saves. I started this the usual str + dex melee build. Just the usual spear + shield build but with Lich King. Nothing special. And indeed, if played as a self-found str + dex spear build, it's probably the most optimal way. But every time I've played this i kept saying i should've created a Warden instead. Possibly better survivability and better kill speed because of shield attacks. The one advantage spirit has over defense (Lich King) isn't much of an aggro and it's damage isn't much either. But months after i created this character, i thought maybe I'm just building this like how i would a Warden. I finally decided i can't keep wishing my character was a Warden instead. I have to come up with a Bonecharmer build that i think would at least be on par with the best Wardens, so i would finally be content. That's when i came up with a bit of a curveball build. More gear dependent, but one that i think could be just as good as any spear + shield builds.

This is not a guide btw, i just want to show the finished product. An alternate way of building a Bonecharmer

So i also play non-caster characters lelz. But i only created this character because my nephew said he was gonna play a caster so i should play a melee toon. And he told me to play a spear melee. It's probably because back from TQIT, we weren't fans of spear melees (probably because scatter shot was so OP back then that 1 or 2 hits of bow marksmanship can kill a whole mob). We started AE as LAN multiplayer and of course he ended up as the killer and me the aggro. We also played PvP, this and the prophet and he always beat me it always looked like a bully beating up a younger kid. Caster Prophet is just too difficult to beat in PvP. I also plan on writing a thread of it if i can write it good enough.

So this was started as a spear + shield build with a bow on secondary. When ragnarok came though, i decided to go with throwing weapon + shield, and a bow on secondary. I treat throwing weapon as a melee weapon for this build. I don't even press shift as i do with my ranged builds. When mobs get to me, i don't kite. I play this like a melee character. I tried this with all 3 weapons. Spear deals the most single target damage. Bow is of course the longest range and is AoE. Throwing weapon is like the in-between, it's like a ranged melee. I fell a little short of my target 1k DA, but still close enough.

spear is also good. it's just single target bums me. the only difference aside from weapon is the shield. for throwing weapon, i use blacksteel bulwark of annihilation. for spear, blacksteel bulwark of alacrity. ring is hale of adroitness with demons blood.

Please ignore the death count, this was played self-found with no proper strategy build in mind. Back then i still didn't have trackers hood and myrmidon's pendant. So iirc, i went with pelaron and polaris. Of course i also didn't have those ragnarok items. Talisman of the jade emperor may be the best artifact for this build

Pros and Cons of this build:

*  permanent call of the hunt, permanent unearthly power, study prey spam, can abuse monster lure, can summon outsider more often

*  casting call of the hunt every minute and unearthly power every 30 secs can make you crazy

*  this is a melee character and melee characters are always at a disadvantage imho. many players will probably disagree with me but the ability to attack monsters before they even get close to you is always a big advantage. throwing weapons can do that but the range is not much, it's nowhere close to the range of a bow or long range spells

Bonecharmers were known as great archer builds back in TQIT. It's still good in AE/R, but i recommend you get a shield on your secondary. 1k DA is not nearly enough to keep you alive anymore, but if you use a shield and have ADCtH, you should be ok especially that spirit has deathchill aura. Marksmanship has big energy cost for a LMB skill but mana shouldn't be a problem because of Dark Covenant. Yes i recommend maxing dark covenant for energy gain and the longer duration of Unearthly Power. At 10/6 Dark Covenant, It's just enough to keep Unearthly Power permanent with 65% CDR. The health cost isn't noticeable when your HP is already above 5k and your life steal will be doubled by Necrosis. Herbal Remedy is also there to counter some of the health cost. But yeah, i don't recommend maxing Dark Covenant early. Hunting has too many better skills. Also don't ignore monster lure, it becomes very good at 10/6. It's great against archers but is also useful when mobs get too heavy. Just step back a little after casting it.

As mentioned above, 65% CDR is the target. 65% also happens to be the right amount of CDR needed to keep CotH active all the time. I only have 64% but it's enough. And like all characters, having at least +4 to all skills is very good.

Stat distribution is str + dex. Veteran players can play this hybrid, after all necrosis boosts vit damage greatly and flush out reduces elemental resist. But shhh no. Unless you know what you are doing, don't. But hey, i won't be surprised if veteran players can make a superior build by going hybrid. With ragnarok, it may also be possible to play this int + dex with just enough str to equip rings of the rhine, then converting your damage to elemental. Interesting? I'm thinking blessed of the moirae + 1 eitr + gambanteinn. You lose on the pierce damage though.

My skill distribution at lvl 74:

Don't know why it says 75. I lack the 6 skill points quest rewards from normal and epic act 5. Flush out is worth maxing even if you don't deal bleed damage. For spear builds, it will make you crit more often. But even if you don't use a spear, it's very good with Lich King - Arcane Blast. The lich now cast it more often than it does in TQIT. And together with perma unearthly power, Lich King noticeably does better damage, even in legendary. Also, Outsider deals elemental damage. And you can summon outsider more often for this build.

A funny thing happened.  While i was seeing how this fares in act 5 legendary x3, and while i was still writing this article, this spear dropped:

Is the game still telling me i should've played a warden instead? :D  dem that DA boost. combined with wood lore and battle awareness, that's a whole lotta DA

bonus info:
*  one of the great things about a bonecharmer is it's great against undeads and beasts/beastmen. and there are many undeads and beasts/beastmen in the game

*  i chose jagged silk because it has been tested by at least 2 members of this forum that volley from items seem to stack with volley from skill

*  dark covenant is an aura that your pets and allies also get but without the HP drain penalty. so with all these auras and debuffs, it's not hard to picture that this build is great for multiplayer. doesn't matter if your buddy is a caster or a weapon user

Spoiler for Hiden:
i think i also played this a bit online before.. anyone remember the name? meh probably none :)

Ragnarok has insane OP items.  I think we can all agree on that. But this topic is different. This is about the items that are probably overlooked because of seemingly better items. There are items like Nerthus Armbands that are only blue but obviously very good for a Summoner (Nature + Earth). I'm not talking about those items.  This is about the ragnarok items that are probably discarded as "not good items" at first look, but are actually great even for endgame.

Neith's Will

First is the purple throwing weapon that drops in any of your character playthroughs even if you don't look for it. But this is actually one of my favorite caster weapons. The base damage is low but it doesn't matter for a caster. The recharge and the %total damage are important for casters, throw in the resists and this is just perfect. The requirements are not that high too. Plus if you play a caster with hunting, you get the huge bonus to DA because it's a throwing weapon, even if you don't use it to attack

Marbod's Mask

This one i completely overlooked when i first found it. "Meh not good, probably never going to be used. put it in tqvault just for collection". But days, weeks, or maybe months later when i was trying to gear my str + dex assassin for 80% CDR permanent battle standard, i saw this on my tqvault and i saw the -50% int requirement for armors. There, it's possible for a str + dex character to wear archmage's clasp

and archmage's clasp is just perfect for this build because it solves my CDR problem, it gives me 40% attack speed, it solves my slow cast speed, and it even has a small chance to reduce resistances, which applies to both weapons and knives.

Dagger of Basbona

It looks like a good early epic item. Only early epic because the base damage is low. But wait, the %proc chance is total damage. So if you use it for multi attack AoE spells like ice shards, VO, and eruption, that %chance proc is sure to trigger every time. Add in the 20% recharge and this is really good for a caster even in endgame. The thousand cuts granted skill triggers upon taking damage but the 75% chance of impaired aim, 75% chance to fumble attacks, 30% chance to avoid projectiles should give you a little bit of extra survivability.  I also did not see this item's true worth when i first saw it in tq database.

Rings of the Rhine

I really see this as the devs' gift to casters or petmasters/trappers. It's only a blue item and the damage blocked is low so it's probably overlooked. But it gives a bonus DA of 300. It has a str requirement of 284 but is only really 241 because the -15% requirement also applies to it. And it also applies to other items including weapons. That 241 str req is easily reachable for characters in legendary even for toons that doesn't invest on str. And yep 15% recharge. A combination of this and a good throwing weapon is a good substitute for a staff.

Carnyx Staff

Now this one i admit i haven't tried on an actual character so this is mostly theoretical. The base damage is only 100 but this staff has a hidden attribute: 100% chance to pass through enemies. So combined with ternion, it would be great AoE. The damage is physical so this could be good for a str + int ternion spellbreaker or soothsayer
edit: wolpak and icefreeze tested ternion with carnyx. it seems ternion does work with carnyx but it works differently. and it's weird so just read the comments. headscratching. devs have weird imagination.

I realize most of the items are for casters but that's really how i play so those are the things i see. If you have other items that fits this topic, please share in the comments.

Earth AE / Mage Summoner (Earth + Nature)
« on: 02 October 2018, 02:11:43 »

no, this is not melee

Greetings everyone. I got back to playing TQ again and this time made a mage summoner (earth + nature). The build turned out to be strong, fast paced, and flashy enough that i thought i wanted to share it. This is a full mage and only for the wise and powerful. Are you sure you should be shopping here? But hey this build is no ordinary mage because you should also visit the dude that sells swords, shields, helmets of all kinds. Sounds complicated? Not really. Or maybe a little. But that's why i decided to write this. I'll try to make this simple enough that beginners can also follow. This is like a mixed journal and a partial guide.

The two attacks of this build are Volcanic Orb and Eruption. Both deal mix physical and fire damage and that's what this build is all about. Now i can't really say if this build deals more damage than a pure int summoner simply because i haven't tried a full int summoner before. But i can say that this build does not lack in damage and there are 3 reasons for that:

1) physical damage from spells now scales with str

2) strength of the pack + brimstone gives 120% physical damage (at ultimate max)

3) plague reduces fire and physical resist

Let me explain this a bit; physical damage resistance is usually low or at zero. That's why most weapon users are ok even if they don't have reduced resists. But that doesn't mean the reduced physical resist from plague is now useless. Reduced resist from plague is absolute meaning you don't reduce resists by percentage but by the exact amount listed on the skill. So if a target's physical resist is at zero, it now comes down to -39% if your susceptibility is at 8/8. If you have +4 and your susceptibility is now at 12/8, your target's physical resist comes down to -54%. And we all know how hard it is to survive with negative resistance, especially as low as -54%.

i rushed this simply because it kills fast. I finished the first 4 acts of normal in just a little over 20 hrs and for a completionist playing xmax x3, i think that's pretty fast. At around lvl 10, i stopped picking up stuff except blues and greens and those i can get with the quick pick up button. I sold relics and charms so i still get some gold to buy energy pots. I didn't have many low level items so this was semi self-found. By lvl 34 though i was able to wear vestment of aericura, then 1 lvl up later, arcane bindings. Those 2 helped a lot with recharge. But for those playing this full self-found, I'll try to suggest some early game items to farm. My game speed is set to fast btw. And yeah i remember using the orb * at act 1 normal specifically against 3 cyclops and 3 shadowmaws. Yep, * can handle them if you let the frostburn damage do its job.

What to look for from items:
The biggest decision here is whether to focus on pet items or mage items. Choosing mixed pet and mage items would make it more complicated than it should be. And in games like this, you want your toon to have a strength it can rely on so i advice you choose mage items or pet items. This is for a mage build, if you want petmaster, you should look for another guide :p . But i can assure you this build is very good for mobs as well as killing bosses repeatedly (farming) even with xmax.

main targets:
* all skills - +4. i initially thought i needed at least +5 but somewhere in epic i realized +4 is good enough. makes your spells stronger.

* cooldown reduction - 80%. with 80% CDR, cooldown of VO becomes just 1 second, and eruption at 4 seconds.

* cast speed - preferrably 250-300%. makes hit and run better. and plague + eruption + VO in quick succession is deadly.  you also need high cast speed if you need to cast stone form in emergency. strength of the pack gives +15%

secondary targets:
* anything that boosts fire and physical damage by percent

* resists. bleed usually ends up negative on my builds and i usually get my bleed res on secondary. i probably have to find a better secondary shield, one that gives me better resists

early game items to look for:
staff of the magi - you can find this from act 1 mage satyrs (those that use staff). i used this all the way until chang'an normal, where i switched to a self-found blue dragons scales and a green shield.

diogenes ring/amulet - you can find these from trash mobs but imo you'll have better chance of finding some from merchants. replace later with plato's, then socrates after that.

oracle's wreath - act 1 normal bosses i guess. this is a lvl 10 item that grants recharge. if you have other set pieces of the oracle's set, wear them. the set bonuses are great for a caster.

robust ring/amulet - same as diogenes but you need diogenes first. replace with hale later.

occult ring - this has a lvl 35 requirement. act 4 or 5 merchants

helm of the magus - i think this is more common in act 4 or 5. trash mobs or merchants

the owl - one of my characters found this before in normal act 5. grants recharge and big boost to int. you can use this even late game if you have trouble getting 80% CDR. it has a study prey proc but it only triggers upon getting hit by ranged attacks. but when it triggers, even melee mobs caught in the radius get debuffed

dagger of basbona - i found this on epic act 1 with this same character. it grants 20% recharge and 20% chance of 100% total damage. the 20% chance proc also applies on spells and trust me, when used with VO and eruption, it procs every time because the fragments also get the 20% chance proc. this is also a good endgame weapon. it has 185 dex requirement though so you have to get some dex from items (not too difficult)

reginn's hammer - i found this on normal act 5. grants 40% physical and fire damage. the 50% damage to constructs and 33% armor protection (increased armor) are not to be taken lightly. constructs are the type of monsters that seem to be most resistant against physical. it's not a problem with reginn's hammer. and because the 33% armor protection is from a weapon, it is global meaning all your armors get the bonus. this was my weapon of choice starting epic all the way to endgame. and how fitting is it that my Totosai is using a hammer? get it?
*(needs confirmation on constructs' resists/but i do kill constructs quickly with this weapon)

a simple but very good weapon is a green axe or club with a tyrant's prefix. you can find that in shops if you're persistent enough (I'm not). you're lucky if you find it with a good suffix like of havoc. socket that with Prometheus flame

bonus: if you can somehow find mbuti's advocate with very good affix, both VO and eruption triggers the study prey proc (I've tested it). it is dex based though so you need requirement reduction but you can use normal version because the base weapon damage doesn't matter for a spellcaster

santa's chest armor has 10% recharge. it has lvl 35 requirement. you can use it late normal if you are playing twinked

rings of the rhine has a chance to drop in normal act 5 but it's easier to find in epic. it's a shield that grants recharge, high DA, and requirement reduction

mid to late game items:
weapons - any of the early game weapons i mentioned are good even for late game. figurehead of the naglfar, flakes of muspelheim, ra's touch (though it requires a bit of dex), fafnir's teeth. giant's tooth is so OP that it's good even for a caster.

shields - golden shield of pelaron, flowing shield of the euphrates, rings of the rhine, deimos, priam's gate, aionios (i don't have 1)

bracers - nerthus armbands, arcane bindings, adept's clasp, archmage's clasp. archmage's clasp is BiS but i don't have a spare. the poison res from nerthus armbands is huge

rings - seal of hephaestus, occult/hale/socrates of something, sindri's loop, ring of the three, ring of taranis, celestial band, cartouche ring

amulet - polaris, polydegmon, torc of cernunos, torc of the ancestors, aphrodite's favor, myrmidon's pendant, brisingamen (OP, don't have).

helm - preferably something with recharge

greaves - athena's battle greaves, leggings of the flameborn, boots of the alfather, boots of freyja, leggings of the defiled, demonskin walkers, blacksteel greaves

artifact - talisman of the jade emperor, thoth's glory, eye of ra, gambanteinn, symbol of the polymath

torso armor - many options here. there are only few dex based torso armors and you probably won't need them. cestus, tunic of the magi, blacksteel plate

Synergies between earth and nature:
Do i even have to spell it? :)
I mean virtually every skill from one mastery seem to compliment every skill from the other. The problem is there are too many good skills that you don't know if you'll have enough skill points to take them all. But is that really a problem? If that's a problem i call it a good problem to have. How many of us have put points than needed on nightmare pet just because we don't have anything else to spend our skill points at? Maybe even wisp? battle rage? At least on summoner, you know you'll spend your skill points on a good skill, even when you reach endgame.

Stat Distribution:
This is str + int but don't just spend them 1pt on str per 1pt int. You have to gear for CDR as early as possible. And you won't have strength of the pack until much later so fire is your early game damager. Start all int first then after you reach about 300-350 int, go all str until about 400-450 str. Then go according to your needs based on gear requirements. It's also good if you keep about 5 unused points just in case you find an item you want to wear and you don't meet the requirements yet. If you have reached gear requirements, try to keep str and int balanced. If you need to put points on dex, it should only be to meet requirements. I did this with no dex at all.

Early game leveling:
Start Earth. Earth is very good early game whether you choose volcanic orb, flame surge, or even ring of flame. Since volcanic orb will be my main attack all throughout the game, i started with volcanic orb. it's very good early game even with its 5 sec cooldown. Early game, set this as your RMB so your attacks will be VO, eruption, and staff attack. But later on when you already have high CDR and using a shield, you might want to bind VO to LMB. Volcanic orb + Eruption will allow you to farm bosses repeatedly with not much difficulty even if you play xmax. 1st level up put 2 pts on earth mastery and 1 pt on earth enchantment. Continue climbing earth putting only 1pt on volcanic orb, brimstone, core dweller, and stone form just in case. When you reach lvl 7, just keep your 3 skill points. Why? So when you reach lvl 8, you'll have 6 skill points to spend on nature. You're not in delphi yet at this point. Put 4pts on nature mastery, 1pt on HoO, and 1pt on regrowth so you have something to support core dweller. But after that, we will ignore nature for a very long time. And 1 more thing, don't set your core dweller to aggressive. Not yet because we will leave it at lvl 1. It will just die quickly if it's set to aggressive. Continue climbing earth putting only 1pt on conflagration and also 1pt each on the synergies of core dweller. When you reach fragmentation, max it.

After maxing fragmentation, max volcanic orb. So it's now max/1/max volcanic orb and 1pt each on other necessary skills. This will ensure you one-shot mobs early game.

Next, continue climbing earth again until you max it. Put 1 pt on volatility, eruption and metamorphosis. Then all succeeding skill points you get put them on eruption until you max it. You will have to drink mana quite a lot but don't worry you are going in the right direction and nature will help with that later on.

Now you have your main attack taken care of but it came with the cost of low health and energy. So the next step: Put every skill point on nature mastery. Ignore every skill in nature except tranquility of water. Put 1pt there then continue climbing nature mastery. You don't need plague yet and wolves will just be mere decorations. Low level wolves will just get murdered against high level mobs. But you still deal very good damage but with low health and energy. Thats why we put everything on nature mastery so every level up we get more health and mana. I know it sounds weird but trust me it's really effective. I killed 3 Barmanu and 3 Typhon pretty easily with shoot and retreat tactic. Even Dactyl and 3 Hades died quickly from volcanic orb and eruption. Same shoot and retreat tactic. I had 1pt on susceptibility by this time and it probably helped. Put 1pt on heat shield if you haven't yet. It's bothersome to cast again and again but you are much safer if you have it on. After maxing nature mastery, put 1pt on refresh just in case you have to resummon core dweller quickly. And also, if you don't have enough CDR yet, eruption - refresh - eruption is a good boss killer.

At this point, i found that I'm ok even if i don't spend my succeeding skill points so that means you can spend your skills on what you want and it wouldn't matter too much. I just put 1pt each on plague tree then maxed volatility and earth enchantment. But it's ok too if you want pets or tranquility of water.

Next is epic. Act 1 epic is far easier than late normal. This is the time to get wolves if you haven't yet. From this point on, I'll just keep it short. Put 1pt each on wolves tree and nymph tree (optional). Max wolves (base skill). Put points on core dweller tree except wildfire just until it doesn't die easily. Get plague tree then max strength of the pack. The way it happened with my character, the damage scaling was: Eruption and Volatility on normal, Strength of the Pack and Brimstone on epic, and Plague on Legendary.

suggested skill distribution (with +4):

I did not put anything on rewarded skill points so endgame, you should have more skill points than that. You might need more points on permanence of stone depending on your items. Points spent on pets are just so they don't die easily when set to aggressive. Core dweller at lvl 10 is tanky enough. It will die the most in act 5 but it's very easy to resummon with 80% CDR. And don't forget mastery shrines. Resummon every pet whenever you get a mastery shrine. And that's one of the reasons why i have regrowth so i can keep them at higher levels for longer periods of time. But late game you will have more points than i showed anyway so feel free to add more points on your dweller if you want. Briar ward even at lvl 1 serves its purpose but you can put more points on it late game. Briar ward was the main reason i survived Dactyl. For some reason, it decided to spawn once on my first run in normal, then 3x  also on my first run in epic. That's how much the big dude likes me (or likes to kill me). But he never did because i have briar ward. It will vanish with 1 wave but it allows me to attack then retreat. But you can use briar ward against ordinary mobs as well.

Eruption is great against archers because they usually don't follow you. So if you cast eruption then retreat, they just stay in their place and let themselves die. But if mobs are in front of you, cast VO instead of eruption. It lands faster if your target is in front of you and the damage is more instantaneous, plus it stuns. You might be tempted to cast VO then eruption immediately after. But actually it is safer if you cast VO, run back a little, then VO again. You can cast eruption on the ground before they even get close to you. Some mobs in act 5 don't get stunned, jotuns for example. Use briar ward against them. The most trouble I've had with this build is against the golem constructs in act 5. I don't know how high their reflect is but when they cast their thorns thingy they are more dangerous than yggdrasil creatures. And once eruption starts, there is no stopping it. So you continue getting damage until the duration is over. Also the area where i had to get the hand of balance (act 2). The skeletons there have thorns now? The green ones. Maybe they always had and i just forgot. Or maybe i just never noticed. The best counter i could come up with is the old trick stone form + eruption. They cost me some deaths. These are some of the things that i had to learn on the go.

Hiding in briar ward all day is good for this build. Eruption really goes well with briar ward. And sanctuary even gives -32% damage absorption and also -32% mana cost. But personally, i find it slow and clunky. I feel it takes away some of the fun of playing a caster. And most of the time i prefer being mobile than stationary. Also, it feels like briar ward takes away some of the range factor of being a mage. If i really have to I'll cast briar ward but I'd like to avoid it as much as i can. I'm not bashing it, it's just a matter of preference. Heck, on my skinchanger i cast briar ward all the time. I also tried it on this one but I just like it more if i just pew, pew, pew - boom! boom! boom!

I have one gripe in this build that i haven't thought of while theorycrafting: the range of plague is shorter than VO's and eruption's. It would've been so much better if the range of plague is just as far. Well, you can't have your cake and eat it too. One solution is to let your pets draw aggro first. Another is to cast briar ward. But it shouldn't matter much. As long as you get your resists up, this caster isn't as squishy as you might think. It might not look like it but i care about survivability as much as i care about offense.

For those who like to play mages, this is a beginner friendly build but make sure you don't spend your skills and stats all over the place. You will have to do some farming but the build also gives you the power to do so. The best low risk high reward farming spot for this build is the secret passage. Don't open the gates, press shift then cast plague and eruption from the outside. Everything there dies quickly. Just make sure to hide in stone form when toxeus spawns.

gameplay clips
Spoiler for Hiden:

Gaming / About diablo 20th anniversary
« on: 23 August 2018, 00:23:27 »
just saw this and since i know some people here are also diablo fans, can anyone here talk about #4? (3:41)

i didn't know this so i just googled but couldn't find anything except some comments saying the same thing.. me with one look also knows the images are not from official diablo games

but wow that's embarrassing

as for me i think the graphic designers of diablo 3 are different because graphics in diablo 3 is cartoonish imo

Items / Relic/Charm Standard Completion Bonuses for AE/R
« on: 15 August 2018, 05:04:14 »
This FAQ is still under development

@ALL I want to make an updated version of this[RELIC/CHARM STANDARD COMPLETION BONUSES] but as you all know it's too many. I'm very far from completing this but with your help, hopefully we can get this done


artemis bowstring - attack speed (8%, 25%, 35%)
valor of achilles - attack speed (8%, 25%, 35%)
anubis wrath - attack speed (8%, 25%, 35%)
sigurd's courage - bleed res  (15%, 25%, 35%)
monkey kings trickery - pierce res (8%, 16%, 26%)
archimedes mirror - 15% chance of life leach retaliation for 1 second (14-22, 24-36, 38-50)
hermes sandal - poison res (20%, 30%, 40%)
aegis of athena - bleed res (15%, 25%, 35%)


Eitr - slower attack for 3 seconds (33%, 50%, 66%)
Demon's Blood - defensive ability (25, 35, 45)
Primal Magma - attack speed (25%, 35%, 35%)
bat fang - attack speed (8%, 15%, 15%)
turtle shell - + to strength (5, 11, 18)
diseased plumage - offensive ability (+25, +45, +65)
boar hide - bleed res (15%, 25%, 35%)
pristine plumage - bleed res (15%, 25%, 35%)

as many of you know, standard completion bonus is the bonus you get if you complete the relic/charm on the item instead of in inventory

Earth AE / Hybrid Melee/Caster Juggernaut
« on: 12 August 2018, 08:48:20 »
My last 2 characters (spellcaster thunderer and elemental archer dreamkiller) have given me some headaches on gear optimization :))

I'm quite content with my thunderer but my dreamkiller, although it's still on epic, i can already see I'm gonna have more headache when i get to legendary :))

so to keep my sanity, I'm planning to make a hybrid melee/caster juggernaut.. although it's a hybrid, my experience says hybrids are easier to gear than unconventional builds.. I'm quite sure I'm gonna bore with pure melee so I'll get volcanic orb and eruption

now here is why I'm making this thread: when i play hybrids, i either go str + dex first or int + dex first.. not start it as a hybrid as early as lvl 1.. skills won't be a problem i think because i can just respec and i don't think I'll have any difficulties before i get to delphi where the oracle first appears.. but stats are a different matter because i can't buy them back.. and it's been long while since i last played earth.. so my question: do i start as str + dex first or int + dex first? anyone can give their opinions but


i want you guys to chime in :)

i don't have many early game items but i remember i have:

amulet with + 1 to earth
fell blade
oath breaker
oracle's wreath
normal green helm of the magus (int req)
hallowed normal green helm (int req)
and the cheat weapon * although i might not use this except probably if shadowmaw spawns

edit: this is the * i meant
i can't link to the weapon probably because of the name..
so i just linked to staves.. first weapon on the list

right now I'm leaning towards int first either flame surge or volcanic orb.. I'm starting this as a lvl 1 character and as always, xmax x3

Anniversary Edition - General discussion / Gambanteinn question
« on: 15 July 2018, 23:32:31 »
i have my own answer here but I'm not 100% sure so might as well ask

Gambanteinn has 25% chance of +200% elemental damage.. that proc elemental damage should also apply to spells right since it's from an artifact? like ice shard, volcanic orb, eruption?

actually even if it's from a weapon i think it should apply also to spells because it's also %elemental damage, just a proc

General Discussion / Poorly Thought Out Items
« on: 15 July 2018, 09:51:39 »
(This is not a critique or resentment to the game.  Sometimes itís good to have fun  ::)  )

Aloha!  So letís talk about items.  I know many items are good, some are so so.  But some are just plain out weird.

What is up with that reduced int requirement for armors and weapons? Why would you need to reduce int requirement when the item itself requires high int already?  Well i know it has itís uses butÖ really? -30% int requirement for a lvl 48 mage item?  The reduced int requirement for weapons is even more weird.  The only int based weapons in this game are staves.  Reduced requirements, especially as high as 30%, is usually sought out so you can keep said stat to as low as minimum.  So basically, if you want to equip a staff, you would want to keep intelligence to as low possible because why would you need int for a staff weilder right?  Eh?  Is that right?  bonkers.

Veterans know that the best use for that is if you want to twink your toon to equip lvl 48 or below staves but with higher int requirement like Caduceus and Eye of Osiris to name a few.  But veterans also know that itís a poorly thought out design because soon you can equip it anyway without the need for -30% int requirement.  The boots will just outgrow itís usefulness and itís a shame because itís part of a pretty good set.

80% Reduced Defensive Ability.  On a bow.  Really now. Well yeah itís still useful for a petmaster and for multiplayer.  Ok ranger, because this is one of the best weapons for a ranger right?  Surely a good tactic for a ranger is equipping a bow that reduces defensive ability right?  Forget about your own damage, the important thing is your wolves deal more damage.  And multiplayer because if you want to play an archer on  a multiplayer, surely you would want to be a support.  Right?  Get a grip.

So letís talk about Ragnarok items..

Devs:  Itís Ragnarok and part of the new content is we will be adding a new type of weapon
Us:  Ok weíll farm for them
Devs:  Yes.  Weíll make sure you find them.  Lots and lots and lots of them
Us:  This is too much really.  We want to find other items too  :-\
Devs:  You're welcome  >:D

Devs:  You know you should really try a club for a Hunting toon
Us:  Eh? Why would we want a club when a spear or bow is the ideal weapon?
Devs:  Because weíll make it very good for you
Us:  Ok Iíll use it for my conqueror
Devs:  No please. Weíll even add +2 to Hunting

there  ;)

Devs:  Weíve included many new items.  You should try them
Us:  Ok weíll mix it with some of our items
Devs:  Ah no.  Those vanilla items are outdated now.  You can forget about them.  Weíll prove it to you

Did something happen to the doppelganger hero monster in mimer's maze? i did many runs and it very rarely spawned.. i managed to make it spawn about 9x in God knows how many runs and only once did it drop one of my items: athena's battle greaves which i don't need.. i was trying to duplicate archmage's clasp.. the rest of times it dropped nothing but gold.. wtf i don't remember it being this way

even exit to desktop did not help

and no i don't do tqvault duplicate.. items are supposed to be farmed.. even if it's just a duplicate

at this rate it's better to farm 3 act 2 telkines or 3 alastor

bah if i can't get another archmages clasp, I'll just think of another gear setup

General Discussion / Remembering bugs in TQ PC early release
« on: 03 July 2018, 09:36:14 »
Sometimes it's fun to look back and remember the different bugs we had to endure when TQ on PC just came out. Many of these bugs were fixed in the fan patch but I'll just list what i remember:

1) deathchill aura - ravages of time did not work.. seemingly a very good skill from spirit is good only on the skill description.. but in-game, it does not give you anything at all

2) Triumph from warfare, another should have been very good skill, did not work due to bugs

3) Homados MI armor instantly maxes out your attack speed.. lolz.. although this is actually beneficial unless you're against cheesing

4) Hades' 3 high generals quest reward is 5% total damage.. very good... until you exit the game that is because the next time you reload, that 5% total damage is gone

5) Plague skill by nature.. this one i never got to experience or maybe just forgot but i read somewhere that once it was cast, it never ends.. there is no duration.. lol that must have been terrible

6) Pets including briar ward does not get difficulty bonuses.. Petmasters sure had a tough time

there must be more i just don't remember.. anything you can add?

Quests / List of main quests .que files
« on: 25 June 2018, 14:10:14 »
Foreword: i have not tried any of these. This is just something i saw somewhere a long time ago and decided to save. Quest bugs often happen in multiplayer when another player usually not in a party decides to complete a quest not yet done by the server or other members. Deleting the particular .que file will probably solve the problem. If anyone tries this, please confirm in the comments below. Credit to uhhhh yeah that guy.. sorry can't remember geez. The quest descriptions are weird so i may have gotten this from a non-english forum and just used Google translate.

List of main quests

Act I

25f52948fe7b26a21a0df24c0be2e8c2.que - Spartans at war
1416a6ff702e61a6dd85af7950fa735e.que - Predictions Oracle
63d7825258ac487005fb30b44bbcfd3c.que - Monster Lair (not alive Feyyan)
26545759fa488960091cf0f1fbdbc4d2.que - Battle of Athens (Athens, do not open the gate, so you may need to reset the quest monsters Lair)
f07178218bc01538d028140b781c063a.que - Order of Prometheus (does not open the door)
fb3d625b578f1ca439cf8b191f1be2a5.que - In the labyrinth
f2e8f5c0bf8ed1260c1a2ef9489bff9a.que - The gods' celibacy (part 1)

Act II

921a898c0f7e2e705ca1c4f7e1694e76.que - The Fortitude of the Gods (Part 2)
b4fe672a71d358dab5ab71c7675ccef3.que - The Ritual of the Call (Imhotep does not accept objects)
a0aa1de2321af258ed364ca6c3390533.que - Telkhin in Egypt


d431fe284b192ce59fa39a1dfa5710f8.que - Sickle Crohn
fa32290384daa27cbb17973a0df1d62f.que - Finding Serpa
488d38e2aabe3b814a897fdfabafc381.que - Journey to the Jade Hall of
f255b7f3b5f48428ae649dd5d07682be.que - At the foot of the mountain Vusal
973c149c5bf07bde60cad4680ef1a9ae.que - Olympus (Typhon does not open portal)

Act IV

a246f584b8ccf12ded839a8496a5d103.que - Mysterious message
c803a4fe72dc5580279a8b73109e1b19.que - Price assigned Medea
0fb23c428f3095d6e5269706486ff063.que - The road to the kingdom of the dead
9aefdeea46886ff1ce968bff839482bd.que - Judgment
1405fa9d04c0b57d2c5506c32dd9b660.que - Battle for Elysium
a2652bd2b05802b5ad37f978a5727ba6.que - Lord of the underworld

List of additional quests

I Act

165a7811959d29bd785d7d399876ed5a.que - Beast robber
145d7957d9c049c2caf1eb0a2f2e0bca.que - Man cornered
62444cf2be9a8e17777c7913dbb6d8bd.que - Encountered
6671aeb5d0c9550cd4596c3594f02d6c.que - Lost dowry
f4b058f5b956a4b7fa8d9d3de2122810.que - Old soldier
b54fee2d020ab46896579003478154f8.que - poisoned source
2409594bcc6a407811f240fbaf4580e8.que - raids skeletons
8684f5425486fd0387b7be3f50e8a3d2.que - shipwreck
e768461698514c520925964324f57c45 .que - Noble centaur
2bbc6686e4286cc411d17f2475b3e52b.que - Missing things
8e54e73cb0e70204508b3e4356a2215e.que - Master Smith
beb4142ff45b9c4bdeca5c078d0ff3c1.que - Correct gifts
3112ca2d064fa408713a897aa6bac838.que - Grieving widow
c95182e2d3773b744e6991c0d72f5208.que - Hunted in ruins
78f1df96a5650f349cdfd86a9153e791.que - Lost Spartans
a3c1b091b7c7ddc976131d420a2a14a5.que - Doctor Ksantip
4e0e4b42d5eaaee0ac153c227802a6d3.que - Risen from the dead tyrant

II Act

814977afbd7bcc7ae51d5d005a700446.que - heirlooms
becb2bc59fd54197e1ea29bfab77ac06.que - Epic monster
02a5acd1851de92d8b38197cce893927.que - Adversity Egyptian farmers
f8d6dce054cef9fd03e26e7c53c5bc32.que - Witch ring
c3b77d7df4890b59b0718d9b9250387a.que - Beggar of poor
1adc9131c128c361e6442359c2e07bbd.que - Request High Priest
92b6b6d26ce9cb69bf6d69652b824750.que - Missing brother
4db18a0ebccf5dd60e1de7322a87b42b.que - The Curse of Cheops
630a0113eee656f65f1fed0ddb19a71d.que - Hidden Treasures
eb15488bcbba9304603c62a4b4c8c348.que - The Disasters of the Caravans
bc306df00d03b07e9cfe8e9f77d3f3ba.que - Converted Priest


51f05c2502a3d2a5522cbae4f31dc481.que - destruction Seed
af7cb661cdbfa9ab604ccf22f60604b7.que - Riddle in the mountains
b0953751f3c5abcc7b2465e90d33b557.que - Giant Yeti
3b649d2f970cf4ad1e2981937d1d2be0.que - Caravan in danger
7734331bc7427cdeb3d8d493e35a4e59.que - Child and lizard
6f7e82e6edcc8f9f0d5ba2c1a139e5c2.que - Peng
03b40bfa727b1fb8e39d1a8a8e344562.que - wealthy collectors
f28dd3adcb7815d5d885812f579e8f27.que - Monster in forests
ee23d66a4bec3fc4a947309ab7915a0c.que - Lesson of Courage
ace0235eb5862f2ee13388537ed1b127.que - Terracotta Warriors
b0d8283ec27121b5e9dd788ca5be5d5d.que- The clay warriors of the emperor
b77e7b8d2784dfdb73ebd32987797c82.que - General at rest
3c27ad82d53f02263b7293391e65ed50.que - Behind the waterfall
4a18342c27be2a171b6af73478b48277.que - The hermit
sage 39a85f035a9a9371c62f7a1e930b5076.que - Three sisters

IV Act

8d5478dad731059801f1da45da65f0d8.que - an impossible task
630f55866732f0ff97a2e41a5acd3835.que - History crab
636a91440cf5bc16d7479ea67ec5e05d.que - Chaps fakilschikov
ba7943c7d89e2a66a5a60a912e5eee46.que - Forest outpost
c247947108b08a67a652f5256b295ce5.que - Stolen print
754127e8b8dca276c9bc996d1f15dad0.que - Drug Lampido
933f35463833c4e4f03506fa2c44c737.que - Treasures of ancient kings
15f8d932c13c2e8d18490f7f5ca72549.que - Hunters treasures
a6a78e3f825c1754492a472d50211aa4.que - A dangerous job
44bdf63f610b80f700a84e5f2b780100.que - The enemy leader
bb3735f4204fcfefeeaa810c010adc20.que - In ruins
c62be664ffc9b3dcc1c09fa15c9dabc3.que - leading the
3a5748602b907731288ccc4a12be30ea.que - Stygian creature
075da2e6a15de6bcb3e25f7f346fa9b7.que - Treasure Aida
1c9b601aafbf0e6ce4eccf03eb81b629.que - Orfeo Euridice
4d48936d1fcb4f76acbc5c25cf096d96.que - Invitation
e134a1e7bd9037ebc13e1cb4bdf43f81.que - Ashes titanium
d6721e5cc52f8cf1ba7ba5687be742ca.que - Necromanteion
eed793c17af08279391f58a5d88ba2c4. que - The Secret Struggle
4bb8394b40c01e90e148e9c88182afac.que - Admet in the Kingdom of the Dead
d37360133b4596bfe620937cf3f75d9a.que- Faster than the wind
a540a0167fcbe05346ca92bffd79027f.que - Siege shake
fcfa7e2e212745d5327f952fd7102a93.que - Achaean Pass
1192f0a0b8e1bda15f14ec40b76cbd33.que - Sabotage
9541592c0b9518fe8152702e3e12827e.que - Erebus Crystals
cbbed5b321b2d27e609f6d97ee167727.que - Warlords Aida

Rogue AE / Petmaster Dreamkiller
« on: 20 June 2018, 11:18:29 »
This is not a guide.. I just thought of something crazy that i want to try with my dreamkiller in the coming days and i want to share it with you.. This is a theorycraft for now but the good thing is i already have a dreamkiller and it's a hybrid so i can go with whatever build i want

So how do we make a dreamkiller a petmaster hmm.. traps are pets now.. but why dream? ahh because of nightmare mastermind.. ok that's it, got the idea now.. that simple ...  ... nahhhh ;) .. those 2 are part of this build but it doesn't end there.. we need more pets.. and the only way to truly justify dream is by getting lots and lots of pets so they all get mastermind.. that's where one particular pairing of skill and item comes... aphrodite's favor and throwing knife.. AoE mind control.. good for xmax.. but that's dangerous right? because what if the duration ends? instant mob.. enter traps and distort reality ;)

this build has many holes:

1) it requires lots of skills so it takes a long time before the build takes shape

2) Aphrodite's favor is not easy to find and the level requirement is 52

3) build requires at least +4 to all skills, cast speed, and probably a bit of CDR.. maybe some pet buff rings as well

4) this build is useless in secret passage and primrose passage
(here i probably take back all the points from knives and envenom tree and put those on distortion wave)

those are the cons.. the pros are:

1) it is weird.. and

2) it is weird

that's good enough.. i will update in the coming days :)

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