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Raportează o problemă de traducere
Thanks for noticing. I'll edit that out.
So, turns out, I did come up with an enjoyable HuSyn build after all. The guide has been updated with a new build: Runic Engineer! The Runic Engineer focuses on the presence of the Runic Crystal and makes the most of it, while its other skills act to either defend the Runic Crystal or compliment the elemental damage types of the other abilities that make use of it. Its three elements are physical, fire, and lightning, and the build has a ton of point-blank AoE capability. Runic Engineer is very heavy on Energy consumption, so be sure to pack a lot of Cookies!
Furthermore, the guide has been updated with some additional numbers and details involving many of HuSyn's passives and Skill Orb effects. Also a typo was fixed, those nasty little things.
There's actually a reason for the lack of HuSyn builds in the guide. Most of the guide's builds are designed for Savage World (NG++). Enemy AI prioritizes targeting pets and Savage World's incoming damage is very high.
HuSyn is reliant on its Runic Crystal for most of its abilities and passives. Enemies prioritize the crystal and, in Savage World, the crystal will be shattered in only a few attacks.
Without the crystal being reliably available, HuSyn doesn't have a lot going for it as a Job. Most of its Job and Job Emblem passives won't be active without the Runic Crystal.
The only way I can see to solve this would be to stack the Familiars magic mod. I can't recall if I ever tested with Runic Crystal. Hm...
I think I might take another look at HuSyn, so you might get what you wanted after all. I wouldn't hold my breath if I were you, though.
How very strange. I can't see why elemental damage magic mods and Conjuration would conflict. o.O I'll reinstall Tangledeep to take a look real quick. Once I confirm this I'll edit the build.
I save edited my way to this build guide to save time, which allows conflicting magic mod combinations. While I was careful not to implement conflicting magic mods, it's possible a few obscure conflicts like this one slipped through the cracks.
For reference, if it turns out you can't use both, I suggest you stick with the Shadow damage and forsake Conjuration for that build. It shouldn't be too big a loss, as Conjuration was mainly for the novelty of having a larger army of shadow elementals in protracted fights.