[2.0] Terror's "Shatter Chuck Lite" Variant •• Barrage CoC •• 280k+ DPS •• Atziri w/ 5-Link

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Terrornoid wrote:
It's really fun watching you guys put bits and pieces together. You don't even need me!

Speaking of which, for anyone having survivability issues, you may consider working in Added Cold Damage or Blind into one of your setups. Blind only procs 10% of the time, but in this setup you'll get a lot of hits in, so stuff will be either dead or blinded, and that will make them hit a lot less often. Added Cold Damage has many benefits: chilling (slow enemies down, effectively reducing their dps against you), freeze (stop them entirely, and shatter more corpses, so fewer Necromancer and corpse explosion shenanigans), and extra damage. The blind also has no mana multiplier, so it might be good even on something like your HoT. Both are green gems, so either could be worked in as a GMP replacement.

I've yet to test these out in a shatterchuck variant, but in another build I've seen ACD significantly improve survivability and quality of life—I freeze champions and even chill bosses regularly—, and blind+HoT (plus curse on hit...) to be at least useful (it doesn't blind terribly often, but there's a good chance it'll blind troublesome rares/bosses at some point, which is substantial).

If you're running a golem, then good supports include Fortify, Minion Life, Knockback, and Blind. The first two make it less squishy, the other two would make it better at debuffing or stunlocking a few enemies; if you go the debuff route then a Minion Speed or faster attacks support may also be good. The stun gem might also be good, but I don't really know if you can expect his damage to be high enough without investing in it more seriously.
You wouldn't even use Added Cold. You'd just add a cold spell.

Btw, for comparison everyone:
3 End Charges
67% Total Phys Mitigation
Arctic Armor
4.7k HP
Chaos Golem

Favorite Combos:
KB, GMP, CoC, LL, EK, GC + Bar, CoC, EK, FS
Bar, CoC, GMP, LL, AB, FS/GC
Bar, CoC, LL, Discharge, Spell (EK), Spell (Inc AoE)
Bar, CoC, LL, GMP, AB, FB (Still works great)
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Terrornoid wrote:
You wouldn't even use Added Cold. You'd just add a cold spell.

Btw, for comparison everyone:
3 End Charges
67% Total Phys Mitigation
Arctic Armor
4.7k HP
Chaos Golem

Favorite Combos:
KB, GMP, CoC, LL, EK, GC + Bar, CoC, EK, FS
Bar, CoC, GMP, LL, AB, FS/GC
Bar, CoC, LL, Discharge, Spell (EK), Spell (Inc AoE)
Bar, CoC, LL, GMP, AB, FB (Still works great)

To add a new cold spell you'd need to change the colors on your Voll's. Added Cold is green, which fills a green slot from the pre-existing 1.3 color setup. And it applies to all of your other spells as well as your barrage. Another spell is a perfectly fine idea, but your options are limited. Frost Nova is a perfectly good choice if you aren't already using it, but it only affects things close to you (which is at least when you most desperately want to chill or freeze things). AB and FP need GMP to really be functional. Cold Snap will eat power charges, which is awesome if you have a Devotion but is questionable if you don't, and its AoE is fairly small. Discharge only works if you're generating frenzy charges and you're close to mobs (and, again, is kind of questionable without a devotion; you're risking higher numbers of non-crit barrages, so you might be destroying everything one second and then doing nothing in a huge horde the next; most of my deaths while trying discharge are because I was a few power charges short of max and I rolled non-crit barrages as a result). Glacial cascade does far less cold damage than any other cold spell, and has an extremely limited area (narrow strip directly ahead of you), so it won't freeze nearly as large a variety of stuff (whites probably, but magic/rares/bosses probably aren't happening). I don't think there are any other cold spells that CoC can trigger.
Last edited by TimeDilation#5779 on Jul 28, 2015, 2:06:01 AM
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Terrornoid wrote:
You wouldn't even use Added Cold. You'd just add a cold spell.

Btw, for comparison everyone:
3 End Charges
67% Total Phys Mitigation
Arctic Armor
4.7k HP
Chaos Golem

Favorite Combos:
KB, GMP, CoC, LL, EK, GC + Bar, CoC, EK, FS
Bar, CoC, GMP, LL, AB, FS/GC
Bar, CoC, LL, Discharge, Spell (EK), Spell (Inc AoE)
Bar, CoC, LL, GMP, AB, FB (Still works great)


how do you get that much hp and phys reduction? I don't get anywhere near that phys reduction even with granite flask, decent armor helm, and t1 armor on belt with % inc armor roll on granite flask. Why chaos golem instead of ice golem?
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Skillzrock wrote:
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Terrornoid wrote:
You wouldn't even use Added Cold. You'd just add a cold spell.

Btw, for comparison everyone:
3 End Charges
67% Total Phys Mitigation
Arctic Armor
4.7k HP
Chaos Golem

Favorite Combos:
KB, GMP, CoC, LL, EK, GC + Bar, CoC, EK, FS
Bar, CoC, GMP, LL, AB, FS/GC
Bar, CoC, LL, Discharge, Spell (EK), Spell (Inc AoE)
Bar, CoC, LL, GMP, AB, FB (Still works great)


how do you get that much hp and phys reduction? I don't get anywhere near that phys reduction even with granite flask, decent armor helm, and t1 armor on belt with % inc armor roll on granite flask. Why chaos golem instead of ice golem?

Chaos golem is part of the phys mitigation.

You can get ~51% reduction from armor, an extra 12% from endurance charges, and then the 4% a high level chaos golem gives. There's 67% right there. AA makes it effectively about 71%. The armor percent, of course, is highly variable (what your character sheet tells you is a guess that is often wrong); the harder the mob hits you the less effective the armor is, and that's where the chaos golem, endurance charges, and even AA become major, since those are fixed reductions.

In other words, it seems like replacing the Life Leech gem with Warlord's Mark, or otherwise assuring you can easily maintain a stock of endurance charges, is required for high end survivability of any sort.
Last edited by TimeDilation#5779 on Jul 29, 2015, 12:31:29 AM
how does the cost in gear with wand CoC compare to bow CoC or dagger CoC? well I guess bow and wand would be the same but dagger gets to completely forgo accuracy on gear. seems like having to gear and spend passives on accuracy nodes really rapes your wallet?
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mayainverse wrote:
how does the cost in gear with wand CoC compare to bow CoC or dagger CoC? well I guess bow and wand would be the same but dagger gets to completely forgo accuracy on gear. seems like having to gear and spend passives on accuracy nodes really rapes your wallet?

They're rather different builds, so you'd probably need to go read some build threads for those types of CoC. Crafting a good Vagan's dagger is not the simplest of things, since you can't just scour and reroll until you get what you want like you can with a wand. I'm not sure how easily you can hit 95% crit chance on a dagger that lacks the top tiers of crit mods without having to pick up dagger-specific or dual-wielding specific nodes on the tree. With wands you don't need any non-global crit chance modifiers on the tree.
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TimeDilation wrote:
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mayainverse wrote:
how does the cost in gear with wand CoC compare to bow CoC or dagger CoC? well I guess bow and wand would be the same but dagger gets to completely forgo accuracy on gear. seems like having to gear and spend passives on accuracy nodes really rapes your wallet?

They're rather different builds, so you'd probably need to go read some build threads for those types of CoC. Crafting a good Vagan's dagger is not the simplest of things, since you can't just scour and reroll until you get what you want like you can with a wand. I'm not sure how easily you can hit 95% crit chance on a dagger that lacks the top tiers of crit mods without having to pick up dagger-specific or dual-wielding specific nodes on the tree. With wands you don't need any non-global crit chance modifiers on the tree.


nah but you need like 300 accurancy on most of your gear pieces.
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mayainverse wrote:
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TimeDilation wrote:
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mayainverse wrote:
how does the cost in gear with wand CoC compare to bow CoC or dagger CoC? well I guess bow and wand would be the same but dagger gets to completely forgo accuracy on gear. seems like having to gear and spend passives on accuracy nodes really rapes your wallet?

They're rather different builds, so you'd probably need to go read some build threads for those types of CoC. Crafting a good Vagan's dagger is not the simplest of things, since you can't just scour and reroll until you get what you want like you can with a wand. I'm not sure how easily you can hit 95% crit chance on a dagger that lacks the top tiers of crit mods without having to pick up dagger-specific or dual-wielding specific nodes on the tree. With wands you don't need any non-global crit chance modifiers on the tree.


nah but you need like 300 accurancy on most of your gear pieces.

Not nearly that many, especially since several of your gear choices are uniques that don't give accuracy. You can pretty easily break 80% accuracy by default, and the build is still very functional and deadly there. If you want the very best gear possible, then sure, you might toss down a couple of exalts to get some diamond rings with high tier accuracy. But, as I said, if you want the best gear possible for any build then you're going to be tossing down a lot more than a few exalts (if for no other reason here than that Voll's Devotion and a 6-link Voll's protector are each a few dozen exalts in standard, roughly). I was willing to put a few exalts into a high accuracy diamond ring (and a necklace that maybe could open up some doors on mana costs) because I had a number of them waiting to be spent and I wanted to try to get even more extreme performance out of the build.
In other how-to-survive news, based on the idea that Circe, the "new shatterchuck", focuses almost entirely on defensive auras/reservations, and uses EE (and RF, of course) to get a damage boost instead, I was wondering if a "lite" version should go the same direction. To squeeze in as many defensive reservations as we can, we may need one or level 3+ enlightens, or you may need to wear an alpha's. The enlightens could be expensive, so it's not the most wonderfully budget-friendly idea, but in principle we should see their costs going down over time as people have incentive to level them, and other people fail to get a level 4 on a corruption and sell off the corrupted failure.

Here's one possible level 100 scion tree with this in mind:
http://www.pathofexile.com/passive-skill-tree/AAAAAwAAt9bbWS2osZC-gIMJRnFvnuGInKTKSvGzHaqHE1-wS1d3B5u1wOPDOoTFJIsZig-r-wkWv21s9tomlbVINj0aj2Hi8-rssJ2qVUsqC4wLYqxsjIw2cFK5fInTcNVd8g5IEZYN0Qcef8ZjQ5UuoqPw1Q_EwfNJUY_6O3yVIOv1uMprFy0fwwlknbzqTLO5k_IdwFTQHyBurrMEB0V-akMI9O_rUDBBloPbDlzbXtD1VcZq-jpYrJj315uhj0YYaqcIHRQ5UuvujmT60lgHHNya4PemFm8XL48auJNFnbb642okqmTnKPpTUjbpVdaYrYCkKjg=
A witch version would be very similar; you'll have to give up a few nodes, but the extra base spell damage and such you get may make it a reasonable trade-off.

The scion version can be fairly easily adjusted, at small cost, to pick up EB if you just can't get around mana issues without it (but see the Elreon's necklace idea that came up earlier).

It has 30% reduced mana reserved. The only nodes for this it's missing are the ones at the bottom of the duelist area; they're just too far away for us to get to without sacrificing a lot of other nodes. And it has the dual curse node! It has a respectable, if not amazing, +152% life, as well as 4 jewel slots (only one of which requires more than one node to get to we weren't already spending, and if you only need 3 jewels then that's a great one to get rid of), and all the spell crit and crit multiplier I could fit in while picking up EE and the reservation reduction. It also has 20% chaos resistance on the tree for extra defense (and life).

I've put Vaal Pact on the tree, but it should be optional with leech as it currently is. If you ditch it you can consider Vitality, the life regen aura, as one of your options. Note that the tree has a small .8% life regen as-is.

With a total of 32% reduced reservation and 2 level 3 enlightens you could run all three purities and grace for extra evasion (or determination if you want armor; since you're probably carrying a granite flask no matter what, grace might be better, so you can both evade and reduce). This will reserve 98% of your mana; my level 88 scion has 418 base mana right now, and 2% left would give her 8 to work with: enough to run a GMP-less setup with an elreon necklace.

As an alternative, by dropping a purity in favor of an Arctic Armor you could get away with just a pair of level 2 enlightens and a total of 95% mana reserved. You might still need your Elreon necklace, or at least a +mana gained on hit jewel, but that's MUCH cheaper on the enlightens.

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