Death Must Die

Death Must Die

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Lorien Strike Crit Procs Difficulty 80
By Dunny Door
A summary of the stuff i used to finish Diff 80 Act 2.
Possible Diff 90 but above that the loss of movement makes luck necessary to gather stunning and attack rate.

   
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Simple Summary
example of weak stats that still finished diff 80

The point of this build is to Crit with Attacks to activate the talent at the bottom of the tree.

Tips:
For this guide when i say Procs, they mean activation of something through another action, such as Strike effects.
i play with auto attack and auto aim. i click to attack toward oncoming missiles sometimes to destroy them if im not surrounded.

i find it better to be out in the open, circling around to get the most XP gems, not worrying about finding shrines till after the necro boss.

Pillars/obstacles are good for stopping seeking missiles but im not that skilled at using it so i just dash to the 1-2 guys who do that and kill em without trying to evade them (they dont do much damage). Usually its a skeleton throwing green fireballs.

The Fire Lady-Wasps are the lone challenge of act 2 in my opinion. to increase the chances of not being overwhelmed by them, i roam about and try to find an oasis to Fully Heal during that fight. failing that, i keep moving away from them since i have more range. im too slow and old to dodge their fire and getting close can lead to getting hit by 3+ at once and dying quickly.

Last Boss: Use the same tactics as the Wasps except staying out of range near pillars is safer than not. Try to still be shooting without seeing him and he'll probably not use this flamestream thingy; if he does, poles are your friend. By that point the procs can quickly end up doing 50k damage so there isnt a lot of time to bother with optimised tactics.


Prefered Strike abilities are ones with more AoE and fast damage.
From average to good:
Fire Wave - short range
Magic missles - slow missiles and obscures vision
Ice shards - short range, slowish, freezing is fast enough to help and there are good Power buffs that work on frozen/immobile/effect active targets.
Chain lightning - very low damage, very fast, works without AoE buffs
Sickles - slow missles, high damage scaling, best to be close OR far since it leaves you vulnerable at mid range.
Whip thingy - good as complementary ability, very short range but useful knockback if you have +Area, sucks vs bosses and ranged.
Cyclones - slow missiles but good range n AoE, requires similar tactics as Sickles but is faster has a little bit of CC, and does less damage late game.
Earth Spike - the best damage, speed, range, and stun but a narrow AoE.

If you get Earth Spike at start, i recommend not getting any other Strike abilities since it seems to lead to less Earth poking and less stun!

The best things in the above image are:
Earth Strike - stuns! main source of damage.
Rampaging Attack - Stuns! consistent damage to kill little dudes.
Charge - for emergency away dashes from jumpy enemies. only 1 rank.

STATS:
Full Access to Talent Tree

Range: to hit stuff offscreen. some enemies give you 0.5sec to respond so it's better to hit them before they attack.

Attack Critical: for more Strike procs via bottom Talent. ("procs" are activation of something through another action)

Attack Speed: more hits = more procs = more stunning = less evading(dodge button) = less time not attacking.

Heal - sustain via one or more sources of Heal on Attack Kill, preferably 20%+ chance.
Strike Damage>Damage >Attack Damage. -I prefer +Strike Damage since you get more effects from items with +Strike Damage than +Damage.
Revive - usually goes off vs jumpy dudes or fire wasps

Example of Scythes build at Diff 90: