Terry is a mage. Terry slept an awful lot in school. So he only knows one invocation. That invocation is
Mechanical Function
We utilize the new unique , more specifically we take advantage of the wand () and the affixes from the armor. Both of these will need to be well rolled for a good time, since these are fairly common, it shouldn't be too hard to find a good set.
To understand the build, we must understand damage modifiers, most of you may not care about this, so I'll make it brief. If you're looking for a more in depth understanding, you can come visit me on my channel for an explanation.
gives us two (2) sets of "More" modifiers to take advantage of, and we use both; however they do have a requisite to actually function. You cannot just cast all willy-nilly and expect to take advantage of them.
- We use a wand, that gives us 18%-36% MORE damage to our invocations, so long as the Heo or Cold rune is first in the list (Furthest to the left)
- We get 3% MORE per point of attunement we have. Assuming we have at least a mid roll for our gear selection, it will give us 62 attunement. So in this case 62*3= 186% more damage. The catch here, is we MUST have a Rah rune or Fire be second, or middle of the invocations.
Putting these 2 conditions together, and to take advantage of the more modifiers it leaves us with just 2 invocations. and . However, the game is bugged from time to time when using the allocation. This is a bug I think tied to us converting the to full cold.
Bug Notation
Sometimes the game will force us to have 3 Rah or Fire runes, and we invoke , which to be honest, is not totally all bad. It still does pretty good damage and huge AOE, it's just not what we're expecting. You can see this in the demo.
Mechanical Function Continued
We also use , which apparently is the new goto winner in the wand category. Because of the ailments we add, directly and indirectly through brands and invocations (, , , , ,, , , and ) This is adding another 8% more damage per ailment. Which is 9*8 = 72% more. This is alot of more damage.
Once we add ALL of these more modifiers , 72% () + 186% () + 18%-36% () = 276% - 294% more damage.
More damage is the modifier that is multiplies to ALL other damage once calculations of base damage, added damage, damage effectiveness, adaptive damage. AKA more damage modifier is the best modifier.
As always, my builds never require LP to function, but the build can be improved if found.