Fissue/Volcano and merc?
Help time for a character in an untwinked game again, with the option of continuing alone and twinked after Guardianship around lv 85
Read the guides, yes and found them a bit lacking the info I am looking for. Lets just say a Windy gets a better treatment
Right..so now I have
27 in Fissue (20+7skills)
20 Volcano.
It sort of can eventually cover the Physical and Fire damage output..at least now in act 1 NM (lv 47) everything just dies once they walk on the vents (1200 damage per vent)
Thinking ahead for late NM and hell where you meet FI's, I wondered abou getting the Wind tree as well..but Tornado is just Physical damage (which I can get in the Fire tree as well) and Hurricane's cold damage is nothing to write home about, not even on my Wind Druid (my feeling at least)
So, to add a second elemental skill I was thinking about a Cold merc from act 3. Has anybody experimented with them? Or should I indeed get ..lets say 10 in Hurricane and 10 in Cold armour for chilling, decent duration and some damage..maybe even:
10 Tornado
10 Hurricane
10 CA
which could get a decent duration and some more cold damage, as they all synergize. I would also be only 1 point away from Armageddon, allowing me to have some Cold damage, decent Fire damage and Physical damage.
With
20 Fissue
20 Volcano
10 Tornado
10 Hurricane
10 CA
and maybe 10 Oak
I have 80 points spend (add 5 for Grizzly = 85) so there is litte option for more.
After lv 85 I could have a Reapers Toll available, so suddenly PI's are not a Problem and I could rather max out the Fire tree or invest more there, maybe really only get Hurricane as an extra element to chill monsters and play with an act 2 HF merc.
Oh...and I will be mostly playing in 1-2 player games, so killing power for 8 ppl Hell Baal runs is not required
Help time for a character in an untwinked game again, with the option of continuing alone and twinked after Guardianship around lv 85
Read the guides, yes and found them a bit lacking the info I am looking for. Lets just say a Windy gets a better treatment
Right..so now I have
27 in Fissue (20+7skills)
20 Volcano.
It sort of can eventually cover the Physical and Fire damage output..at least now in act 1 NM (lv 47) everything just dies once they walk on the vents (1200 damage per vent)
Thinking ahead for late NM and hell where you meet FI's, I wondered abou getting the Wind tree as well..but Tornado is just Physical damage (which I can get in the Fire tree as well) and Hurricane's cold damage is nothing to write home about, not even on my Wind Druid (my feeling at least)
So, to add a second elemental skill I was thinking about a Cold merc from act 3. Has anybody experimented with them? Or should I indeed get ..lets say 10 in Hurricane and 10 in Cold armour for chilling, decent duration and some damage..maybe even:
10 Tornado
10 Hurricane
10 CA
which could get a decent duration and some more cold damage, as they all synergize. I would also be only 1 point away from Armageddon, allowing me to have some Cold damage, decent Fire damage and Physical damage.
With
20 Fissue
20 Volcano
10 Tornado
10 Hurricane
10 CA
and maybe 10 Oak
I have 80 points spend (add 5 for Grizzly = 85) so there is litte option for more.
After lv 85 I could have a Reapers Toll available, so suddenly PI's are not a Problem and I could rather max out the Fire tree or invest more there, maybe really only get Hurricane as an extra element to chill monsters and play with an act 2 HF merc.
Oh...and I will be mostly playing in 1-2 player games, so killing power for 8 ppl Hell Baal runs is not required