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pneuma wrote:
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bodhe wrote:
Shield mode: (full frenzy charges)
In Phase run - 14865.7
Off Phase run - 9115.5

Quiver mode: (full frenzy charges)
In Phase run - 20864.7
Off Phase run - 12806

Notice the two "modes" one thing I love about this build is the ease of a full blown DPS mode vs Shield/defensive mode at the press of a button. 99% of the time I am in shield mode as I am somewhat squishy in high level maps.

Beautiful.

Both you and faerwin built different facebreaker builds and I was wondering which would end up better. That damage is pretty shocking.



His damage is higher than mine (I'm not using a 5L yet though), but my survival is much higher too :p

If I can get a 6L, I'll be able to level elemental hit and well, the damage should sky rocket!
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
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zriL wrote:

It looks like you don't know how elemental equilibrium works. Each hit trigger the buff, not just the first one. So each hit erases the previous buff.


Was noticing the fluctuation when dealing with bosses in merciless today. As I'm constantly on the move for positioning, it gave a time span for the ice totem to refresh the buff. It would normally 1 or 2 shot most mobs and alternate naturally between buffs because of this.

So it's just a matter of consistency now.
I've since progressed to lvl55.

Ice nova w/ totem, cold to fire + faster casting
- more casts per second to ensure the buff is relative to lightning

Shock nova w/ add lightning + iron will
- less casts per second but provides potential larger burst damage

Elemental weakness(at -44% res now) will neutralize any miss-triggers.
- if they are immune to curses, decoy/ice totem gives you plenty of utility to work with, although I do admit it does lack any real effective way to deal immune/high res elites that doesn't take some time.

Will edit the build accordingly, thanks.
Last edited by Shuuhei#1120 on Aug 22, 2012, 6:58:31 PM
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Shuuhei wrote:
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zriL wrote:

It looks like you don't know how elemental equilibrium works. Each hit trigger the buff, not just the first one. So each hit erases the previous buff.


Was noticing the fluctuation when dealing with bosses in merciless today. As I'm constantly on the move for positioning, it gave a time span for the ice totem to refresh the buff. It would normally 1 or 2 shot most mobs and alternate naturally between buffs because of this.

So it's just a matter of consistency now.
I've since progressed to lvl55.

Ice nova w/ totem, cold to fire + faster casting
- more casts per second to ensure the buff is relative to lightning

Shock nova w/ add lightning + iron will
- less casts per second but provides potential larger burst damage

Elemental weakness(at -44% res now) will neutralize any miss-triggers.
- if they are immune to curses, decoy/ice totem gives you plenty of utility to work with, although I do admit it does lack any real effective way to deal immune/high res elites that doesn't take some time.

Will edit the build accordingly, thanks.


I resolved the issue by using minions instead of decoy totem - this frees up both totem slots for one nova each. Although I'm sharing both novas on one totem -> if you put a faster cast on ice nova, then the cast time roughly becomes the same and you'll get elemental equilibrium on each hit (I didn't do that though). Mana-consumption is sky-high, however. ;P

With the shock status being repaired, that will also help your shock nova.

Overall I would mildly disagree with zriL, you don't technically NEED every hit to be at -25%/-50% resistance. Ice nova is rather low-damaging and so doesn't benefit as much from equilibrium - on the other hand, it will pay off to ensure that your lightning damage always get -50% resists on top of elemental weakness.

Once I get more slots,I can split the totems and experiment.

Q: What do you do against single target bosses?
Last edited by zharmad#7992 on Aug 23, 2012, 8:42:53 AM
Yes, I've thought about using minions but the chaos and confusion it can lead to in groups really put me off them.
Decoy totem also gives you a more secure taunt and tank for cc and positioning.

The problem with putting spells on a totem is the -40% damage, so putting both on one wasn't really an option for me considering the burst damage from lightning. You're basically negating the effect of EE.
As you say, Ice nova isn't really about the damage but the utility it brings.

There is always going to be a issue with EE, where it be putting yourself in danger with the tempest shield/molten shell combo or timing with the totem/novas. This was just an approach to keep it consistent and keep you safe.


Bosses vs. Decoy totem provides you with the tank/taunt to stay out of harms way. You can lure it to a corner, double decoy totem if needed, let the team dps and still be safe.
If it's solo i would position the decoy/ice totem so they would be caught between it, with sufficient distance that ice totem can attack but cannot be hit itself.
Since you aren't doing any damage until ice totem has triggered EE, you aren't taking the agro and can position yourself at a safer distance. It gives you time to run if you need to, just make sure decoy totem is healthy and up.
You'd be surprised the amount of damage shock nova can do, since it's an aoe, but can deal with single targets just as well.

At the moment, I am still looking for a suitable single target/physical dps to deal with high resist/curse mobs. However, even without it you'll still be fine.

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zharmad wrote:


Overall I would mildly disagree with zriL, you don't technically NEED every hit to be at -25%/-50% resistance. Ice nova is rather low-damaging and so doesn't benefit as much from equilibrium - on the other hand, it will pay off to ensure that your lightning damage always get -50% resists on top of elemental weakness.


I've never said every hits should be at lowered resistance. I just explained the mechanic because he was wrong, thus he made his build with this false idea in mind.

But you're right, it wasn't so bad. If you spam a weak spell to ensure that your strong spell will always get the maximum bonus, it's perfect.
Build of the week #2 : http://tinyurl.com/ce75gf4
Comment deleted... posted at wrong post...
Lelejka, Wand Witch

currently level 53, plan to be 55 today and I assumed this in my passive tree

Special features:
- CI
- 5 auras
- no life and mana potions needed
- addicted to Temporal Chains with infinite duration
- quite good at everything - CC, killing, defense

This build is kinda inspired by wand marauder from week 8 BOTW. It utilizes zombies for distraction and uses physical wand attacks for main damage. A lot of things are different though and I think the build is quite unique.

I use CI and got all nearby shield cooldown passives.

I have a lot of mana gear and 5 auras with reduced mana cost support gem. They are: Discipline, Grace, Hatred, Wrath, Clarity. I use bonus buff effect passives so I get 30% extra from effect from each aura, this is further multiplied by specific other passives. Discipline and Grace give quite good defense and they are multiplied by energy shield and evade passives. Wrath and Hatred just give extra damage and are further multiplied by wand elemental damage passives and gear. Marauder with Blood Magic couldn't use Hatred but I can and it's awesome :P.

With all auras on I have currently over 90 mana. Clarity is essential, with buff and mana passives it gives me infinite mana. Even tough I would have much more mana without it, I would quickly run out of mana. Currently I can spam all my spells and never notice lack of mana. I used to have below 60 mana and it was still fine.

Using optimally alternate weapon slots I can still use 6 other active skills: 2 Power Siphons for attacking, Raise Zombie, Phase Run, Temporal Chains and Blood Rage.

For my main attacks I use 2 different Power Siphons:
- One is linked with Lesser Multiple Projectiles and Elemental Proliferation and plan to add Item Rarity to it ASAP. Hopefully later I will add some more damage like Added Cold Damage, Weapon Elemental Damage or Increased Critical Hits and/or Item Rarity.
- Second is single target Power Siphon. Currently just with Increased Attack Speed and Item Rarity. It has higher damage since Lesser Projectiles reduce damage a bit on the other one. Also i try to finish rare monsters with it for better loot.

About 15% crit chance and 30% with 3 power charges is quite good. With Elemental Proliferation and knocback from Powerful Blast it helps me keep enemies under control, especially if they are all under Temporal Chains.

Zombies are linked with Additional Minion Life for better tanking. I might add either Increased Speed or Damage but it doesn't matter much. My zombies are quite strong and tanky when then sit in auras.

Blood Rage is a free skill for CI character. The only benefit I get from are charges but that's enough.
Phase run is just cool to to move quicker, faster travel and easier running away if needed.

For curse I use Temporal Chains because it's just so good. I can keep huge numbers of enemies at distance with my CC. It also lowers enemy damage and lets me do more damage if I can shoot instead of running away. I considered projectile/elemental/critical weaknesses but chains are just too good. I was reluctant to taking Hex Master keystone but now can't live without it. It makes life so much easier, enables running away from anything and less casting means more damage too.

My gear is nothing special and pretty outdated. I use Ondar's Clasp
Unavailable
for having 20% increased AS always, it was cheap. This is not that great however, obviously I'd rather have good rare gloves with high AS and other stats. I got nice increased elemental damage on weapon gear and I'm badly in need of good physical wand. I prefer energy armor and look for mana on all my pieces.

I am trying to get Dream Fragments unique ring. Even with mana leech passive I might need more total mana if I support Siphons with more gems. This would also solve my problem with frequent freezing (since I have low total life) and let me more freely choose rest of my gear. I use all my orbs of chance on Sapphire Rings ;]

For alternate weapons I use random 1h sword and shield, they have Reduced Mana Cost and 2 aura gems each. Potentially for future a random two handed 6L weapon would be better and using 1 Reduced Mana Cost gem with high quality.

For flask I currently use 2 Diamond, 1 Granite, 1 Life for minions and 1 Sapphire with dispel freeze. Diamond flasks are awesome. They are good for use at beginning of fight with Blood Rage to kill some enemies quickly and get charges, it goes smooth from then on. They are also nice in tight spots together with Granite to get not only more defense but also more freezes and knockbacks.
Sapphire is not the greatest choice, earlier I had life flask that had 50 charges and used 10 with dispel freeze. It was probably better but I sold it. I hoped high resist will let me overcome more freezes but its duration is too short.
Life recovered to minions is nice and lets zombies tank a bit more but I will probably get another Granite instead.
If I get Dream Fragments I will get one more Granite or Diamond.

Passive tre as of level 55 (went for more offense with last couple of points to level faster)

Passive skill tree planned for lvl 61 + 1 point from bandits quest (more shield and evasion passives and Elder Power for wand damage, also mana leech will be needed when I support my power siphons with more damage)

Options for next levels:
- charge passives
- more wand damage passives
- Minion Instability
- Whispers of Doom
- Freeze (5% chance near shadow start point)
- Bloodthirst

Charge passives would give: 20 dex, +1 max power and frenzy charge, duration for both. I don't like charge passives since if I can get to 3 of both power and frenzy charges I can usually continue to kill quickly. Spell damage per charge is useless for me, duration is those charges is really needed.

Minion instability would require 3 points. Interesting but I think I'd rather stick to control with my wand. I need kills with wand to get charges to kill more.

Whispers of Doom would require 4 points is nice but I don't really want to resign from any skill on my skill bar. Not sure how would it really work so I might go for it and change phase run for one of these: critical/projectile/elemental weakness.

Freeze - yay more freeze. Unfortunately 1 point would be lost of spell critical damage and 14% cold damage don't give me a lot.

Bloothirst requires 5 points and gives: 20 int, 60% crit chance and 10% crit multiplayer. Pretty good it's more freezes too so it's more likely option than freeze.

More wand damage depends on how quickly I will kill everything, so I will just go for this one if I feel too weak. I will probably at least grab the one with 2% AS on top of tree.

Vulnerabilities of this build:
- It is highly dependent on auras. It really sucks that not currently only they turn off when you switch locations but you also loose all mana. If you get a rare enemy near entrance or waypoint you are very likely dead, happened to me at least twice. Quick reaction with temporal chains and granite flask mostly keeps me safe, I wasn't too careful then though.
- Puncture is really painful. Life regeneration can overcome puncture damage so life chars can simply run away from trouble and regain life. ES won't regenerate and puncture can deal huge damage even after you run away from enemies.

This build should be viable for HC but requires a lot of careful play. Before changing location you should turn off all auras and wait for mana. Also be ready to leave game go back if next area is dangerous. Similarly caution is needed when using portals in dangerous ares.

I started this character as HC but died on normal vacuum on pc lag since I was at a shitty pc then. I was also a bit underleveled. Later I also died many times but that's because I skipped a lot of content and was underleveled as well. I will not be able to play in following weeks so wanted to finish this build ASAP. When I play safe I don't really die to anything (and I guess falling asleep during leveling doesn't really count as playing safe :D).

Most fun is running through forest and cursing everything, to then find a relatively safe corner, use blood rage and start attacking with Diamond Flask on. Defend the hill!

Update: finished game on level 55. Pyramids and Oversoul were very easy but painfully slow since I still have a terrible wand. Going for maps now.
Last edited by globbi#6883 on Aug 26, 2012, 7:14:26 PM
Some items in this post are currently unavailable.
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zriL wrote:

It looks like you don't know how elemental equilibrium works. Each hit trigger the buff, not just the first one. So each hit erases the previous buff.
It's possible that I'm misunderstanding EE, but wouldn't a tri-element attack leave the current debuff in place?

Example:
Your setup attack is Cold/Fire, in any mix. A hit will trigger EE for -50% Lightning Resist.

Your main damage attack is 98% Lightning / 1% Fire / 1% Cold. A hit will leave the current EE debuff untouched, reaping the benefit if -50% lightning resist without having to re-apply your setup attack each time you want to hit with your main damage attack.

Or is this not how EE works?
IGN: Totemofo
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gj faerwin!
Also lol at "first build of the week build nerfed, congratulations".

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