Quote:
Originally Posted by tane_stelzer
Sorry but i am bit confused now. What do u have to keep up to take no dmg?? Cos all i can see is that some of those recharge time dont match the uptime of the enchantments. Can someone plz enlighten me plz.
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Basically, you need to keep Armor of Earth, Stoneflesh Aura, and Mystic Regeneration up 100% of the time, more or less; the other skills are there for damage or utility purposes. The durations of Armor of Earth and Mystic Regeneration are sufficient to cover their recharge times without doing anything special. For Stoneflesh Aura, you'll need to have at least 9 in Earth Magic and a +20% enchantment duration weapon modifier, although you want to put as many points into Earth Magic as possible.
You won't take zero damage in all cases, but most attacks and spells will not hurt you and whatever damage leaks through is easily healed with Mystic Regeneration. It is usually beneficial to run one or two additional enchantments to offset bleeding and other sources of health degeneration.
Referring now to the Realm of Torment build, I've been playing around with this a bit lately, and I'm eager to compare notes. Here's what I'm running currently:
Conviction
Mystic Regeneration
Lightbringer's Gaze
Sliver Armor
Obsidian Flame
Stoneflesh Aura
Armor of Earth
Master of Magic {E}
Earth Magic: 16 (12 + 3 + 1)
Energy Storage: 12 (9 + 3)
Earth Prayers: 9
Sliver Armor is responsible for doing the heavy lifting, damage-wise, and Obsidian Flame is in there to spike down the later Demons as they are casting Call to the Torment -- it's good for 272 damage in that scenario. I decided to run Master of Magic for my energy source, mostly because it's a single-skill solution but also because it doesn't require as much attention as Ether Prism. Ether Renewal doesn't seem appropriate either, as most spells here have long cast or recharge times. The decision to use Master of Magic prompted the inclusion of Conviction. Although it's a nice skill, the extra armor is probably unnecessary here; however, bringing it practically guarantees that the Earth Magic skills will return four energy under Master of Magic (By the way, does anyone remember that game? It was truly awesome)
I originally brought Lightbringer's Gaze to deal with Call to the Torment, but, incredibly, Lightbringer's Gaze doesn't seem to do anything to it. I can't help but think that this is an oversight and that it will be corrected eventually -- incidentally, ever notice how the Demon Hunt blessing doesn't actually double your XP? -- but perhaps that's how the skill was designed to work. In any event, it's at least a cheap skill that helps to power Master of Magic.
So, despite all this tweaking, my run times have not been all that great -- ten minutes plus just to take out the four groups near the entrance portal. The main problem is moving from group to group while hexed with Ice Spikes or Mind Freeze, although a little more damage would be nice. Also, at this point, I just leave the last two or three demons because the amount of time it takes to kill them is excessive.
I also wanted to mention that I tried out Sand Shards. It initially seemed like a good idea, since the Rains of Terror hex you with Blurred Vision. Unfortunately, it caused scattering, which is a big problem when you are slowed and your build relies on Sliver Armor.