DonaldF's EK DANMAKU Ranger Extremely High DPS /Jan.14 little update [Videos]

(Sorry in advance. Im new)

How do you start up building this? Do you just skill everything as it shows or is there an order? Also, what do I do to start this from level one in general? With the Glass Shanks and then just getting better daggers along the way or do I need to equip certain things?
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feverjadan wrote:
(Sorry in advance. Im new)

How do you start up building this? Do you just skill everything as it shows or is there an order? Also, what do I do to start this from level one in general? With the Glass Shanks and then just getting better daggers along the way or do I need to equip certain things?



I just hit level 31, made my self a raggidy ass 4 link GGGR Cyclone - CoC - EK - Reduced mana (for my level the reduced mana is a must...). I made sure to grab all the chances to crit and the eldritch battery on the tree, some life nodes. I equip a Malachai's Simula (its worth 1 chaos or less on domination) and activate clarity on my life, then switch back to my other helm and activate Hatred aura. i have 177 mana to play with and a few pieces of gear have physical mana leech. Im using an Atziri's Foible amulet for the great mana regen and +maximum mana, and dual Ungil's Gauche daggers (for the time being its decent).. my crit is 46% and i curse bosses with Critical Weakness. I gotta say, this is playing extremely smooth and is very powerful at clearing both groups and single targets, not to mention, FUN :)

im following this tanky build linked by another poster earlier (i modified it to play as shadow. I much the double +12% spell damage at the beginning instead of some mediocre life and evasion nodes at the start of ranger. I plan to slot EK + another spell of my later choosing so they will both benefit from +24% spell damage. I might remove some block chance from this build and node all the way to Charisma so i can run extra auras, I'll have to see how this all works out for me and if the benefit of extra auras is greater than 8-10% block chance.
Spoiler

but you could also follow the original poster's dual wield build or the other one linked a few posts ago


if i were to go dual wield personally i would take this one, looks good to me. (i optimized one node just below Pressure Points. replaced the +10 dex node with +4% atk speed.

p.s: sry about the item namedropping, you'll have to check them yourself. I dont know how to link ingame items on forums and too lazy to read up on it atm.
Last edited by shdwknght#4455 on Jan 11, 2014, 8:33:24 PM
someone mentioned they were using PCoC in their links. if u are using this and have the space i highly recommend using cold snap. it turns u into a mobile freeze mine. i use volls and a 4L. Cyclone, coc, EK Coldsnap. clear cata faster than any other toon i have made until now.

"The cooldown can be bypassed by expending a Power Charge."

im not sure if this works but as soon as i put cold snap in the link with EK im seeing EK freeze things much more than before. mobs at the farthest reach of EK cant be froze by coldsnap. theres a possibility the freeze properties of coldsnap are transferred to EK. dunno.

one of the most important things u can remember with this build is flasks. Surgeons granite, + jade. i also use these
and they have ZERO downtime. constantly punch flasks. u really shouldnt feel bad if u punch them twice. in 5 sec they will be filled once u clear a pak.

also a lil trik i learned was lvl 1 AA quality gives u more survivability with minimal investment. ground ice is the same thing as lvl 11 temporal chains!!!! especially in the case of those that took aura nodes + BM cyclone. u can run lvl 3-5 clarity on life and slow everything in ur path...ground ice is a static chill.

"Chill is an elemental status ailment inherent to cold that slows the movement, attack, and cast speeds of the affected target by 30%. "
[quote="Mark_GGG"]damage modifiers don't can currently can't apply to degen.[/quote]
"Getting all life nods on passive tree should give additional survival, not the mandatory basic survival."
.\1.2/
..\3/
[img]http://ertaislament.files.wordpress.com/2010/08/pentavus.jpg[/img]
"
shdwknght wrote:
"
feverjadan wrote:
(Sorry in advance. Im new)

How do you start up building this? Do you just skill everything as it shows or is there an order? Also, what do I do to start this from level one in general? With the Glass Shanks and then just getting better daggers along the way or do I need to equip certain things?



I just hit level 31, made my self a raggidy ass 4 link GGGR Cyclone - CoC - EK - Reduced mana (for my level the reduced mana is a must...). I made sure to grab all the chances to crit and the eldritch battery on the tree, some life nodes. I equip a Malachai's Simula (its worth 1 chaos or less on domination) and activate clarity on my life, then switch back to my other helm and activate Hatred aura. i have 177 mana to play with and a few pieces of gear have physical mana leech. Im using an Atziri's Foible amulet for the great mana regen and +maximum mana, and dual Ungil's Gauche daggers (for the time being its decent).. my crit is 46% and i curse bosses with Critical Weakness. I gotta say, this is playing extremely smooth and is very powerful at clearing both groups and single targets, not to mention, FUN :)

im following this tanky build linked by another poster earlier (i modified it to play as shadow. I much the double +12% spell damage at the beginning instead of some mediocre life and evasion nodes at the start of ranger. I plan to slot EK + another spell of my later choosing so they will both benefit from +24% spell damage. I might remove some block chance from this build and node all the way to Charisma so i can run extra auras, I'll have to see how this all works out for me and if the benefit of extra auras is greater than 8-10% block chance.
Spoiler

but you could also follow the original poster's dual wield build or the other one linked a few posts ago


if i were to go dual wield personally i would take this one, looks good to me. (i optimized one node just below Pressure Points. replaced the +10 dex node with +4% atk speed.

p.s: sry about the item namedropping, you'll have to check them yourself. I dont know how to link ingame items on forums and too lazy to read up on it atm.


How did you start off? I get that a step by step guide would be a bit much to ask, but some good guidelines would help c:. Thanks!
Whats up with the people using 50 spell damage kris 7 base crit over 30 spell damage kris 9+crit -.- They think they do more damage cuz its on paper? xD
lol backreap, I can't believe that comment...the whole point of getting a high crit chance is increasing the proc rate of skills and thus increasing your overall dps. If a lesser crit chance, but higher spell damage offers higher dps, then that dagger is probably better considering your only goal is to get the highest dps possible. You can have upwards of 85% crit chance even with 7% daggers, so why the hell would you not go for higher spell damage instead of negligible extra crit chance.

"they think they do more damage cuz its on paper"....yes, this means that they do more damage.
Last edited by jsuslak313#7615 on Jan 12, 2014, 2:27:40 AM
Since the new nerf i cant decide if i help oak for 18% phys dmg or help kraityn for 8% atk speed... the atk speed would benefit everything i link with my CoC.. phys only would help 1 EK gem.. i dont know how much of a help the 8% atk speed would be really, more hits = more crits.. but if EK is the primary source of damage and all other spells are pretty much weaksauce.. then it might be a lesser choice

edit: oh well, i chose passives. cant go wrong there. if anything i'll be able to grab more block, or evasion + life, or crit multiplier..
Last edited by shdwknght#4455 on Jan 12, 2014, 4:18:46 AM
8% attack speed definitely isn't worth it.

let's say you take the 8% ias.
you already have ~40% ias from a leveled cyclone, plus you easily get at least 10% ias from the tree. meaning you already have 150% of your base attack speed.
an additional 8% ias will improve your DPS by 8%/(150%+8%) = 5%

now let's say you get the 18% physical damage.
your EK does Z damage, and the second spell you use does Y damage. you're not using hatred.
the 18% phys will only apply to EK, which means you get a 18%*(Z/(Z+Y)) damage increase on spells casted by a crit.
if we consider the damage from attacks as negligible in front of the spell damage, the damage increase equates in a rough crit_chance*18%*(Z/(Z+Y)) DPS increase.

now, let's assume you use fireball (which has roughly 85% of EK damage at lvl20, that's pretty much the highest base damage after EK), and you're still not using hatred :
that's the combination that will take the less advantage of the 18% phys damage increase (which means that if you use hatred or any other spell than fireball your DPS increase from 18% phys dmg increase will be higher than that)

DPS_increase = crit_chance*18%*(Z/(Z+0.85*Z)) = crit_chance*(1/1.85) = crit_chance*9.7%


so, for the 8%ias to beat the worst case 18% phys dmg, you need 5% > crit_chance*9.7%, or crit_chance < 51.5%

this means that if your crit chance is higher that 51.5%, the 18% phys dmg will always give you a better DPS increase than the 8%ias would. always.



edit : using hatred (lvl20)
that will change the 18% phys dmg equation as follow : DPS_increase = crit_chance*18%*(1.36*Z/(1.36Z+Y))
so, with fireball and hatred, DPS_increase becomes crit_chance*11.1%

5% > crit_chance*11.1% equates to crit_chance < 45% which means :
with fireball and hatred, you only need at least 45% crit chance to have a better DPS increase with 18% phys dmg than with 8%ias.



edit 2 : whelp, didn't take into account spell crit chances. but that wont change final crit_chance by more than 5%. and that 5% difference would already require a high crit multiplier (ie : something like 1k crit multiplier). so if you have less than that, there's just no point worrying about it.
Last edited by blaes#5820 on Jan 12, 2014, 5:51:21 AM
Whoever said math wasnt fun? xD I had a feeling 18% phys would be better than 8% ias, so i dropped that idea.. but seeing as that would only help my EK, i decided to just go with more passives.. i feel kinda bad tho, on a lvl 20 EK gem that 18% would add ~80~100 averange damage to it which then gets multiplied by crits and everything else that multiplies increased phys dmg. Oh well, one more passive is always useful. I'll just look at it as though I took that 12% spell damage at the start of my shadow tree for free, which helps all spells xD
yup, the passive point isn't a bad idea either, as it offers way more versatility.

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