dukereg wrote:Mobility is important. Rush is a good closer, but 3 more generic points would give you controlled phase door as well which makes you more flexible.
I didn't notice that phase door can be controlled on higher levels, that definitely sounds useful.
dukereg wrote:You also need to be able to deal with status effects so you don't get stuck in bad situations. That means wild infusions (or other inscriptions that deal damage but remove debuffs as a side effect). Also consider a movement infusion, to help solve both these problems at once. Manasurge is an obvious inscription to replace; you've got 2 mana regen talents and Highborn's Bloom, but nothing much to do with your mana (correct me if I'm wrong).
I actually still use Manasurge semi-regularly. With all the sustained abilities I have 112 mana to work with and I gain 0.89 mana each turn + 1.20 each hit right now. But Lightning takes 11 mana with each proc (63% chance) and I have a lot of "panic buttons" taking a lot of mana too (27.5 Arcane reconstruction, 11 Phase door, 22 Teleport, 49.5 Earthen barrier). Basically I would rather not get stuck somewhere without mana.
But I still have my category point, I just really didn't know how to use it. I could open Celestial / Light for more heals, but I already have a lot of uses for Generic Points, I guess I could use it to open another inscription slot.
dukereg wrote:You always need defensive ability because the non-physical ranged damage increase as the game goes on. However, you're already mitigating it somewhat with damage shields. Thick Skin is also a good choice (so don't sell any of your +con gear unless you find something better for the same slot). It's getting stuck fighting a fight you can't win that will get you killed, so I'd worry about debuffs first. Even the tank classes die on normal if they are sufficiently debuffed and taking consistent damage..
I took the thick skin on my last level up. I have barely enough Constitution to get the first level, do I actually lose it if my Constitution drops?
dukereg wrote:Finally, have a plan for keeping damage output high, especially to lightning resistant enemies. Consider investing more in Weapons Mastery for weapon damage, and keep pumping cunning to keep your proc damage and crit chance high.
Well I fought some some Tornados/Air elementals in Derth that seemed to be resistant to lightning, I still kept decent damage because Arcane Destruction can also deal Fire/Arcane damage. I was also using the gloves that give me AoE fire spell (I think its Flameshock from my Fire tree)
dukereg wrote:Oh man, almost forgot the most important piece of advice. Even if you don't want any spoilers, look up recommended zone orders! The names rarely give away what is going to happen inside, and the game does not give you much information to judge what order to do dungeons in. You will learn this through repeated, frustrating character deaths, or through other players advice, and I strongly recommend the latter.
I tried to google some zone order yesterday actually, I was using this one
this one