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I do this too - his AoE stun helps. Stack up the Templar on Vitality and Strength for high health/high armor and better damage. He takes little damage and has plenty of health to survive the mobs. He's only been incapacitated once during play, a while ago. I also give him some MF whenever I can, which seems to help with some loot. Got my first Legendary item last night. Running with my DH, he can tank some damage and slow up the mobs enough for me to kite, drop snares, sentries and then "Bring the Rain" to mop up.
Edited by LordCaric#1868 on 10/23/2012 8:00 AM PDT
Yes you do, the hellfire will give you 7% (20% of the XP)
That looks like a fun set up...2 sets of firechains:)
I ran enchantress pre 1.05 now I'm using Scoundrel.
Hellrack with high chance to freeze on hit and high DEX/VIT all around set up. I got him up to over 10K damage now but the most important thing for me is he freezes a good bit of monsters with multi-shot for me during solo farming runs. I have a decent amount of LoH on him close over 500, but not sure if that's worth it all on a follower?
Monk: Scoundreal with hellrack, that bonus damage is insane with conviction up
Barb: Templar, I used to run sorceress, but switched because he is mad awesome holding down 1 elite, and his charge/stun is great for IM.
Wizard: Templar, same as above.
DH: Templar, but I never play um anymore.
In general, I gear them for CC with tons of stam and MF.
My scoundrel is geared for CC and survivability. So I get as much IAS, STR (=armor), AR, and Vit as I can. I combine that with his cold bow and ammy, and he does a real nice job of freezing this up and staying alive. Right now he is awesome against Wardens, and he lives longer than my pets (and usually longer than me).
With Attributes, because they are multiplied by 7x. And Procs if possible.
Some might not consider them as effective fighters. But they add up on your damage.. supporting with their spells. I find magic find and gold find a waste, because of the big nerf converting it to you.
Oh and Cold if possible, slow is almost always useful.
But some argued for effects from each element:
Here are my suggestions:
Fire - 2% increased damage dealt to that target within 2seconds (including the one that procced it)
Lighting - Your attacks interrupt the enemies attack, 7 seconds cooldown. Only triggered if interrupted.
Poison - 3% of damage dealt as DoT over 2 seconds. (does stack).
Ice - already implemented
Arcane - 2% of damage is dealt as AE within 6 yards of your target.
Holy - Enemies you attacked that attack you within 2 seconds, heal you for 0.2% of your damage dealt to them. (similiar to lifelech but needs the enemy to attack you, note 0.2% is the amount of 1% lifelech in Inferno).
Note: Poison aswell as Arcane effects don't trigger "Electrified" and don't have a proc coefficient, etc.
Edited by ffFiend#2900 on 10/23/2012 11:36 AM PDT
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