So, do you think my dps will be enough when i sacrifice my dps for survival? I don’t know how to find balance between survivability and dps…
Probably this is the only build that is “More enemy = More survivality”. Because as long as they stand more on the my spell areas, more i will be leeching^^
Max Curse of Frailty - it greatly slows enemies down and reduce resistance even further (stacks with Devouring Swarm). Have you decided which devotions you will use?
My devotions;
-Gallow
-Eldritch’s fire
-Wendigo
-Bat
-Right Side of Abomination
-Behemoth
-Oaklain’s Lantern(not sure about this)
-And Raven and Fox to reach abomination
As far as i know, there is two ways to go when it comes to devotions,
up side which includes Scales of Ulkama
and bottom way.
Should be obvious that putting all your points in your DPS output makes your build completely unbalanced. Also “more DPS = more health leeching” simply won’t work against high damage output from bosses. After an instakill there’s nothing left to leech, so forget about using all your devotion points, skill points, gear, components and augments just for maxing your DPS, in the hope that this will suffice to keep you alive.
If you want to survive, you also have to care about crowd control (Curse Of Frailty and/or Grasping Vines) and healing/defense (Blood of Dreeg and/or Mogdrogen’s Pact).
In addition, concentrate on your most important attack skills, instead of spreading your points all around. For example, if you want to play a DOT conjurer, mainly using SoC, the totems, Devouring Swarm and CoF (the latter two for CC and debuff), there’s no need to max Doom Bolt and Solael’s Witchfire/Second Rite.
Remove all points from Solael’s Witchfire/Second Rite and put only one point into Doom Bolt. Then max CoF/Vulnerability and Blood of Dreeg. Especially the latter is offering excellent defensive (and offensive) bonuses and will be crucial for your survial on Ultimate, particularly against nemesis bosses.
And I’ll repeat my advice to take a look at Retaliator’s thread: http://www.grimdawn.com/forums/showthread.php?t=31945
He did a great work with the presentation of his build and with his discussions of other people’s builds. You’ll learn a lot and many of your questions will be answered there.
You have Wendigo Totem, Sigil, and Devouring Swarm maxed, all three of which heal you, and you didn’t think to list any of them as a defensive ability?
Solael’s Witchfire does nothing useful for this build, and Second Rite isn’t much better. Drop them to 1 each or untrain completely, and use those points for Blood of Dreeg and AotG.
My vit conjurer does just fine between those abilities and the 4000 HP physical ward from Skull of Gul’Amash. Oh, and Wendigo’s Mark bound to Sigil.
As I’m approaching the end of Ultimate with my first character, I’m finding that the conjurer’s kit presents you with a bit of an all-or-nothing scenario, in regards to defense.
Two days ago, I was full melee 2h lightning conjurer, and short of having my devotions maximally defensive, I took every possible defensive advantage I could get. But I found that by late ultimate, it just wasn’t enough to keep up. Trash mobs would outstrip your ability keep sufficient armor, physical resistance wasn’t common enough to take the escalating hits, health pool wasn’t big enough to absorb the inevitable and frequent big hits, healing and hp/sec wasn’t enough to quickly fill the gap. The only thing that would have made my build viable(at least, temporarily) was more purples, which I did not have.
So what I mean by all-or-nothing is that either a conjurer can wade into melee because they’ve dedicated nearly all resources to it… Or you die in two hits, and MUST kite.
Presented with this problem, personally I found that a complete retool away from melee and into kiting caster was the most realistic choice(barring a stash full of relevant purples).
As someone recently described in another thread, you may only pick two:
Low gear requirements; high DPS; Tankiness
Can’t have all three, and this is certainly true with the Conjurer’s kit.