[0.9.13] Show us your interesting PvE/PvP characters and be featured on our YouTube channel!
Well; The main problem there is I plain can't afford it.
I got three or four casts, and then I can wait.^^ If I left out Cold to fire, I'd obviously have way less potential burn damage, which is really what this build is about; On the other hand, then I could use the strength / phys damage gloves, which would increase my damage even further. Honestly, for pure dps, I suppose reduced mana cost would go a longer way than FC.^^ Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? |
|
A blood magic or mana leech gem would vastly increase your dps by providing spammability, then.
|
|
It would seem that UnDeaD_CyBorG beat me to it, but here goes nothing...
Grari, lvl 59 Shadow with Ethereal Knives crit build. Resides in the default league and specialises in demolishing large mob packs with huge crits and getting killed by reflect damage. :P Skill Build Because EK is highly mana hungry, I've picked many increased mana and mana regeneration nodes from the tree. Other than that, the main focus has been getting to Chaos Inoculation, picking some ES nodes and starting to build my critical strikes.
Gear
Highlights
Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable
Other gear pieces
Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable As you can see, I've been using Quill Rain bow for the +100% increased projectile speed. Quivers can also roll excellent global critical strike mods, which are perfect for this build. Physical reflect has been quite a burden, so I've tried to counteract this by using Blackgleam quiver on weapon switch. So far this has been mildly successful. :P At the moment Ethereal Knives is supported by Added Fire Damage, Faster Projectiles and Fork. Other options would include Faster Casting. Increased Critical Damage, Increased Critical Strikes or even Chain(!). The build utilizes three auras: Hatred, Clarity and Discipline. The curse of choice at the moment is Critical Weakness. Other skills include Blood Rage for free frenzy charges and Phase Run for added mobility. In conclusion, the build is fast, deadly and very fun to play with, but reflect mobs are painful. =) Last edited by Qpic#7312 on Nov 28, 2012, 5:18:46 PM
Some items in this post are currently unavailable.
| |
I beat you to what?
I mean, sure, I use the same skill, but that aside... Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? |
|
" You could try using Hrimsorrow and get the 5% chance to freeze node in Shadow. Maybe even swap out Added Fire for Cold Penetration. Some items in this post are currently unavailable.
|
|
Well, you could use the darkscorn suggested to me, with blackgleam, that'd up to 75% conversion, +fire and cold damage from gems/aura, so your actual physical damage is bearable when reflected.
I know from experience that Elemental reflect can be survived. Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? |
|
Updated build as I moved some points, also updated gear. New uber dual leech ring let me swap mana leech support for conc effect.
Spoiler
" RegnarDrowsII - 79 DW Ranger, #6 One month race 10/16/2012 Last edited by Ceto#2608 on Nov 29, 2012, 3:04:50 AM
Some items in this post are currently unavailable.
| |
Thanks for the feedback and the inteterest on these builds!
" I've opted for the fire damage nodes for just a little bit more damage. 5% chance for freeze is pretty negligible when I can just freeze / kill enemies on demand with Diamond Flasks. Also switching Maligaro's to Hrimsorrow and Cold Penetration gem is questionable, when doing so would just decrease the overall damage output and increase mana costs. " That would actually be a very interesting addition to the weapon switch, especially because I'm using CI! I will try that out, once I've leveled up to 62. The problem with surviving (physical) reflect though is noticing their relatively inconspicuous aura in advance, when I'm practically throwing projectiles outside the screen! EDIT: Just bought Darkscorn, now I'll just need a few levels and a bit more dexterity to use it! Last edited by Qpic#7312 on Nov 28, 2012, 11:32:36 PM
| |
Figured I'd repost my build here, in case Chris wants to make a video about another dagger shadow. ;P
Stabber, lvl 78 shadow. Gear:
Spoiler
Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Build: Dual wield dagger / Ghost reaver shadow For offence I've focused on crit chance and crit multi, so that I crit pretty hard and pretty consistently. I use 3 abilities: Flicker strike. Fully buffed with hatred / frenzy charges mine does 45k dps, with 78% crit chance, and 989% crit multi. I use flicker strike vs spread out mobs, and to one shot rares, map bosses, and players in pvp. Whirling blades. Fully buffed it does 3.1k dps (I'm not sure if the dps on the tooltip is accurate) with 63% crit chance, and 700 crit multi. I use this as an aoe ability, and to travel around. It one shots white / blue mobs on a crit, and does up to 3.2k damage on a crit to players in pvp (after the pvp reduction.) I use whirling blades instead of lightning strike because lightning strike projectiles don't benefit from melee damage support gems and bonuses, and because it converts half of my physical damage to lightning damage. This greatly reduces the amount of life leech I get compared to whirling blades. Also, whirling blades is just more fun. :P Frenzy. Fully buffed it does 32k dps, has 63% crit chance and 900 crit multi. I don't use it in pvp. I also use a 20% quality critical weakness curse. This adds an additional 9% crit to my attacks and doubles my critical damage, increasing my damage greatly. Defence: I've barely put any points into defensive nodes, my defence relies mostly on my energy shield gear (I have 5.2k es with discipline) and ghost reaver. I leech a lot of ES back with ghost reaver, my only leech is from blood rage but my damage is really high. Even though I overkill enemies by a lot of damage, I still get full life leech from all that damage. I tested it a bit, and the most leech I've gotten from a single frenzy crit was 3.4k es. With some maps I have to use a resistance shield, or I have to use grace instead of hatred. This build has 3 major weaknesses: 1) Physical reflect auras. I've one shot myself through a granite flask and 5.2k es with a single flicker strike before. I actually specced out of some crit multi to help with this. Sometimes reflect auras are invisible. When a rare is standing in water, or is standing behind terrain in the foreground, or when multiple auras are stacked the reflect aura isn't visible. Also sometimes flicker strike will rubber band me an entire screen away, if that happens and I flicker into a physical reflect mob I can die pretty easily. Physical reflect auras are just as dangerous to me in any difficulty, in any level map. 2) Desync. I mostly use flicker strike / whirling blades, in closed spaces this can cause serious desync. A lot of my survivability comes from ES regeneration from ghost reaver. If I go out of sync and stop hitting things and stop regenerating ES I can die pretty quickly, depending on the enemies I'm fighting. 3) Stun / Elemental Status Effects. A general weakness of meelee chaos inoculation builds, status effects trigger often on me and last a long time. I use dream fragments and eye of chayula so that I'm not frozen / chain stunned all the time, however I can't really do anything about shocked debuffs. Any lightning damage can trigger shocked on me and it generally lasts for 10 seconds. This can be dangerous. I've died 13 times on this character, about half of them were from being careless while leveling, I didn't grab any life nodes before I switched to CI. The rest were the result of the weaknesses I've outlined above. This build probably isn't optimal, I think it would be safer to use a shield and lightning strike. It's heavily gear dependant, requiring high damage for life leech and good es gear to make up for the lack of defensive nodes, also good resists on that gear to make up for the uniques I use. But it's a lot of fun whirling around one shotting everything, and I can sustain flicker strike for a long time. It's also a lot of fun in pvp. Some items in this post are currently unavailable.
|
|
Here we go I guess...
I watched BOTW #7 and found it kind of lacking for upfront damage (for my taste anyways :P) but a good idea, I've been using templars since I've started playing and have been trying to find his roll. North they have this really cool Elemental Equilibrium keystone and good access to elemental damage nodes. So I made another Templar named Suorouta, currently at level 59 and going, been doing maps since level 57 solo. Templar Build : Elemental Equilibrium/Dual Totem/Iron Grip/Elemental Hit Bow Templar. Clearly I don't know what to call it, but it's fun! Lots of damage, and lots of behind the scenes synergies. I still haven't gotten my hands a single 5 Link for this build, and my damage is still remarkable. The Passive Tree That's the basics of the build, from here I plan on getting the last 3 Elemental Damage w/ Weapons nodes, and the rest of my points will go into Resistances, Life, Mana, Attack Speed, Accuracy. Conveniently all these passives can be found within 1 point of the build, giving me lots of room to play and adjust with gearing. The big trick with the build is to ALWAYS have some kind of Lightning Damage mod present with your attack, this allows elemental equilibrium to score -50% resistance when elemental hit lands either fire or cold damage. This equates to a possible 3* damage if an enemy has 75 resistances. Skills Using Elemental Hit supported by Chain, Weapon Elemental Damage and Mana Leech. Eventually I will be adding Life Leech to support it which will completely negate Elemental Reflection. Both Ranged Attack Totems run Elemental Hit supported by Chain and Faster Attacks. Eventually being equipped with Weapon Elemental Damage. This Combination Paired with the Unique "Death's Harp" allows for an outrageous amount of chaining attacks. With quality Elemental Hit, and an added critical multiplier from death's harp, aswell as the present lightning damage gives an outrageous synergy upon critical strike. *Note : Not sure if this is accurate, but from what I can tell, Every time Elemental Hit chains to a different target it hits with a different element - Acting like it was just fired again. I use 2 Curses, Temporal Chain & Elemental Weakness. EW in conjunction with EE drops target resists in the negative if I recall correctly. With "Windscreams" greaves this allows me to stack the 2 curses giving me lots of time to react and pick them apart. 3 auras Clarity (Stop at Level 10) & Grace to provide good mana regeneration & damage reduction. I got my hands on a Dream fragments ring and use Wrath to boost damage even more. Playing Throw your totems down and shoot Elemental Hit, move on. Bosses & Tougher mobs: Throw your totems down, use both curses, Pop a diamond flask, Shoot Elemental Hit, Move on. Well this is my build, hopefully you have the time to try it out GGG! *PS : I think there are a few mechanics that need to be checked over with the build, EG : How elemental hit works with chain. Also when trying to summon a totem without enough mana the character just shoots the bow - wasting time. IGN Suojata Last edited by CNKalmah#4089 on Dec 2, 2012, 10:38:21 PM
|
|