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Phatrollerknight

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  1. There's ways to give more dmg types besides doing it directly too to copy over. Retalation dmg on incoming attacks/staggers/afflictions. Rooting Pain on monks is a fun passive they have to pulse out Crush dmg without player inputs.
  2. 20% recovery feels too low as that's just Robes and spiritshift hides aren't weak. Base robe is 3 AR, Legendary robes are 7. Spiritshifthides are all 8 AR for all dmg types to begin with and +1 scaling every 4 levels. 13 AR across the board at lv20 with no recovery malus and Bear gets +2 AR on top.
  3. For the condition of being near 2 enemies , would a multiclass Berserker Ranger's own animal companion count as an enemy if you don't lift Confusion on yourself? Would you then always keep the passive on even against a singular enemy and if it works, is the synergy dead due to Carnage hits landing on your animal companion? Maybe Ghostheart could help or any cheap creature summons.
  4. Does Far Casting extend to the range of Summon placements as well and do all Summons share the same casting range?
  5. Which passives do you still generally want for them compared to the normal AC?
  6. Spirit Tornado getting a frost AoE makes me want to lean into a cold themed Barb. Secrets of Rime needs to come from multi and druid's spells compliment the vibe with the elements and spiritshift more then wizard/priest would. Unfortunately Spirit Tornado's Cold component only kicks in at lv 19 for a multiclass. No subclass Barb to not deal with Frenzy and Lifegiver Druid because it has the bigger list of free spells I'd want, leaving more ability points to invest into passives. Between water/beast/ground spell options I should cover spellcasting options versus Cold Resistant enemies? Melee, Brute Force and Spiritshift always available. Bear or Wolf Form preference, bear roar and AR probably more valuable then Wolf with Knockdown? There any interesting equipment/synergy for this? Pitfalls to this theme?
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