[3.17] For Slayer / Champion - Ngamahu Cyclone / Consecrated Path / Tectonic Slam
" Pretty much the case. Combustion will work better on boss but do lower damage on regular mobs. However, we are only concern about boss over here. :) I am waiting for POB to be updated with the new gems to get a more conclusive figure with the gem swap. |
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Ascendancy
I'm still debating my choice of ascendancy. Could you elaborate and provide trees for the 4 choices you present? I don't even know, which second subclass to pick for the Scion (Slayer is obvious). I've done some PoB work yesterday with your Champ and Slayer trees and I can't find how the Slayer would come reasonably close in damage. (I treat super cull as a 25% more multiplier, which reflects the mathematical contribution but not the factor that the last 20% are worth more than any other 20% in a endboss scenario.) What is the selling point of the Chieftain? Would he make use of non-fire damage that the other classes can't due to Avatar of Fire? If it's only that he doesn't need Xoph's Blood, I wouldn't care. The keystone is 3 points away from EO. About the Champ, I dislike that his ascendancy defenses are largely irrelevant: Stun immunity is provided by Cyclone itself, Life reg is canceled out by Vaal Pact and I don't see the point to those 1k armor and evasion in the endgame. On the other hand there is overleech, which I just cannot judge properly. Maybe it's clever to start out as Champ and regret into Slayer eventually if either the survivability feels bad or the gear reaches a level (bonus accuracy on everything) that allows the Slayer to close the damage gap..? Combustion I also expected it to become an easy choice over Ele Focus, but that depends on Ignite being useful for us. The Ignite dps figures in PoB looked like garbage yesterday, which may be true. There's mechanically only 1 instance of Ignite on a mob at any given time and this deals 50% of the damage of 1 hit per second. So to make use of it, you'd want to deliver slow, heavy hits, which we don't. Also, you can't just treat 19% pen as 19% more. It's equal at 0% mob resist (after factoring other sources of pen), better at a positive resist value and weaker when the resist is already below 0. |
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i don't understand here
why i need level gem? Cast When Damage Taken: 1 Immortal Call: 3 |
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" cwdt lvl 1 = lvl req 38 Immortal Call lvl 3 = lvl req 38 so u cwdt will be able to cast Immortal Call and u can use this for Pantheon Power Trick: "Soul of Arakaali. This is a very important defensive pantheon for us. There are all sorts of DoT's in this game that will boost our leech after we stop taking the DoT damage. If you are using blood rage and have a lvl 1 cwdt + immortal call setup in your boots, this will be kicking in everytime the immortal call goes off. A lot of people like using this method to both protect from porcupines and to proc "Arachnoxia" basically 100% of the time. Give it a shot if you feel like you can fit that in somewhere in the build! Taking 2 supports out of the Ancestral Warchief totem in boots is a great spot for this."* *From Ahfack's Bleed Cyclone Build Dernière édition par BerserkZodd#6012, le 31 mai 2018 13:34:56
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Increased Duration Gem
what does it do for Immortal Call? |
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When I'm in the map I still need to use summon golem?
is it necessary? |
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" Champion vs Slayer pretty much about cost of gearing, QOL of leech, and damage. Champion will definitely go for EO since you do not need accuracy on gears. Champion will also have higher potential damage than Slayer but QOL from overleech is hard to drop. Main selling point of Chieftain will be the price to gear. It is cheapest among all variants as you obtain full power of "Xoph's Blood" (without having the item) once you complete cruel lab. Chieftain also has the highest damage potential when you min/max his gears. This is mainly because you still get to deal full damage from other elemental source (e.g. Hatred, Atziri's Promise, etc.). ____________________________________________________________________________ " Increased Duration will increase Immortal Call duration by a tiny margin. It is optional as the default duration is sufficient to handle spike situation. However, for builds that utilize on lots of endurance charges, you will definitely want to link Increased Duration to it as it can extend Immortal Call to last 7 seconds and beyond. " Whenever he is dead. Golem is optional too so you can definitely drop it if you find re-casting a hassle. |
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i mean summon golem Is it necessary to go tier map?
Is it still effective?I see it die pretty fast |
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" Golem is optional. It is great on certain boss fight and bad for others because they die too fast. Even without golem, you will be able to clear end game content so end of the day, it will be up to individual player to decide if they want to keep golem in their gem setup. :) |
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Maybe stupid question, but most of the time, which skill kills the mobs? Cyclone or the molten burst?
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