[3.0] NeverSink's ♣ INDEPTH Tornado&Archer Guide ♣ Beginner friendly ♣ Rapid clear ♣ All bosses
Which one would you use??? |
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Coil if you have the necessary jewelry to cover the resistances.
Ranger builds list: /917964
When two witches watch two watches, which witch watches which watch? If the witches watching watches watch the same watch while you watch which witch watches which watch, they switch watches; then, the watch switching witches watch which watch you watch. Watching witches watch watches is not for the faint of heart... |
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" The ondals nerf is what concerned me, but I'm sure there is a way around it, at least in part. I can't see that breaking the build.[/quote] The Ondar's Guile nerf will have some effect to be sure. The other big change as far as this build goes is going to be dealing with reflect since I heard Enduring Cry no longer works with CWDT. |
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" The Ondar's Guile nerf will have some effect to be sure. The other big change as far as this build goes is going to be dealing with reflect since I heard Enduring Cry no longer works with CWDT. [/quote] it's not only EC, IC got a 3 second cooldown but a 0.40 Base duration. Additional endurance charges give ~120% increased duration instead of flat duration. The ondars nerf was needed, too bad melees will suffer most from it(ranged characters don't have to fear melee hits anyway) maybe fortify will make up for it IGN - NeilahMistwalker - ShrubSquad Last edited by C4pture#4819 on Apr 22, 2015, 4:53:05 AM
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" So cap resist then slot it in right? |
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" Probably a lot it in, then cap resists. 135 resist to cold and fire and 195 to lightning (counter your -60 on the coil) | |
Small update, right now it seems like the shotgun nerf doesn't affect TS which means it got a buff (since GMP got less penalties). On the other hand, Rory said that TS will likely see a nerf in the near future(maybe next week?).
Immortal call is changed to 0.4base duration(3sec cd)+(100-140% increased duration per endurance charge) from 0.25base duration(0.5sec cd)+Flat duration per endurance charge. Harbingers didn't get nerfed or buffed so far(as long as i can tell). Ondars got nerfed, the drawback doesn't really matter since you shouldn't get in melee range with this build, to get a good projectile evade chance you'll need at least 60% evade chance right now. Acro seems to be unchanged, no clue about the other "general" nodes in the tree, we'll also be getting higher affix rolls i assume. IGN - NeilahMistwalker - ShrubSquad Last edited by C4pture#4819 on Apr 22, 2015, 5:18:23 AM
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" I just saw nugi toying around with a harbinger and it seems like the base damage was slightly buffed (35-91 vs. 34-89). The attack speed is still 1.2. |
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Gj and ty for the build, really enjoying it with a few adjustments for personal play style.
"Death -- an out modded concept; we sleep and we change."
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Hi, I was wondering, wich would be the ideal number regarding Crit Chance?
I'm trying to pump up my Tornado DPS (currently at 5.4K), and besides finishing leveling up the gems, I was thinking about my CC and maybe it's a bit low (planning to get a Rat's Nest once I have the currency for it). My setup is ---> 5L: TS+FA+GMP+PPAD+ICD. Running Hatred+HoI+HoA. Skills allocation: Ty. Potato girl keeps on runnin'
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