So if all 5 skellies are hitting the same target at the same time, you only deal 2 less damage per group attack, and you GAIN an extra 2 skellies (so more meatshields) plus an extra 75 Attack rating per skellie AND each skellie has an additional 80 defense and 12 life (each meatshield is tougher and hits more accurately). Here's what your skellies will look like with level 5 skellie and level 5 skellie mastery:Īverage damage output per group attack: 3 * ((11+12)/2) = 34.5Ĭompare this to level 10 skellie and level 0 mastery:Īverage damage output per group attack: 5 * ((6+7)/2) = 32.5 Everyone knows you dump 20 into both skellie and skellie mastery, but NOT everyone realizes that pumping each of them equally is drastically less efficient than pumping up pure skellie first, THEN skellie mastery. You can always sprinkle in additional points after you've got a nice skellie-golem core going.Īnother thing I find often omitted from these sorts of guides is exactly HOW to spend your points to level efficiently. I would suggest only 1 point into amp damage to start with, since in the early game you're only going to be casting it on uniques/bosses, and mid-late game you'll get enough +skills and +mana to make it a spammable carpet bomb. This is especially true when you also start accumulating +skills gear, which will boost Amp Damage's coverage/duration without the need to invest points. Since it only costs 4 mana per cast though, boosting those two factors are largely irrelevant once you get some decent +mana pool gear (ie SoJ's) or an Insight source (either from golem or merc). The only two things pumping points into AD gives you is increased duration and coverage area. Zappy linked to a great in-depth guide, however I disagree with its suggestion to dump 10+ points into Amp Damage.
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