It's not very often you'll need to use this, honestly, as Voracious will give you massive resource cost reduction, and Simulacrum will put you over 600 essence, but it's still very useful to have on your bar. Slow CC however is not affected with any limitations and maintains its effectiveness. The way "hard" CC works is mobs gain resistance to it (10% per second), and elites are actually immune to Sudden Impact after only 2 consecutive hits (they resist at 85%). The reason we don't take Sudden Impact for the attempt at triple Krysbin is well, try it. It does clearly synergize with Bone Prison passive, Lost Time, Releina's, but also Krysbin's first proc, as a "soft" crowd control. Crystallization is an obvious synergy with Lost Time, but Frost Spikes will work with nearly half your build and in some ways that aren't completely obvious. This build is very self-explanatory though, but one thing to cover, the main being the reasons for Lost Time specifically (not just a "stat stick") and Frost Spikes. it's up to you but I'm pretty sure Hemostasis won't really do as much hah Metabolism is always convenient, Potency/Transfusion if you want some extra survivability, Molten synergizes with Devour and maintaining Voracious stacks in drought areas very well. The reason I didn't choose a rune on Blood Rush is because I would consider this to be player's choice really. Essentially you'll just aim for Crit and Cooldown over all. Paragon is straightforward considering it isn't very difficult to hit 800 but I suppose I would recommend Movement/Resource first, Crit Chance/Damage first, Life/Armor then resist, and for Utility it's up to you the new addition of Pickup Radius is nice, Area Damage is nice, Resource Cost is nice there's not really any wrong decision here. In addition, your movement speed is increased by 8 - 10% for 5 seconds. Your cold skills reduce the movement speed of enemies by 30%.
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