[3.16] LL VD Spellslinger | 8.2 k ES | 75%Block / 75% Spell Block | not recommended anymore

How does this build deal with normal bleeding (not corrupted blood), ignite, shock, chill and poison?

Also I need some advice on survivability. I guess one thing is to get more ES, but I do die to random ignites every now and then. Nothing to do when your ES runs down faster than Usain Bolt and no mobs around to leech off of.

Also, what's the most optimal upgrade order? I prefer survivability atm, since damage is ok. I need helmet, wand, gloves and belt. Currently wearing:

Helmet - Currently Crown of the Inward Eye with enchant
Wand - 25c placeholder with ok stats, no +gem though
Gloves - just little bit of ES and fixing resists
Belt - little bit of ES and mandatory CDR (currently using 66% cap)

My jewels are also quite bad, only one critmulti mod and %es, but I'll fix those later. Also cluster jewels' suffixes are almost nonexistent, I'll roll them when I get appropriate harvest crafts.
Finally managed to get tier 1 crit chance for spells ater like 20 attempts. Now I need to mod cannot roll caster mods and remove/add fire until I hit tier 2 flat fire.

Last edited by SenderHoN on Feb 11, 2021, 10:13:04 AM
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Wermine wrote:
How does this build deal with normal bleeding (not corrupted blood), ignite, shock, chill and poison?

Also I need some advice on survivability. I guess one thing is to get more ES, but I do die to random ignites every now and then. Nothing to do when your ES runs down faster than Usain Bolt and no mobs around to leech off of.

Also, what's the most optimal upgrade order? I prefer survivability atm, since damage is ok. I need helmet, wand, gloves and belt. Currently wearing:

Helmet - Currently Crown of the Inward Eye with enchant
Wand - 25c placeholder with ok stats, no +gem though
Gloves - just little bit of ES and fixing resists
Belt - little bit of ES and mandatory CDR (currently using 66% cap)

My jewels are also quite bad, only one critmulti mod and %es, but I'll fix those later. Also cluster jewels' suffixes are almost nonexistent, I'll roll them when I get appropriate harvest crafts.


Honestly, it sounds like your jewels are a large part of the problem because outside of your helmet, wand, awakaned spell cascade, and cdr, it is where you get most of your damage from your gear. I would suggest finding a wand with a high flat fire and another mod then putting trigger on it. You could even roll some deafening angers until you hit something decent. Also, the cluster jewels are a large part of your survivability because it's where you get spell block as well as ES. I would suggest first getting a better wand then working on those jewels. However, if you have the exalts, getting two awakened spell cascades is probably the best upgrade that you can do.
Last edited by SenderHoN on Feb 11, 2021, 10:18:11 AM
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SenderHoN wrote:


Honestly, it sounds like your jewels are a large part of the problem because outside of your helmet, wand, awakaned spell cascade, and cdr, it is where you get most of your damage from your gear. I would suggest finding a wand with a high flat fire and another mod then putting trigger on it. You could even roll some deafening angers until you hit something decent. Also, the cluster jewels are a large part of your survivability because it's where you get spell block as well as ES. I would suggest first getting a better wand then working on those jewels. However, if you have the exalts, getting two awakened spell cascades is probably the best upgrade that you can do.


I don't quite understand. What does the flat fire do in the wand? It just gives flat fire damage to Frenzy? You don't even have it, but guide maker does.

Current wand is this:


My cluster jewels' notables are fine. Non-notable suffixes are not.

I do have two awakened spell cascades though.
Last edited by Wermine on Feb 11, 2021, 10:32:38 AM
Flat fire dmg is one of the best damage stats since with spellslinger since flat fire is transferred to damage for your spells. Also, you mentioned my wand, but I am going for it. it's my last mod that I am looking for. I just spent about 50 ex making the wand that I posted, and I was tired of msging people for crafts. Anyways, your wand looks good overall; the biggest downside being that it's not an imbued wand, but that should be fine. Anyways, since your clusters are fine, you have awakaned spellcascade, and your wand is good enough for now, I really think you would be best served by crafting multi jewels. I did it by buying jewels that had 3 multi mods then auging defense. Max % es is as 1/3 def mod, so it's the best way to get a triple multi jewel with ES. I don't know if you have 66% total cdr recovery, but that is also another good way to increase your damage by a large margin.
Last edited by SenderHoN on Feb 11, 2021, 10:40:17 AM
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SenderHoN wrote:
Finally managed to get tier 1 crit chance for spells ater like 20 attempts. Now I need to mod cannot roll caster mods and remove/add fire until I hit tier 2 flat fire.



Gl with that, seems like it's an average of 26 attempts for t2 and 125 for t1. I'll probably try to get a t1 in the coming days myself.

Btw, you can easily hit t1 crit for spells if u already have your t1 crit multi locked. You craft "Increased critical strike chance" and augment crit, it's 1/6 chance. If it's not t1, re-craft "Prefixes cannot be changed", remove caster and repeat from the beginning. Kinda expensive (since aug crit is like 2 ex and you'll have to re-craft prefixes cannot be changed multiple times), but really fast way to get it.
"
gottypro wrote:
"
SenderHoN wrote:
Finally managed to get tier 1 crit chance for spells ater like 20 attempts. Now I need to mod cannot roll caster mods and remove/add fire until I hit tier 2 flat fire.



Gl with that, seems like it's an average of 26 attempts for t2 and 125 for t1. I'll probably try to get a t1 in the coming days myself.

Btw, you can easily hit t1 crit for spells if u already have your t1 crit multi locked. You craft "Increased critical strike chance" and augment crit, it's 1/6 chance. If it's not t1, re-craft "Prefixes cannot be changed", remove caster and repeat from the beginning. Kinda expensive (since aug crit is like 2 ex and you'll have to re-craft prefixes cannot be changed multiple times), but really fast way to get it.


Yea I considered doing it that way to get it, but I don't have prefix can't be changed, and I had to go to someone to get it. Your method is a 1/6 that requires prefix cant be changed into remove caster into aug crit into start from beg if you fail, whereas mine was a 1/12 that required one usage of prefix can't be changed, and I was able to just spam rem/add caster for 1 ex a pop. I just got unlucky and hit tier 2 three times.
Last edited by SenderHoN on Feb 11, 2021, 11:03:55 AM
Hey all! Thinking about rolling this build in Ritual. Ive got 250+ex to start with here. Anyone currently playing this in league that can vouch for it? Most things seems straight forward, but I was wondering if it's better to go with self-control node and just focus on 2 buff effect/fire damage rings instead of the mana res on them.
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Wermine wrote:
How does this build deal with normal bleeding (not corrupted blood), ignite, shock, chill and poison?

Also I need some advice on survivability. I guess one thing is to get more ES, but I do die to random ignites every now and then. Nothing to do when your ES runs down faster than Usain Bolt and no mobs around to leech off of.

Also, what's the most optimal upgrade order? I prefer survivability atm, since damage is ok. I need helmet, wand, gloves and belt. Currently wearing:

Helmet - Currently Crown of the Inward Eye with enchant
Wand - 25c placeholder with ok stats, no +gem though
Gloves - just little bit of ES and fixing resists
Belt - little bit of ES and mandatory CDR (currently using 66% cap)

My jewels are also quite bad, only one critmulti mod and %es, but I'll fix those later. Also cluster jewels' suffixes are almost nonexistent, I'll roll them when I get appropriate harvest crafts.


100% ailment avoid is easy to craft with harvest. You have 20% from tree, 35% from boot, 25% (may be 50% but not necessary) from craft bench, take the miss from Jewel Implict harvest craft.
Last edited by phuaoyama on Feb 11, 2021, 11:53:14 AM
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gottypro wrote:
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SenderHoN wrote:
Finally managed to get tier 1 crit chance for spells ater like 20 attempts. Now I need to mod cannot roll caster mods and remove/add fire until I hit tier 2 flat fire.



Gl with that, seems like it's an average of 26 attempts for t2 and 125 for t1. I'll probably try to get a t1 in the coming days myself.

Btw, you can easily hit t1 crit for spells if u already have your t1 crit multi locked. You craft "Increased critical strike chance" and augment crit, it's 1/6 chance. If it's not t1, re-craft "Prefixes cannot be changed", remove caster and repeat from the beginning. Kinda expensive (since aug crit is like 2 ex and you'll have to re-craft prefixes cannot be changed multiple times), but really fast way to get it.


Another way is to craft prefix cannot be changed, and r/a caster ultil you get T1 crit change for spell

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