Marcus uses to proc several times in a singular encounter. The then gives us 40% chance to summon a on a singular enemy. Hitting multiple enemies with it will obviously cause more to form. Mathematically we have a 100% chance to proc when hit 3 enemies or more. (However RNG doesn't always work like that) When it come to bosses or rares, we have a 85% chance to summon a weapon. This is up to a maximum of 12 's. These minions will last for 32 Seconds, and can be resummoned at rapid rate, and will reset their lifespan. You also have a 20% when you forge a weapon to summon a great axe with the node. These have the same damage, but they have increased area range. After taking the node, these axe's will have 110% increased AOE cleave, our generic minions will have 60% increased area cleave. The will also proc , which is used mostly for healing (minions and us) however, we also have it apply and a chance to cast with and . We also use to pump our attack speed by 20% with . This is not to pump OUR dps, but to increases the rate at which when drop on people heads.
The offense for this build is our minions. So I will instead talk about the functionality for them.
- The manifest armor uses the stats from various pieces of gear that we roll on his skill tree. We specifically are targeting him to use our gloves, sword, body and helm. However, with amplified gains for the stats on each corresponding item. For the body, he uses 160% of the stats (no unique mods). Gloves 240%, Helm 240%, and the sword (no bonus % for sword). We do give him a significant buff of damage with and . This can be significant to us, because for every 10 points of armor we have on it, he gets +1 Melee Physical Damage, this is AFTER the 160% increase. This can add 105 Melee physical damage to him if rolled perfectly, or at the minimum or 94 if bottom rolled. Since he is using OUR , he is gaining the multipliers and attack speed. Keeping him alive is relatively simple because of our . The gloves he uses at 240%, and since the gloves have , and , at more than double of the face value of the affixes (it gets a little ridiculous). This is why we HAVE to have , for the implicit of critical strike chance. The helm is more for us than him, but he does benefit from armor bonus but not the bonus per forged weapon. The are YOUR, not HIS. He also gets to take advantage of which will give him up to 100% critical strike multiplier.
- These only take the benefit from the sword, and . However, since the sword has a + to the base critical strike chance, attack speed, and ignite. The also benefit from the weapons implicit (melee damage and critical strike multiplier).
We are mostly reliant on armor from our , and . The and will help us take care of those pesky DOTs we can run into from time to time. It would not be uncommon to see your armor hit the 10,000 to 15000 range. You will continuously see yourself at the armor cap of 85% thanks to the unique modifiers in (10%-12% increased armor per AND 2 - 5 HP regen per ) considering this is up to 12, which it is very common to have 12, this is a significant boost in regen and armor. As always, it is still smart to dodge obvious high damage mechanics when available. is used for us and our minions as well. Since we engage at a melee distance, majority of our 's will hit us and them.
We gain mana per , and since we stack so much , we have a large mana pool. If this does become a problem (It should not, I extensively tested it live on stream several days) You can take a point out of and cap the node. This swap to slow our attack speed and increased our mana gain should equalize the in and out flow of mana.
We start almost all encounters the same way. Resummon your if he's low. Cast our "casual" (unscaled) . into a pack and hold down our skill. You can press again to engage immediately (we have 2 charges and have 30% cooldown reduction with )
Skill Interaction Note
will not proc on a singular target. Be aware of this in any engagement. You can "fool" the proc, by either swinging the sword away from the enemy or by standing too far to hit it. By doing this you will not gain stacks to drop though. So if you don't have any minions, don't worry about , it doesn't do much damage for us, it's primarily used as a heal for the minions.
Difficult Engagement / Bossing
No real change from our standard engagement. However, you may want to balance backing away to make sure procs, and getting close enough to drop from the . (watch the demo video, I use this tactic)