![]() ![]() I started going through Hell and when my main spells lacked of damage I put 1 pt on them as needed. ![]() I had a lot of pts left and I did not spend them.It has a bit more than 1k damage, but I think it is good enough. As this is a support spell, I tested it with my Merc’s damage, so even though I am a guitarist I did not want to “solo” with it. Same for Lightning, 1 pt on LMastery and then Lightning.This is why I highly recommend to test instead of blindly follow a guide. I did not need to max it, but thats because of my playstyle. I wanted at least 3k Fire damage, so I started leveling up FWall (plus 1 pt in FMastery) up to about 2k and started using it to see how much do I need to be effective in Act1.The following list highlights the best and worst Terror Zones for this build. Terror Zones The new Terror Zone mechanic opens up a wide range of farmable areas. As I respeced from full Fire into this build when started Hell and I had something like +6 all skills, I just went out from town and started killing mobs with orb, just to see how effective it is. At best this build can use Flame Rift to deal with Uniques that are Immune to both Fire and Lightning. ![]() 1 pt on support skills (Teleport, Warmth, etc…), then maxed out FOrb and 1 pt on CM.Rather than hard-following a specific build, it is better to start off with the basics and fine tune it while testing it against mobs. ![]()
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