As I slowly progress from this build. I really wonder is there any rare armour able to replace our Inpulsa? Apply additional curse for DPS and Explode to replace Explode?
Does anyone have the crafting for the awesome shields I see? I got the base I want, but unsure how to proceed.
Its from vodkasheep:
SHIELD:
For a shield, Its alot less gurenteed and there is going to be some variation. You must use a shaper ES shield for this craft.
Start by alting until you get T1 %spell damage; Note this craft only works with spell damage not any other shaper prefixes like + to all max res. because %spell damage blocks %fire damage.
Craft fire res to block fire res on suffix
now Add fire until you get +1 to fire spell gems; At most it should take you two tries since You can only get fire damage as extra chaos damage and +1 to fire gems.
Remove chaos if You had to add fire twice because you got fire damage as extra chaos.
Now craft a life prefix
Now Add life until you get %Life on block it should at most take two times
Now uncraft crafted life and then remove life(has to be remove and add as separate crafts not the remove then add craft) until %life on block is all that is left (50% chance there) MAKE SURE TO RECRAFT PREFIX LIFE BEFORE YOU USE ADD LIFE GARDEN CRAFT and ONLY UNCRAFT DURING THE REMOVAL PHASE
Now add chaos for chaos resistance on suffix
Now craft block suffix
Now add life for T1 life prefix, if you get %es and minor life instead remove defense craft and then Add life until you get it. This part is actually risky because if you get a low normal life-non ES roll you will have to start over from the life portion and remove it all. I would suggest just keeping a crafted life prefix at this point and add influence value in place of the crafted block I mentioned earlier for a chance at the goodies.
Final craft should look like this
T1Spell damage
+1 fire damage spells
Life
Chaos res.
%Block
% life on block
Keep in mind these SHOULD work but GGG has changed some tags and meta mod rules. I am 99% sure that this will work though.
I feel like I am missing something here. If you get the spell damage then craft the fire resist, how am I augmenting it without making it rare? Is there a regal then annul in there somewhere?
I feel like I am missing something here. If you get the spell damage then craft the fire resist, how am I augmenting it without making it rare? Is there a regal then annul in there somewhere?
I feel like I am missing something here. If you get the spell damage then craft the fire resist, how am I augmenting it without making it rare? Is there a regal then annul in there somewhere?
Harvest craft to add fire mod
Okay, I tried that and it says no more room for mods. Is there a certain hrvest craft that adds fire and upgrades the item without rerolling the mods? I spent several hundred to get the spell damage and added crafted the fire resist as per the instructions, but now I am a bit lost here...
Guys~ what do you think if my 6th link change from Hypothermia into Combustion? Frenzy Barrage's combustion switch to awakened curse on hit and get a CoH Lv8 Flammability ring? Will it raise my dps into further?
Now craft multimod and then craft cast socketed spells on skill use and Double Damage from your crafting bench.
Now add a fire mod to fill up your final prefix.
Finally remove a non caster mod and add a caster mod until it eats your multimod and not your double damage to replace it with spell crit. you may have to recraft double damage.
Your final wand should be:
T0 attack Fire damage
T1 %Spell damage
Rerollable fire prefix(its the only modifiable fire mod on your item)
Spell crit (rerollable)
Double damage
Cast socketed spells on skill use
Honestly no better mods for a wand if your VD spellslinger.
don't understand part with guaranteed "Spell crit (rerollable)"
before this step we have:
T0 attack Fire damage
T1 %Spell damage
Rerollable fire prefix Multimod
Double damage
Cast socketed spells on skill use
you say "remove a non caster mod and add a caster mod until it eats your multimod" but there is 2 possible results:
#% increased Cast Speed [Caster][Speed]
#% increased Critical Strike Chance for Spells [Caster][Critical]
so it's only 50/50 that we receive crit or i don't understand something?
if we receive cast speed then only solution i see to remove it "remove speed" which is very rare - i don't see a single one yet...
seems i don't understand how to guarantee crit like you say in this guide.