[3.12] Unkillable 2 Ex Budget Archmage Caster - League Starter, 7.2 M DPS, A8 Sirius Deathless DONE

So if I have Immortal Call on Blood Magic, after 2 casts of say Volatile Dead or Cremation then the cost of immortal call is 1900+ (and yes it is on blood magic, still the cost goes up from mana usage), only having 2900 life with 1900 of it spent moving + an empty mana pool from 2 casts of an offense means at least momentarily I'm standing around with like 1k life and no mana. or.. my life was already down a bit, and it just flat out kills me.

Character name is Harvested Corpses if you want to take a look. I've been toying with different clear skills and chests to see if I can find something that is less painful to move and attack with.

RF doesn't seem to do much damage, even immortal call on every time I click to move cast doesn't always keep up, and I think makes the self-damage spikes more dangerous.
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So if I have Immortal Call on Blood Magic, after 2 casts of say Volatile Dead or Cremation then the cost of immortal call is 1900+ (and yes it is on blood magic, still the cost goes up from mana usage), only having 2900 life with 1900 of it spent moving + an empty mana pool from 2 casts of an offense means at least momentarily I'm standing around with like 1k life and no mana. or.. my life was already down a bit, and it just flat out kills me.

Character name is Harvested Corpses if you want to take a look. I've been toying with different clear skills and chests to see if I can find something that is less painful to move and attack with.

RF doesn't seem to do much damage, even immortal call on every time I click to move cast doesn't always keep up, and I think makes the self-damage spikes more dangerous.


yep and that's the reason why you have to limit your cast to 1 cremation or VD per 4 seconds.


Don't overramp. If you're casting more than once per 4 seconds the cost of cremation or VD goes above your maximum mana (they do no damage when that happens) and your blood magic costs of IC, desecrate and dash will kill you.

Most of my deaths come about because I kill myself, not because mobs kill me.

To solve that, just stick to 1 cast per 4 seconds and just be very conscientious about it.
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w8 u say use VD ( which I dont like ) but on sirus kill u use some other skill at least it looks like some volcano shooting fire balls Idk how it called. hows that works?
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Hunlights wrote:
w8 u say use VD ( which I dont like ) but on sirus kill u use some other skill at least it looks like some volcano shooting fire balls Idk how it called. hows that works?


VD is the budget build.

Cremation (that volcano spell) is the scaled up version which costs more to setup but does more damage.

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Hi Sareth,

thanks for the guide, i'm trying to understand the indigon mods...
at this moment i'm on 2 6-link sire, one with cremation and one with bl, as your character setup.

You say that it is to be waited 4 second between cast but in this way you loose the indigon bonus: 25% increased spell damage for each 200 total mana...

if you wait too much the damage is lower, but it's true that if you cast in less than 4 seconds (recently..) you get also the mana cost of the spell, loosing 3/4 of mana pool

So we have to skip the bonus damage from the indigon mod?

thanks!
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Scappotto wrote:
Hi Sareth,

thanks for the guide, i'm trying to understand the indigon mods...
at this moment i'm on 2 6-link sire, one with cremation and one with bl, as your character setup.

You say that it is to be waited 4 second between cast but in this way you loose the indigon bonus: 25% increased spell damage for each 200 total mana...

if you wait too much the damage is lower, but it's true that if you cast in less than 4 seconds (recently..) you get also the mana cost of the spell, loosing 3/4 of mana pool

So we have to skip the bonus damage from the indigon mod?

thanks!


the Indigon bonus lasts exactly for 4 seconds.

Which is why you can only cast for 4 seconds.

BL and cremation are duration spells meaning after cast the bonus damage already takes effect and your damage is ramped.
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Ahhh ok now it's clear :D

i was thinking that the damage was for the next cast, looking at the damage tooltip, it was bigger after the first cast then after 4 second it was dropped, but i wasn't considering the duration.

Without any helm enchant, do you suggest to use any particular gem for Ball lightning or cremation?
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Scappotto wrote:
Ahhh ok now it's clear :D

i was thinking that the damage was for the next cast, looking at the damage tooltip, it was bigger after the first cast then after 4 second it was dropped, but i wasn't considering the duration.

Without any helm enchant, do you suggest to use any particular gem for Ball lightning or cremation?


Skill links or Jewel sockets in passive tree?
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skill gem in both sire for ball lightning and cremation

or anything that should be different due the lack of the helm enchant

thanks!
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Scappotto wrote:
skill gem in both sire for ball lightning and cremation

or anything that should be different due the lack of the helm enchant

thanks!


Just follow exactly what I'm using.

Because gem multipliers are fixed what I have atm is pretty much what you'll be using anyway.

Do take note to use the same mana reduction/increase passives on the passive tree.

For helm +1 cremation geyser on Indigon is the best.
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