[1.2.0] How to Smash Heads.Guide for a CI Facebreaker Witch with Infernal blow2
" Well i find something very useful to link blood rage with increase duration it gives me more than 22 seconds instead of 14 so i dont have to constatly trigger the skill even if i wait and pick up drops and for increased area its only for temporal chains. 1) Well following your advices i think the best for me could be: 1) High Cwdt + Molten Shell + Decoy Totem + Cold Snap 2) Blood Rage + Inncreased duration + Immortal Call + Temporal Chain (Manually triggered skills) 3) Low Cwdt + Enduring Cry + ? + ? Maybe you guys could help me out with the third setup, i was going to put increased area of effect and enfeeble but... i dont know if enduring cry really improves by increase area of effect and about enfeeble well there is the override thing with temporal chains. 2) The second question is about evasion flask. Suposse i want to remove the mana flask is there a problem in using an evasion flask? Or another armour flask will be better? 3) My last question is about zealoth oath, in a recent post you said that vaal pact blocks life refegenearation from rejuvenation totem. This is also true for the Zealot Oath skill and if is not the second question about this is, is it Zealot Oath worth it, or is it preferable to put skill points in energy shield increases? Thanks. Last edited by Ashnat#0473 on Feb 19, 2014, 11:07:47 AM
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" The only thing is that Blood Rage functionally doesn't have a duration, at least when it counts. It goes back to 16 seconds (in my case) every time I kill something. As long as I kill one thing every 16 seconds, my Blood Rage never expires. Since the time that I want it up is obviously when I'm killing things, it works out great. It doesn't happen often and it depends on the density of the map, but I have run maps where I've pushed the Blood Rage button when I zoned in and then just simply never had it expire (including time to pick up loot). Additionally, Blood Rage is our cheapest skill at 23-25 mana (if you don't link it to anything). Even on no-regen maps I seldom have trouble firing it up even if it does expire. So pushing the button occasionally isn't much of a hardship. It's such a minor point that it's probably not worth half of the words I've dedicated to it. Adding Increased Duration is not going to hurt you in any way, except for the mana cost increase to 35-38 (which is only significant if you don't have a lot of unreserved mana). I just don't think it's worth going out of your way for. Editing because your post got edited as I was writing mine! 1. Don't go with Enfeeble if you're using Temporal Chains otherwise. You can only have one curse on an enemy at a time, so you'll end up overwriting your own curses. Putting in a low-level (5) Temporal Chains with a max-level Increased Area of Effect wouldn't be a bad thing to do with those other two sockets. (Re-edit: is there any really difference between overwriting Temporal Chains with another Temporal Chains, as opposed to overwriting Enfeeble with Temporal Chains? I'm not sure it matters.) 2. An evasion flask is useless because you take Unwavering Stance, which says that you cannot evade hits, no matter how much evasion you have. This is also the reason why Blind is useless, as mentioned in a recent post. This is a necessary node to have because otherwise you'll spend most of your time stunned because of the low life total inherent in CI characters. (How easily you're stunned depends on how much life you would have without CI, and since we take no life nodes and have no life gear, our low total means we get stunned all the time without Unwavering Stance. I tried it, for exactly one level, and then said that was enough of that.) 3. This build has less ES than some CI builds, so I'd be much happier with more ES nodes. Zealot's Oath isn't worth it because it only makes sense if you do not have Vaal Pact, and Vaal Pact is really necessary to be able to handle reflect maps (and to deal with our relatively low ES). Last edited by Barandis#1573 on Feb 19, 2014, 11:28:59 AM
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Pretty much what Barandis said.
And a side note on the manual casting curses. It is inconvinient, boring and insanely inpractical... spending 25% of your playtime just to cast a curse is beyond terrible! In my opinion the best possible CWDT setups are the ones posted by e... why would i post them otherwise? So i must advise you to use them! :) "I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!" Last edited by KorgothBG#4084 on Feb 19, 2014, 4:59:32 PM
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This is my build so far, I am just having so much trouble finding a 6L GRRRRR Chest with high ES. If anyone knows how I can get ahold of a decent one, let me know! Just running at the moment. |
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The only people who are selling RRRRRG Armor/ES chests are those who have been running Facebreaker Witch builds and are done with them (anyone else with those colors is probably running just a straight armor chest). As you can imagine, this is a tiny number of people. Since I started paying attention, I've seen exactly one, and it was pretty substandard for a 6L.
I didn't have any hope of finding what I wanted (2-3 resists, Mana, +ES, +Ar/ES %) and have the right colors on top of it, so I just bought a good chest and threw about 400 chromatic orbs at it. That's probably your best bet. Also, I wish I had that amulet. Then maybe I could drop this +30 dex node that I've been carrying around. |
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Thanks, I'm not being too terribly picky though. I have been settling for any 6L Saintly. But I'm trying to find one for around 50ex or lower. I'm not trying for "Mirror Worthy" crap going for 125exalts. That's just too much for a piece of armor at this point in the game for me. Just looking for any Saintly 6L with the standards you just named off. I guess I can burn through a ton of chromatics. Not that big of a deal. As I am a noob, what would 400 chromatics go for in exalts?
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I been running some experiments and i want to ask you something about immortal call.
I was thinking about the interaction between enduring cry and immortal call on cast when damage taken setups. I finally realize that the 4 second cooldown must be reached with immortal call to actually allow a continue immortal call cycle. Supose i have lvl 20 immortal call with increase duration that would give me 0,25s base + 0,94s per charge (at q20)= 1,19s lets say that i consume 2 endurance charges so its 2,13 seconds and with increased durationmultiplier at q20 the period goes to 3,7 seconds. So i began to take a hit - trigger enduring cry i continue taking hit then i trigger immortal call and consume endurance charges after 3,7 seconds the cooldown of enduring cry ends and then i trigger this skill again, of course i would be taking damage in order to trigger immortall call around 3260 es points (to Cast when damage taken). The thing is and ive made some maths, to recover 3260 points in 3,7 seconds you need to recover 881 points /per second with 2% physical damage leeched as life you need to deliver something like 44k damage/second but since you are hitting while you take damage this could be less. However if there is an enemy that deals 3k in one blow when this build reaches its highest peak it becomes invulnerable in theory but if we also take 3 x15% increased buff durantion nodes we get 5,3 seconds of invulnerabilty with 2 charges and 3,5 seconds with 1 charge. Im just some noob doing math but has anyone tried this? Te second idea that im having right now is this, in higher lvl maps you could get a lot of damage but has anyone trying to constatly trigger immortal call like putting 3 immortall call gems atached to 3 increase durations and then triggered them at different times? So from the base damage of 0,25s + increased duration = 0,43s so lets say im being hit by 10 mobs at 600 damage per second each thats 6000 damage i took 70% of block and got 1800 per second but with armour i lower this damage a bit and get like 1500 thats 750 per half second. So i start trigger 1 gem at lets say 440 damage the first hit got me 0,43 invulnerability in a 0,5 cooldwon skill so i trigger another immortal call gem at 800 when the first one its not over yet then i trigger a last one at 1400 so im fully covered by constant triggers. Had anyone tried this? Thanks |
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Well i did some Immortal calling before .. but i really didn't like the results... but i can't really give you a good opinion/answer .. you'll need to test it out to see if it works well for you :)
"I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!"
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i've never done any testing..+ i'm pretty noob out here..but as far as i know..you can;t have IC 24/7 because..once you have IC up..u dont generate endurance charges.
And with this build..endurance charges comes by pretty slow..if u have only 1 enduring cry ( a.k.a generator ) it wil be hard to generate charges fasty enough..( unless it is reflect map ). In reguylar map..with only one active CwDT enduring cry setup i hardly manage to get 2 charges..so it woulod b very hard to maintain charges unless you are using warlodrs curse. So, if you are niot using mark curse..i doubt it is possible to have charges for non stop IC buff + i am not sure..but i think endurance charges wont generate while IC is up..so anyway..chargesd will generate only after IC is over...and for that u'll spend few seconda as minimun adn thus u wont be able to have IC 24/7..that's just my 2cents...and it's definetly not proven :) Wicked_Clown
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" I generally buy 200 chromatics for an exalt. I've only done this one time, so I don't really have any idea of 400 is typical to get RRRRRG, but it's about what it took me. This is the chest that I have; I bought it for 55 exalts. It's a very good chest, but it doesn't have 1000+ armor, and those are the ones that go for a ton. For instance, I saw one that was 1200 armor and only about 300 ES, and the owner was asking 80 for it. Mine is better suited for a CI witch, and it cost less.
Spoiler
So there's hope for your 50 exalts! Good luck to you. |
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