pabrt's Critical Mass Discharger 1.2 (molten strike coc)
What about this build but with spectral throw and discharge swapped out for freezing pulse? You'd run GMP and get lots of pulses/STs.
Beyond league.
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" Crit and Attack speed are the biggest factors -- so option 2 is clearly better *IF* you can sustain mana, which will be very difficult with that dagger. Due to that reason alone you may have to default to option 1. The physical damage of the dagger is only important for leeching purposes. |
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"ST was quite weak before the nerf, now it's totally unusable IMO. Because of the 10 ms cooldown it no longer procs multiple times for simultaneous hits in groups, which was kind of the only reason to use it, as the single target is garbage. Also freeze pulse is poor with a ranged proc setup, as it will lose a lot of its damage due to traveling. " It is possible but takes around 5-10 more points to get the same effect as scion I tried an increased crit multi gem, it was pretty good but mine was 0q lv 11, I can imagine with 20/20 it would be quite a bit of damage. Last edited by pabrt#4594 on Jan 14, 2014, 1:16:41 PM
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Ok this build is looking very interesting so I'm deciding to level me up a Scion in Domination.
Is there a reason why you didn't take the Spell Power over there by Assassination in the Shadow tree, the node that gives 40% increased critical strike multiplier for spells? Also I made a 1 point adjustment. It's just a small optimization just in case someone wants some more crit multiplier since you said its very strong Like I said small optimization but I will just point it out in case someone tries to waste a point going for that multiplier. I look forward to working with this build, it looks nice to play. Last edited by TehDiablo#4884 on Jan 14, 2014, 1:42:03 PM
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The spell multi is good, I was just grabbing more life instead. Also that's a good optimization if you're going for the multi nodes.
In general you can take whatever nodes you want that make sense, based on what you're looking for (damage, survivability, procs/flask charges, etc). This will differ based on your setup (gear and links, firestorm vs. inc crit vs. inc multi etc) so generally everyone will have a slightly different tree. |
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so i got a binos, its for a different build, but its better in almost every way to my current dagger . is the pDPS going to be high enough such that phys reflect is an issue?
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" Hey Pabrt, Ive been testing my 20/20 Firestorm Vs 20/20 Crit Multiplier. Firestorm, More leech from Vaal (better sustain), Less Damage than Crit multiplier, Firestorm can cause some group chaos and ALOT more FPS loss thus opening up the chance of dying to something unseen. Multiplier puts out way more dps but the AOE just fails compared to firestorm being added. They are both great gems but I think for raw DPS and having a better sense of your surroundings I would go with Multiplier. Also - Im going to work on a new CoC + Discharger, but going to Roll CI - It will be very similar to this build but I will be getting other key nodes. My aim for CI is this, We don’t run life flasks and our regen is terrible. With CI you can sit in a corner and regen a lot faster. Also You can build a much higher ES pool than you can with life. Im aiming on using a 6L shavrons to allow for more than 4 Auras. Not one person has come close to my DPS in parties and im talking about people in their 95s with rank 1 weapons on Standard. The problem I have is the random deaths that come from being a lot squishier than most people. I aim to curb that by creating the same DPS while having a tank feel. You won’t die to Random things. ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ Last edited by Ziiyo#2672 on Jan 15, 2014, 12:44:24 AM
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I am also thinking of making this optimization. That's of course if the build will benefit from it and it's only 1 point extra (if you pickup the Spell Power node which is pretty nice) if someone is willing to back off some HP or something else.
The question is which nodes would be best to go through; Shock, Freeze, Blaze. Aside from that my Scion is level 41 with 6% mana leech and I'm having problems keeping mana while double striking. Any suggestion? Last edited by TehDiablo#4884 on Jan 15, 2014, 7:07:25 PM
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" I would actually recommend against taking generic crit multiplier on the tree. (also, I actually prefer the other way as it saves few points point earlier on where you aren't going for increased flask effect) If you are on domination, your amulet slot is open, so you can get crit multiplier on there as well as crit multiplier on your daggers, in addition to Maligaro's saving you a lot of points on the tree. The crit multiplier for spells node is good for the build, though. That'll increase your DPS about 25% (more against things you're having trouble shocking) if you have no other other crit multiplier and a reasonable spell crit chance, but it's probably at least 10% for one point even with lots of other sources of multiplier, so it's definitely worth it. Also, if you're in domination, go out via the spell damage nodes. Unless you have extreme GG daggers for the build AND you're running Doedre's gloves (if it hasn't been mentioned before, really easy way to increase the damage for cheap) AND you have damage increasing rings, it'll increase the DPS more than the attack speed nodes at the cost of consistency. (do take the 6% atk spd later as you're going to need to take the accuracy nodes beside it in all likelyhood and that's the most efficient way to get accuracy as far as I can tell) For those on standard, you probably don't want to take any crit multiplier at all as the build's damage is already very, very, very high. If you're getting vaal pact it's a good way to increase your damage, but you've spent a bunch of extra points to get vaal pact so you're hurting on points. Also, the build doesn't benefit from the other change, IMO. Even on dom where you're only doing lightning damage with your discharge, the increased damage is quite marginal, while you might find you actually need the extra 10 strength to max out your determination aura as the build is already quite tight on stats. I think even with stats from my gear I'm still only running lvl 18 determination and I think technically if I found the highest tier red helmet I couldn't wear it without + stats on my gear. Even disregarding that, the extra point is probably wasted. Those three points together increase DPS about 10-15% via the lightning (depending on how many other sources of increased damage you have -- if you have really good spell damage gear it's around 7%), so there's other ways to spend your points. I'd cut the 5 generic crit chance nodes in the middle over that change, but that's about it. If you're having troubles with mana, take the hybrid life/mana nodes and make sure you haven't levelled up your double strike (well, you can level to 5 I think where the mana cost stays the same). Voll's chest halves your innate mana regen because it halves your mana, but that is reduced mana, not less mana, so +% mana nodes are more effective at mitigating this. Taking those three nodes will increase your mana and base mana regen (ie. everything not-clarity) by about 50%. I was able to maintain the build with 4% leech on a really bad base weapon, though that one had 40% mana regen on it, but the mana requirements of the build are quite low and a fix as simple as that is likely to do the trick. In this build, taking the hybrid life/mana nodes is like sacrificing one life node to take two mana notables normally. It's a bit better to have proper life nodes if you don't need the mana regen, but taking those three nodes instead can reduce the gear requirement for your main hand weapon by quite a bit. (otherwise you're going to need a weapon with better damage) |
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^ This is a really good post, thanks for contributing!
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