Max it out and its synergy skill Unleash for it’s CC. Fires 5x projectile per weapon (ie: fires 10 projectiles when duel wielding). If you’re wearing caster gear then a bit of extra armour may help but there are other skills more worth picking up first.
Max Earth Enchantment when you can, Brimstone when you have free points but leave Stone Skin until later. The Stone Skin synergy adds a buff to fire resist and armour. The Brimstone synergy skill boosts physical damage buff and adds burn dot. Not required, but drop at least one point into it for the buff to strength and movement speed.Īura that will boost your total fire damage and add additional fire damage to your attacks. Considering that you’re lacking a shield for extra resistances the extra resistances from the buff can help. Good one point ability with extra movement speed, strength %, vitality / bleeding resist. Put as many points into the skill as required to equip your gear. Reduces your str req for throwing weapons allowing you to save points for int/dex. The effect will apply as long as you have on stack of Rune Weapon going. As you’ll be buffing your Int and damage by stacking Rune Weapon, this will give you a nice buff to your converted damage. It converts 63% at 6/6, you want to get +4 Rune at a min to get max ultimate level to convert nearly all (99%) your damage to Elemental. The Transmutation synergy converts % of Weapon Damage to Elemental. The Energy Drain synergy gives your attack 4% ADCtH, gives you an Energy Leech and reduces enemy OA and slows them. The extra damage is nice through but the skill requires a lot of points to max. You’re shouldn’t be getting hit so the retaliation doesn’t matter much. The Magical Charge synergy adds extra Elemental damage to your attacks and grants you Elemental Retaliation. Each stack boosts your Elemental damage, Total damage and Intelligence higher. The more stacks you have up, the more you get buffed. The more points you have in the skill, the more stacks you can get. Stacks decay over time when you are not attacking. Seal of Fate slow and low radius makes it harder to apply resistance reduction.Throwing weapon range is only mid-range.Lack of shield means less survivability and, likely, resistances.Rune Weapon int scaling and weapon elemental conversion.
Core Dweller for tank, Menhir Wall for CC.Resistance Reduction from Seal of Fates’ synergy Aftershock.Excellent AOE in Thunderstrike and Eruption.
You can try keeping Asphodel as swap weapon when needed if you want some RR. Outside of Chakram, maybe Winds of Asphodel can be useful for it’s resistance reduction to combo with your elemental damage. Drop rate of throwing weapons is pretty high through so it shouldn’t be too difficult to get your two Chakrams. There’s other good throwing weapons available of course. As a further bonus, you also get the set bonus of +40% total damage! Dual wielding with net you +4 Earth, +20% Str, -30% CDR, +60% recharge, 10% ADCtH, +30% fire / burn, +600 health, +40% attack speed and some other bonuses (stats will vary depending on rolls of course). Chakram of the Sun is a terrific throwing weapons, tons of great stats on it () – . There’s a perfect throwing weapon for the build as well. Earth acts as a secondary mastery, providing fire / physical damage buffs, tank pet, utility spells, etc. This build is primarily designed around using Rune to dual wield throwing weapons and convert the damage to elemental via Rune Weapon and shotgunning packs with Thunderstrike. Elemental / Fire Dual Wield throwing weapons build via the Stonepeaker (Earth / Rune) classīuild: Elemental / Fire dual wield throwing weapon