[3.2] Cocotheone Righteous Fire - Life Build - 14k hp 4.3k hp reg 800k+ dps - Deathless Shaper

"
cocotheone wrote:

I don't know how u guys calculated the differences




Here is how:
Chieftain
- first point has 0.5% life regeneration/sec + 20 strength
- Tawhoa has: 40% armour + 10% elemental resist + 10% strength (+70 points for me)
- third point has: 10% incresed fire damage + 0.5% life regeneration/sec
- Nagamahu has: 15% chance to ignite + 33 increased damage against burning enemies
- fifth point has: 10% incresed fire damage + 0.5% life regeneration/sec
- Ramako has : 0.5% life regeneration/sec / endurance charge (i got 3 endurance charge in this setup) + 10% chance to get 1 endurance charge /kill

TOTAL
- 1.5 % life regen + 0.5% life regen x endurance charge (i got 3 at base so + 1.5%) = 3%
- 40% armour
- 53% damage
- and the best ~ 100 str (=50 base life, that with all life increases go to ~ 200 life in the end with all the % increase life)
- 10% endurance charge chance on enemy death (not much), better use war cry.
- 10% all resistances


Juggenaut
- first point has 15% increase armour + 0.4% life regeneration /sec
- Unyielding has: 30% increased damage while fortify + 1.5% life regeneration/sec while fortify (i am always fortify when I am hiting)
- third point has: 12% incresed attack damage + 15% increased armour
- Unflinching has: 20% chance to gain endurance charge/hit taken + 1 endurance charge
- fifth point has: 12% incresed attack damage + 15% increased armour
- Unreleting has : 6% increased damage /endurance charge + 8% reduction of elemental damage taken when max endurance charge.

TOTAL
- 1.9 % life regen
- 45% armour lets say is about the same
- 30% damage + 24% increase damage for 4 endurance charge (+ another 24% increase attack damage if RF counts as an attack)
- 20% chance to get endurance charge / HIT so a big chance to get charges in any fight, especially when you fight a boss and you don't kill anything but you keep getting hitted.
- +1 endurance charge
- 8% reduced damage taken when at full endurance charges, so in hard fights, you take less damage from RF but also from the boss.



Now why is better for me the Juggenaut configuration vs Chieftain:
Basically I don't need more power to kill but more power to stay alive, or in other words I kill fast enough, I need more defence in ooops situations (freeze, lag, boss etc).
I get +1 end charge so i will have a total of 4. I have an automated mechanism to rise the endurance charge when I need them. My build uses Shark Skin boots with 1% life regen so I have 5% life regen if I am killing monsters. Usually I just run allong and monsters die gracefully, and I am ocasionally hited by an arrow. Not much use for more life regen or more damage.

What hapends when I get in a big pack of though mobs, when I am frozen by a box, when I am fighting a boss with no adds? I get hit!!! That's the moment I start to build up the endurance charges. Automatically. No mana problems, no waiting time to process enduring cry because I just used rallying cry. Will +200 life from chieftain help me with 10K life to survive the boss fight when the boss can hit 3000+? Not much.
If the boss has no adds, I loose the frenzy charges generation from boots. So chieftain gets 1.1% life regen/sec extra (that's 110 life/sec). Wow...I am not impresed. If the boss has adds, then I get all 5 frenzy charges up so, again, the extra life regen from chieftain dosen't mean much. So if I get hit, hit, hit, then the endurance charges keep building up to maximum. I get the increased damage /end charge exactly when I need it. I get the reduction of elemental damage taken (all elements not only fire) exactly when I need it.

With the chieftain build I can generate endurance charge by cry or by kill. If I have what to kill then frenzy charges are better (life regen and 4% MORE damage). If I don't have what to kill I can't build up frenzy or endurance charge. I am left with constantly casting enduring cry. But this interfere with the rallying cry and with the ocassionally no mana problem.

So for me to be able to gain fast/automatically the endurance charges when I can't build up the frenzy ones is the golden key. More, the endurance charges are building up exactly when I need them and they reduce the damge taken exactly when I am taking.



"
Aggnog wrote:
How come you don't get elemental overload? It only takes one point and if you proc it with cyclone its a pretty huge dps boost.

Also whats your thoughts on going blood magic now with essence worm ring for auras?


Elemental overlord works with critical strikes. I am not sure how many critical strikes we do with a low dps cyclone, but my guess is 5% only. And is per action. So if you click cyclone on a long distance, no matter how many monsters you hit, is counted as one action. In order to increase the chance of critical strike, you have to cast many short cyclones. Shoud be tested to see if the critical strikes is hapening often enough.

As for blood magic and esence of worm, I don't think is going to make a proffit from it. You can get 35% increase life if you go blood magic and take the cluster under it. You can't use more than 2 rings, and I asume you are going with 2 esence of worm. You can't put auras in anything else but ring, otherwise you will loose too much life as reserve. For me the 35% life means about 850 HP in the end life. But I loose the rings so I loose the life on rings 2 x 550 = 1100 end life. Beside that I am losing also resist from rings and so on. So is a big NO to blood magic / esence of worm.
Last edited by Piftiuta#3122 on Mar 29, 2016, 2:59:09 AM
I am testing the Essence Worm with Blood Magic. It is quite nice to have all spells without mana restriction, but also i chose different pathing (don't have the mana regen split nods at all).

I only have 1 aura - Purity of Fire. I did not succeed with Vaaling purity to 21, but if i'd did, i would have 1 extra res point out of the ring without need of Empower or Englighten. (BUDGET!!! :)

But otherwise my build is completely different :D i even use Flameblast to boost a single target dmg (i don't wanna just wait next to the boss) , and for cursing / EE , i use Blade Vortex with Singularity (to proc lightning dmg). Also, i have 7 endurance charges (IC last for about 5 seconds)

BUT

i have only 7.8k life (at lvl 81), i don't use Frenzy Charges and i don't have my AoE (so i don't use Conc Effect on my RF, only on bosses)

I would probably benefit more out of dual curse in terms of dmg, but i am able to facetank 2 Colonade bosses without using pots, with just endurance chages and native 9K armour.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Last edited by Marxone#0650 on Mar 29, 2016, 6:36:51 AM
"
Aggnog wrote:
How come you don't get elemental overload? It only takes one point and if you proc it with cyclone its a pretty huge dps boost.

Also whats your thoughts on going blood magic now with essence worm ring for auras?


It will be an awesome buff and i think best chance to get it working it will be with the enchant on boots: 90% increased Critical Strike Chance if you haven't Crit Recently even with this the cyclone will be at 10%+ crit chance with 50% hit but all of this need to test and since i'm looking to get the helm enchant RF more dmg don't really have time more...
IGN=Cocotheone
Steam Full Online: http://steamcommunity.com/id/Cocotheone
"
Piftiuta wrote:
"
cocotheone wrote:

I don't know how u guys calculated the differences




Now why is better for me the Juggenaut configuration vs Chieftain:



I'd understand everything but if u calculated the total bonus u get from all thinks u get like dmg from str to rf+doon + total life/reg from enduring cry (4 endurances + the spell himself) then it's way by far better then juggernaut in all facts...

And if u use the rallying cry then its a completely other setup/build which it makes total more vulnerable on end game...

With 8% reduced damage taken when at full endurance charges don't bother with it at this patch because its almost useless compared to the life reg on chief/enduring cry

Still have a lot to test the chieftain on uber atziri
IGN=Cocotheone
Steam Full Online: http://steamcommunity.com/id/Cocotheone
Anyone doing this as a Berserker? 40% more damage sounds nice. 10% more damage taken sounds bad, but can be worked around. Might just be an SC option though since the other classes offer more utility.
CliveHowlitzer wrote:

I am now too addicted to that feeling of being kicked in the nuts when you die.
I'm about to do this with Berserker and Elemental Overload.

I feel like being able to constantly spam all of your Warcries definitively outweighs the increased damage taken and even provides more utility than the other classes. For instance; with a character that doesn't have legacy Kaom's, 8k HP is fairly high for a life-based RF'r. You can keep Enduring Cry's regen up nearly 100% of the time with inc duration gem (and absolutely 100% if you take a little duration from the tree) this regen alone is giving you almost 5% life regen. But that's not insane enough. You also recover 10% life when using a warcry, and you can using warcries every 2 seconds.. so.. that's another 5% life regen.. which is more than Chieftain provides. *IF* you even needed that much regen to begin with.

The only thing going against Zerker is the 10% more dmg taken, which isn't really substantial. It's basically 10% more life regen requirements which is basically 1.4% life regen? Not a big deal.

Also, Elemental Overload is way easy to maintain using Blade Vortex with inc crit gem if you used it along with added cold dmg, conversion vessel of vinktar, or taste of hate as the main method of triggering Elemental Equilibrium.

With zerker and ele overload you could basically drop conc effect and do as much damage as this 13k hp chieftain with a non-legacy temp-league character.
...
Last edited by Do_odle#4912 on Mar 31, 2016, 12:26:44 AM
"
Do_odle wrote:
I'm about to do this with Berserker and Elemental Overload.



Spamming Warcries is not a good thing from my perspective. Constant spam of Enduring Cry, i would not like that.

by going zerk, you loose a lot of regen, not just that 1.4 +-, you will loose 3-4% by not going Chieftain. Which is a big no no. Maybe for some specific encounters where you really need the dps, Berzerk would a good thing, but considering standard mapping, with regen down by 3-4%, no low regen map, no vulnerability maps, harder to sustain RF in regular maps without good flask management. I think it brings more negatives just to gain 40% dmg multiplier. Even with this boost, you won't be able to kill instantly to speed clear, so considering the slower playstyle, i don't think you will gain much.
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
how are you having 70k rf dps? in calculator says i have like 11k. even if i had 20k life my dmg would not even be half of 70k

also how in the world do you have that much regen? you have 4x my regen but I have more regen on the tree than you and my life is 7.2k so more than half of your life with leg kaoms.

don't see how you get over 4k regen. is that SS with a regen shrine or something?
Last edited by mayainverse#1488 on Apr 1, 2016, 6:35:12 AM
Question, I used the leveling planning guide you have posted for this build up to lvl 32, I looked at the next level planning guide and it is completely different to my first 32 points? The first 32 had you go up to the Ancestral bond node. Now the next one doesn't? Is there a way to respect, and is what you have linked for the first 32 points wrong?

Thanks

Report Forum Post

Report Account:

Report Type

Additional Info