[1.2.4] SHATTER CHUCK - 3 MILLION SUSTAINABLE DPS (6.7 \W SHOCK & CURSE) - EASY UBER ATZIRI

selling my gear pm me

"
Tom94 wrote:
"
MindR wrote:
Mm, I think it will be fine from the first looks of it. Multi will be lost, more damage against status-enemies gaines. Minor nerf to True Strike. Heartseeker for those who use Headhunter is untouched.
Pathing to Unwavering will cost 6 points. Will drop first node in Champion of the Cause obv.

So far so good, but we only see half the picture. There's still changes to gems, items and so on. Other mechanics of the build might change.

I presume Tom will be back for the new patch, if not I'll post a tree and info about changes etc.


Yeah, I'll do some theorycrafting. Tree looks aresome so far. Arcane potency moved into range (yay!), we get 2% penetration and some decent elemental damage from templar changes (double yay!), we need more pathing for unwavering (nay) but wait, Lust for Carnage is then only 3 points away and enables us to potentially stop using Vitality and save some nodes or take another aura. Or alternatively spend another 4 nodes to get zealot's oath (which is now VERY close to our path) and regen ES like a boss without using Shavronne's Revelation. Or keep revelation and regen even more.

The crit multi nerf isn't that bad since spell damage nodes add about the same amount of damage to us and we don't have many extra points to spare in the first place, especially with the skill tree changes. :)


Also the now buffed shield defences nodes are great when using a high-ES shield. Better than most ES nodes.


Also I'd like to note, that the 30% increased damage against status enemies is pretty bad. It's 36% conditional damage for 2 nodes whereas the 2 witch start nodes for spell damage are 32% unconditional damage. Would prefer those since they also work for instance against atziri.


Ya I just saw the option for skipping Vitality and maybe get Zealoths. I'm not even running this build anymore, leveing my Scion as LLST so :P
Anyways, unless something nsty happens with other things regarding this build, it all looks pretty darn good.
Silsamazing - lvl 100 Witch
SilAndTheVortex - lvl 100 Occultist
"
Tom94 wrote:
"
MindR wrote:
Mm, I think it will be fine from the first looks of it. Multi will be lost, more damage against status-enemies gaines. Minor nerf to True Strike. Heartseeker for those who use Headhunter is untouched.
Pathing to Unwavering will cost 6 points. Will drop first node in Champion of the Cause obv.

So far so good, but we only see half the picture. There's still changes to gems, items and so on. Other mechanics of the build might change.

I presume Tom will be back for the new patch, if not I'll post a tree and info about changes etc.


Yeah, I'll do some theorycrafting. Tree looks aresome so far. Arcane potency moved into range (yay!), we get 2% penetration and some decent elemental damage from templar changes (double yay!), we need more pathing for unwavering (nay) but wait, Lust for Carnage is then only 3 points away and enables us to potentially stop using Vitality and save some nodes or take another aura. Or alternatively spend another 4 nodes to get zealot's oath (which is now VERY close to our path) and regen ES like a boss without using Shavronne's Revelation. Or keep revelation and regen even more.

The crit multi nerf isn't that bad since spell damage nodes add about the same amount of damage to us and we don't have many extra points to spare in the first place, especially with the skill tree changes. :)


Also the now buffed shield defences nodes are great when using a high-ES shield. Better than most ES nodes.


Also I'd like to note, that the 30% increased damage against status enemies is pretty bad. It's 36% conditional damage for 2 nodes whereas the 2 witch start nodes for spell damage are 32% unconditional damage. Would prefer those since they also work for instance against atziri.


thanks for the quickly approach, I'll still leveling my witch, wait for the new tree
=)
Wise words buff -> balance <- nerf , need to happen , deal with it
Hope this build holds up with the new patch, kinda to lazy for the whole sell-stuff-for-flavor-of-the-month-routine... Big question must be how much crit chance will change and if the low-life/blood magic/mortal conviction thing will still be viable...
Kitty's Guide On Post Formatting - view-thread/1913874
"
SaiyanZ wrote:
Lust for Carnage is not going to sustain your health to attack especially against bosses or when in a large party. 20 life on kill seems like a lot but with 100hp you only have to attack 6 times before running out of steam. That's less than 2 seconds.


Tried it. The 4 health per hit is enough for me. If you lack in accuracy and misaim a lot on top of that, then the story might be different for you.
IGN: Pirteloli
"
Tom94 wrote:
"
SaiyanZ wrote:
Lust for Carnage is not going to sustain your health to attack especially against bosses or when in a large party. 20 life on kill seems like a lot but with 100hp you only have to attack 6 times before running out of steam. That's less than 2 seconds.


Tried it. The 4 health per hit is enough for me. If you lack in accuracy and misaim a lot on top of that, then the story might be different for you.


I have 89 % accuracy, do you think is enough?, could you put the tree please? now poebuilder have the last tree.

https://poebuilder.com/

https://poebuilder.com/character/AAAAAgMA34rpAtlbGyVLrm0ZHU81uRFQpystH0yzEQ_bXlAwwfOVIH_GoqNjQw5IEZZHBvLhX2rb513ycFKJ03DVtUjz6ioLuXyMC-ywNj1tbHvXj_rQ0Lb696aOZB0Uj0aboffXrJjDbVxrhEhZ88AaZp760iW8378OPBRx-OvqGPcycqmsqjbohmA6Up_LpzAB5_e-bpfynA186rq0DJMnHNzGnhB_DH2Cxyj6V8kvb9kTcLvsGOGIRnF3B4cTnKRvnoMJgKQXLySwQqPQ9UGWrrN-WYcp98EabJ2upwg=

Ty so much

Have good loot
Wise words buff -> balance <- nerf , need to happen , deal with it
Last edited by PabloCappone#5391 on Dec 5, 2014, 6:22:34 AM
"
PabloCappone wrote:
"
Tom94 wrote:
"
SaiyanZ wrote:
Lust for Carnage is not going to sustain your health to attack especially against bosses or when in a large party. 20 life on kill seems like a lot but with 100hp you only have to attack 6 times before running out of steam. That's less than 2 seconds.


Tried it. The 4 health per hit is enough for me. If you lack in accuracy and misaim a lot on top of that, then the story might be different for you.


I have 89 % accuracy, do you think is enough?, could you put the tree please? now poebuilder have the last tree.

https://poebuilder.com/

https://poebuilder.com/character/AAAAAgMA34rpAtlbGyVLrm0ZHU81uRFQpystH0yzEQ_bXlAwwfOVIH_GoqNjQw5IEZZHBvLhX2rb513ycFKJ03DVtUjz6ioLuXyMC-ywNj1tbHvXj_rQ0Lb696aOZB0Uj0aboffXrJjDbVxrhEhZ88AaZp760iW8378OPBRx-OvqGPcycqmsqjbohmA6Up_LpzAB5_e-bpfynA186rq0DJMnHNzGnhB_DH2Cxyj6V8kvb9kTcLvsGOGIRnF3B4cTnKRvnoMJgKQXLySwQqPQ9UGWrrN-WYcp98EabJ2upwg=

Ty so much

Have good loot


I'm not going to put a tree until the patch is out and I have tested it and found what I like the most. I don't wanna put up potentially suboptimal untested stuff in the forums, sorry.

89% should be fine btw. :)
IGN: Pirteloli
Last edited by Tom94#4433 on Dec 5, 2014, 8:05:30 AM
As I look at the new tree I see some interesting ideas and every single point becomes even more important. Last night I was doing a lot of general testing since this build relies on crit chance, without it the character gets trashed. Due to the loss of a little crit chance on the tree which I never like to see, I can live with losing 50 percent crit damage yet when I have skills that depend on crit chance to begin the process of my damage I am always looking for new ways to maxamize whats in the tree and even though I like global's I started looking at the tree closely especially since I use a shield now and do not get the added two power charges and have also went to Heartseeker for the two 25% global crit chance nodes prior to this post.

I am curious Tom, and others, if you have looked at the wand circle up top. I redid my spec's away from the 8 nodes required to get to heartseeker and the 2 25% crit chance nodes and took the two int nodes to get to the tree and went up the right side to the top for the 90% crit strike chance nodes which also give 30%(which will be 24% after new tree) to crit damage which is an added 5% now over Heartseeker and after new tree will be 1% less at 24%(you may have to make up for dex yet that should not be that big an issue) and the wand tree added a total of 12% wand attack speed (very nice buff), 30% accuracy rating with wands and an interesting 6% wand damage per power charge yet I think that does not apply to spells with the way this build proc's after cast on crit.

Has anyone looked at this, it may be a god send with the new tree and maxing out crit chance and also benefit the build or is the difference from the global 50 percent crit chance I.E. like from the heartseeker circle cluster (about 1 percent spell crit chance base per global 20% crit chance) that much of a huge difference to the spell crit chance vs. the crit chance specifically for wands in the overall proc and damage gameplay?

I would love any thoughts on this as I see a few new things on the new tree which show some interesting ideas yet nothing works if the crit chance is not maintained.
Last edited by NewbieDOTcom#6239 on Dec 5, 2014, 1:33:21 PM
"
NewbieDOTcom wrote:
As I look at the new tree I see some interesting ideas and every single point becomes even more important. Last night I was doing a lot of general testing since this build relies on crit chance, without it the character gets trashed. Due to the loss of a little crit chance on the tree which I never like to see, I can live with losing 50 percent crit damage yet when I have skills that depend on crit chance to begin the process of my damage I am always looking for new ways to maxamize whats in the tree and even though I like global's I started looking at the tree closely especially since I use a shield now and do not get the added two power charges and have also went to Heartseeker for the two 25% global crit chance nodes prior to this post.

I am curious Tom, and others, if you have looked at the wand circle up top. I redid my spec's away from the 8 nodes required to get to heartseeker and the 2 25% crit chance nodes and took the two int nodes to get to the tree and went up the right side to the top for the 90% crit strike chance nodes which also give 30%(which will be 24% after new tree) to crit damage which is an added 5% now over Heartseeker and after new tree will be 1% less at 24%(you may have to make up for dex yet that should not be that big an issue) and the wand tree added a total of 12% wand attack speed (very nice buff), 30% accuracy rating with wands and an interesting 6% wand damage per power charge yet I think that does not apply to spells with the way this build proc's after cast on crit.

Has anyone looked at this, it may be a god send with the new tree and maxing out crit chance and also benefit the build or is the difference from the global 50 percent crit chance I.E. like from the heartseeker circle cluster (about 1 percent spell crit chance base per global 20% crit chance) that much of a huge difference to the spell crit chance vs. the crit chance specifically for wands in the overall proc and damage gameplay?

I would love any thoughts on this as I see a few new things on the new tree which show some interesting ideas yet nothing works if the crit chance is not maintained.


Both the critical strike multiplier and the damage apply only to your wand attacks and are henceforth useless for this build.

Let's compare what we get:

Wand cluster: 90% critical strike chance only for attacks, 12% increased attack speed, 30% increased accuracy, 20 int (4% ES)
Heartseeker: 50% critical strike chance both for attack and spells, 25% critical strike multiplier, 50 dex (+100 accuracy rating, might be necessary to take anyway)

So, firstly the 12% attack speed are fairly useless since we have such an enormous amount of attack speed already. At best a 2-3% damage increase overall. The 30% accuracy are interesting, but due to the 100 flat accuracy the alternative yields and the diminishing effect of accuracy itself are not as good as they seem at first glance. Again around 2-3% damage increase overall. The 90% critical strike chance for our attacks is really juicy but should push us over cap by about 30% which get wasted. (Could in all likelihood skip the very last node without losing anything.)

Heartseeker on the other hand brings us very close to cap (93.7% on my character which is ~12% inc critical strike chance from cap) with the addition of affecting our spells. The damage gain from this itself already is about 2-3%. Then the 25% critical strike multiplier, the 2 saved points which we can spend somewhere else and the potentially again saved points by not having to get additional dex nodes kick in and completely end up blowing the wand cluster out of the water.
IGN: Pirteloli
Last edited by Tom94#4433 on Dec 5, 2014, 2:58:10 PM
"
Tom94 wrote:
"
NewbieDOTcom wrote:
As I look at the new tree I see some interesting ideas and every single point becomes even more important. Last night I was doing a lot of general testing since this build relies on crit chance, without it the character gets trashed. Due to the loss of a little crit chance on the tree which I never like to see, I can live with losing 50 percent crit damage yet when I have skills that depend on crit chance to begin the process of my damage I am always looking for new ways to maxamize whats in the tree and even though I like global's I started looking at the tree closely especially since I use a shield now and do not get the added two power charges and have also went to Heartseeker for the two 25% global crit chance nodes prior to this post.

I am curious Tom, and others, if you have looked at the wand circle up top. I redid my spec's away from the 8 nodes required to get to heartseeker and the 2 25% crit chance nodes and took the two int nodes to get to the tree and went up the right side to the top for the 90% crit strike chance nodes which also give 30%(which will be 24% after new tree) to crit damage which is an added 5% now over Heartseeker and after new tree will be 1% less at 24%(you may have to make up for dex yet that should not be that big an issue) and the wand tree added a total of 12% wand attack speed (very nice buff), 30% accuracy rating with wands and an interesting 6% wand damage per power charge yet I think that does not apply to spells with the way this build proc's after cast on crit.

Has anyone looked at this, it may be a god send with the new tree and maxing out crit chance and also benefit the build or is the difference from the global 50 percent crit chance I.E. like from the heartseeker circle cluster (about 1 percent spell crit chance base per global 20% crit chance) that much of a huge difference to the spell crit chance vs. the crit chance specifically for wands in the overall proc and damage gameplay?

I would love any thoughts on this as I see a few new things on the new tree which show some interesting ideas yet nothing works if the crit chance is not maintained.


Both the critical strike multiplier and the damage apply only to your wand attacks and are henceforth useless for this build.

Let's compare what we get:

Wand cluster: 90% critical strike chance only for attacks, 12% increased attack speed, 30% increased accuracy, 20 int (4% ES)
Heartseeker: 50% critical strike chance both for attack and spells, 25% critical strike multiplier, 50 dex (+100 accuracy rating, might be necessary to take anyway)

So, firstly the 12% attack speed are fairly useless since we have such an enormous amount of attack speed already. At best a 2-3% damage increase overall. The 30% accuracy are interesting, but due to the 100 flat accuracy the alternative yields and the diminishing effect of accuracy itself are not as good as they seem at first glance. Again around 2-3% damage increase overall. The 90% critical strike chance for our attacks is really juicy but should push us over cap by about 30% which get wasted. (Could in all likelihood skip the very last node without losing anything.)

Heartseeker on the other hand brings us very close to cap (93.7% on my character which is ~12% inc critical strike chance from cap) with the addition of affecting our spells. The damage gain from this itself already is about 2-3%. Then the 25% critical strike multiplier, the 2 saved points which we can spend somewhere else and the potentially again saved points by not having to get additional dex nodes kick in and completely end up blowing the wand cluster out of the water.


Thanks Tom for the reply. I have been testing on maps for a couple of hours and you are absolutely correct. It did look somewhat nice on paper yet does not perform the way I thought it would. It just amazes me how much just going with the 3 nodes of critical strike chance for spells and taking annihilation makes to the build. I was unaware just how much of a difference that makes until I really started testing some changes.

Thanks so much for the reply. I think I need to reach 100 for this new tree LOL.

Report Forum Post

Report Account:

Report Type

Additional Info