One question: Why not Resolve instead of Transcendence?
Compared to the +life on hit healing, Transcendence makes up for a very small part of total healing, while Resolve (unless there's some bug I'm not aware of) gives you some more hard mitigation in almost all cases.
I could get behind that change for someone that wanted to use it. Especially if backed up with life on hit. Personally I find the most dangerous times aren't so much the mobs your hitting though, it's when you have to stand in descecrate because of a wall or something, or run through an arcane, or now on act 3 so far for normal mobs it's those drakes that hit for insane amounts with the fireballs.
One question: Why not Resolve instead of Transcendence?
Compared to the +life on hit healing, Transcendence makes up for a very small part of total healing, while Resolve (unless there's some bug I'm not aware of) gives you some more hard mitigation in almost all cases.
Droped Seize the Initiative for Resolve here since first ups me from 91% mitigation to 92% so Resolve obviously better. Can't let go of Tradescence still since extra healing from mantra spam adds up. I'm at ~700 live/hit atm and there're no moderate price upgrades to get it higher - damn weapons with that stat costing tens and tens of millions.
I'm liking this build. As far being spirit starved like someone had mentioned try using the air ally. He runs around generating spirit for you and he is fast. I love him. Also I've noticed and this may be a bug but if you also use sweeping wind he will use it and his stays up permanently! He may die but just resummon him!
I really love this build. I use it with Earth Ally + Hand of Ytar for my spirit spender. So much more fun than just having sweeping wind active all the time, plus I can kite really well with deadly reach + hand of ytar (80% slow yum yum yum).
Gonna have to try that one, can't believe I didn't think of it when I was testing skills with the build.
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I could get behind that change for someone that wanted to use it. Especially if backed up with life on hit. Personally I find the most dangerous times aren't so much the mobs your hitting though, it's when you have to stand in descecrate because of a wall or something, or run through an arcane, or now on act 3 so far for normal mobs it's those drakes that hit for insane amounts with the fireballs.
Droped Seize the Initiative for Resolve here since first ups me from 91% mitigation to 92% so Resolve obviously better. Can't let go of Tradescence still since extra healing from mantra spam adds up. I'm at ~700 live/hit atm and there're no moderate price upgrades to get it higher - damn weapons with that stat costing tens and tens of millions.
Gonna have to try that one, can't believe I didn't think of it when I was testing skills with the build.