[1.1.1] Evantis's Permastun Build and Stun Compedium

any updates on the crafting?

Maybe 2 hand mace will be viable after release for some insane damage + another 6 link, so one for crowd control and one boss, no gem swapping etc

BM might be the way too go too, huge life buff in release, do we need to run so many auras? not really.. plus 30% LESS reservation behind the BM keystone is huge, chaos resist will also be easier to obtain :D
"
DutchRudder wrote:
any updates on the crafting?

Maybe 2 hand mace will be viable after release for some insane damage + another 6 link, so one for crowd control and one boss, no gem swapping etc

BM might be the way too go too, huge life buff in release, do we need to run so many auras? not really.. plus 30% LESS reservation behind the BM keystone is huge, chaos resist will also be easier to obtain :D


No updates on crafting yet; prices and availability of Eternals are crazy, and I was waiting for patch to be sure GGG didn't change any orb drop rate which could mess up currency values.

2h can/will indeed have greater damage than before patch, but lack of shield in average play would mean I'd have to forget about "damage on full life" (both gem and amulet), and I don't think any new tier of increased local damage/increased physical damage on 2h weapons could give as much as full life profits.

Crazy 2h on a single boss fight is indeed another thing, could be possible.

BM = no full life bonuses.

Since 3 auras would not be possible any more, I'll drop purity and try to find more resistances on the new tree. Not a big nerf.

Overall melee get a huge life buff in this patch. I wonder how will new Hatred work.

Current build data (for afterpatch compare) is:

Spoiler
+370 to Strength
+104 to Dexterity
+74 to Intelligence
+409 to maximum Mana
+805 to maximum Life
Evasion Rating: 302
+6 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
5.4% of Life Regenerated per Second
118% increased maximum Life
10% reduced Enemy Stun Threshold
Enemies Cannot Leech Life From You
170% increased Physical Damage with Maces
19% additional Chance to Block with Shields
12% of Block Chance applied to Spells
52% increased Armour
70% increased Melee Physical Damage
20% increased Accuracy Rating
26% reduced Enemy Stun Threshold with Maces
+20% Elemental Resistances while holding a Shield
60% increased Defences from equipped Shield
3% increased Attack Speed with One Handed Melee Weapons
You take 30% reduced Extra Damage from Critical Strikes
76% increased Physical Damage with One Handed Melee Weapons
8% increased maximum Mana
Your hits can't be Evaded
Never deal Critical Strikes
+2 to Melee Weapon and Unarmed range
0.2% of maximum Life Regenerated per second per Endurance Charge
12% increased Attack Speed
32% increased Evasion Rating and Armour
Ignore all Movement Penalties from Armour
6% increased Attack Speed with Maces
+12% to all Elemental Resistances
+2% to maximum Fire Resistance
+2% to maximum Cold Resistance
+2% to maximum Lightning Resistance
2% of Physical Attack Damage Leeched as Life
+14.8% Energy Shield
+74% increased Melee Physical Damage
+208 Accuracy Rating
20.8% increased Evasion Rating



IGN @Ostropalca
Last edited by Evantis#3706 on Oct 23, 2013, 4:35:15 AM
Some changes I saw at http://www.twitch.tv/morsrageng/b/472619006

1) "Raw power" 10 STR more
2) 14% more life instead of 12% at the beginning of Marauder tree
3) 8% life nodes instead of 6% at the beginning of Marauder tree
4) "Mace damage and armour" (10% mace damage / 10% armour) as the way to the Bone Smasher, which is now "Baptism my light" (20% phys mace, 10% accuracy, 10% armour, 10% light radius)
5) "Mace damage and life" (12% damage, 6% life) near "Smashing blows"
6) Additional 10 STR node in the way to the Berserking, I'm happy I dropped it already
IGN @Ostropalca
The patch shouldn't change too much for this build.

Dropping Purity shouldn't be too much of a problem: resists are easily capped, esp. with the 12% all res node moved closer to Golem's blood and the 2% (not 4% anymore) to max restist aren't that important...

Too bad about the 28% mace damage node nerf in the templar area. However, some extra armour is nice too I guess...

Berserking moved quite far away, but as we said before, it's not necessary for this build anyway.

The shield nodes (in the templar zone) with Phalanx was moved one int node further away, but:
a) that's an extra 10 int, so not too bad - with enough int on gear one could even drop the +30 int node and save 2 points
b) as a bonus, you get Sovereighnity right next to it, so if you're desperate you could run even run 3x60% auras with those and a reduced mana gem.
c) closer to Holy strength which sounds quite nice too :D

Something people could consider is going IR + US now (close to duelist start)
Or BM with VP.
But I think I'll keep my build the way it was...

Aura wise I'll run Hatred + Tempest shield (or determination) and swap TS for purity in ele weakness maps.

Overall nothing problematic for this build which is great!

Edit: Too bad they didn't introduce a physical aura ;)

Edit: Just saw the buffs to auras -> 36% additional damage instead of 25% (At level 20) for hatred - nice :)
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"
Last edited by qwertz#1626 on Oct 23, 2013, 3:47:07 PM
This build is still viable in 1.0.0 ? Ive played an IB Marauder in Standard to get a feeling for the game and now im searching for something different in domination :)

Thx for answer & sry for my bad english
"
ErroR47 wrote:
This build is still viable in 1.0.0 ? Ive played an IB Marauder in Standard to get a feeling for the game and now im searching for something different in domination :)

Thx for answer & sry for my bad english


Answered in the previous 3 posts :)

Spoiler
Yes, it's still viable, pretty much no major changes :)
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"
Changes are very little. I was playing in Domination yesterday (fresh league hype), but I'm gonna respec my Marauder today.

Since we're getting a huge hp bonus, I'm thinking about dropping Duelist armour+evasion nodes (especially while having 6 endurance charges all the time). Baptism by light node + two Mace damage and armour near gives now 30% armour, so I'm resigning from Leather and steel in the Duelist tree (BoR = no armour penalty) losing only 2% armour. Attack speed is not required for this build as I mentioned, so dropping 12% node will help this build in fact.

I'm taking 12% res all node at the Duelist tree to counter Purity loss.

So my 1.0.0 build will work:



1.0.0 summary:
Spoiler
+390 to Strength
+100 to Dexterity
+90 to Intelligence
+417 to maximum Mana
+815 to maximum Life
Evasion Rating: 302
+6 Maximum Endurance Charge
+3 Maximum Frenzy Charge
+3 Maximum Power Charge
5% Additional Elemental Resistance per Endurance Charge
5% Physical Damage Reduction per Endurance Charge
5% Attack Speed Increase per Frenzy Charge
5% Cast Speed Increase per Frenzy Charge
50% Critical Strike Chance Increase per Power Charge
168% increased maximum Life
5.4% of Life Regenerated per Second
You take 30% reduced Extra Damage from Critical Strikes
+24% to all Elemental Resistances
+2% to maximum Fire Resistance
+2% to maximum Cold Resistance
+2% to maximum Lightning Resistance
Your hits can't be Evaded
Never deal Critical Strikes
170% increased Physical Damage with Maces
46% increased Armour
26% reduced Enemy Stun Threshold with Maces
18% additional Chance to Block with Shields
75% increased Defences from equipped Shield
0.2% of maximum Life Regenerated per second per Endurance Charge
10% reduced Enemy Stun Threshold
70% increased Melee Physical Damage
76% increased Physical Damage with One Handed Melee Weapons
30% increased Accuracy Rating
2% of Physical Attack Damage Leeched as Life
3% increased Attack Speed with One Handed Melee Weapons
+2 to Melee Weapon and Unarmed range
10% increased Light Radius
+20% Elemental Resistances while holding a Shield
12% of Block Chance applied to Spells
Enemies Cannot Leech Life From You
6% increased Attack Speed with Maces
3% increased Effect of Buffs on You
+18% Energy Shield
+78% increased Melee Physical Damage
+200 Accuracy Rating
20% increased Evasion Rating
IGN @Ostropalca
Last edited by Evantis#3706 on Oct 24, 2013, 9:45:41 AM
@Evantis good point regarding the 12% AS node (too bad about the movement speed from Leather and steel though)!

I was thinking about re-rolling in Domination, but I think I'll stay in Standard for now (now that I managed to get some decent gear for this character) :)
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"
I've created a comparison and added at the top of the first post. AS you can see, nerfs are not painful, but buffs are great (especially % life one).

https://docs.google.com/spreadsheet/pub?key=0AiGAOy-2Yw4-dFV2V2YtR1E5T0hyV0VaX05Cc2hfVkE&output=html

You technically don't loose movement bonus, because BoR = no chest armour = no armour movement penalty :)

Since more nodes gives armour now, and less gives Evasion, I'm strongly considering using Unwavering Stance, especially it would cost 1 point only.
IGN @Ostropalca
Last edited by Evantis#3706 on Oct 24, 2013, 5:14:01 AM
No I agree, overall the patch is actullay good for this build :)

Regarding US - sounds like a decent Idea, especially if you drop Leather and steel (hence less evasion).

Regarding movement speed - no chest armour yes, but the shield still gives some movement penalty (shouldn't be too bad though) :(


Something else I just noticed - you could go past Ancestral Knowledge & Expertise on the way up to the templar tree. That way you wouldn't have to take Hard Knocks and have access to another +30 dex node & +6% all res node. Nothing major though...
"Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map"

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