[2.5] Tulfall Self-cast and CwC Discharge Juggernaut, Full Screen (122%) AoE, Perma IC

Hey there! I'm looking into this build for HC (30c short of buying that darn Voll's.) And I'm trying to figure out the skill tree.

Is there any specific reason you're blood magic? If you spec out of blood magic and change up one or two of the less efficient nodes you could have a VERY similar amount of increased life

Here's a link to my theoretical skill tree that does NOT use blood magic. Compared to your tree it has 5% less life and 5 less 'flat life' along with 12 less lightning resistance from the tree (Which in my opinion, are less strong than the nodes that give you armour since you can't get 52% armour and life regen from your armour, but you can get resistances.)

Your base build has about 40% mana regen, 20% increased mana and some other nodes like 15% reduced mana reduction on cost of skills.



By not going BM and investing the points in some of the stronger life nodes that aren't taken you can run Auras or Curses to have for example a 100% uptime on Flammability, or perhaps run Arctic armour instead.

If you spec out of Elemental equilibrium or some of the weaker life nodes you could run a dual aura setup like this:

No EE but 245% life

or this (16% less life but 5 skillpoints free'd up for dual curse)

If you were to run dual curse you could use a 20% quality elemental weakness gem which gives -45% elemental resistance in place of EE. Or if you want to sacrifice a small amount of life (16%) to get dual curse you could reserve 70% of your mana to get a whopping -138% fire resistance.

That'd be pretty awesome in softcore. Reserving 70% of your mana with this skill tree at lv 90without counting any flat mana you might have leaves you with 302 mana . Discharge should cost about 90 mana to use (Considering the 15% mana use reduction) which means you can cast it thrice before going out of mana. If you were to use boots that give you 0.5 damage leech as life on recent kill you would more than easily sustain permanent use of the skill without blood magic.

Now here's the interesting part. Instead of using a second ele weakness curse, you could just as easily go for:

Enfeeble, reducing their damage done by 33% or
Temporal chains, making them move 33% slower and making your ignite tick 44% longer.

This would greatly increase your ability to tank bosses. Since 20% damage reduction (because curses are 60% effective on bosses) is no joke at all, especially when stacked with your endurance charges.
"
OIdcheese wrote:
Hey there! I'm looking into this build for HC (30c short of buying that darn Voll's.) And I'm trying to figure out the skill tree.

Is there any specific reason you're blood magic? If you spec out of blood magic and change up one or two of the less efficient nodes you could have a VERY similar amount of increased life

Here's a link to my theoretical skill tree that does NOT use blood magic. Compared to your tree it has 5% less life and 5 less 'flat life' along with 12 less lightning resistance from the tree (Which in my opinion, are less strong than the nodes that give you armour since you can't get 52% armour and life regen from your armour, but you can get resistances.)

Your base build has about 40% mana regen, 20% increased mana and some other nodes like 15% reduced mana reduction on cost of skills.




By not going BM and investing the points in some of the stronger life nodes that aren't taken you can run Auras or Curses to have for example a 100% uptime on Flammability, or perhaps run Arctic armour instead.

If you spec out of Elemental equilibrium or some of the weaker life nodes you could run a dual aura setup like this:

No EE but 245% life

or this (16% less life but 5 skillpoints free'd up for dual curse)

If you were to run dual curse you could use a 20% quality elemental weakness gem which gives -45% elemental resistance in place of EE. Or if you want to sacrifice a small amount of life (16%) to get dual curse you could reserve 70% of your mana to get a whopping -138% fire resistance.

That'd be pretty awesome in softcore. Reserving 70% of your mana with this skill tree at lv 90without counting any flat mana you might have leaves you with 302 mana . Discharge should cost about 90 mana to use (Considering the 15% mana use reduction) which means you can cast it thrice before going out of mana. If you were to use boots that give you 0.5 damage leech as life on recent kill you would more than easily sustain permanent use of the skill without blood magic.

Now here's the interesting part. Instead of using a second ele weakness curse, you could just as easily go for:

Enfeeble, reducing their damage done by 33% or
Temporal chains, making them move 33% slower and making your ignite tick 44% longer.

This would greatly increase your ability to tank bosses. Since 20% damage reduction (because curses are 60% effective on bosses) is no joke at all, especially when stacked with your endurance charges.



Only one thing you need to scare its ele dmg, thats why im using saffels frame.

Physical damage its not a problem, coz we have perma IC. The only problem its extra ele dmg mods on the maps, and bosses with dmg conversion. I was trying to run 3 purities, with scorching ray you can reserve almost all mana (seems scorching ray on 1st lvl has almost zero mana to use).

But i think if you can max enfeeble curse this would be nice, and will work pretty well, but you need to get some mana leech also.

The only reason im using blood magic, its mana cost of discharge. Its very high and you need to spam alot of discharges to recover your HP with kingsguard. with enfeeble and warlords mark you need to go to the double curse nodes ( or make +1 curse voll).

So or BM for more dmg, or 2 defencive curses for more survivability, what is better for HC. I lack of t16 maps this season, os i cant do more tests yet.

CwC with Incinerate are the best for long boss fights, that cant be ignited. And we cant use EE with it, sadly. Scorching ray also very nice (you can use EE here), but if you are unlucky you can die due to lack of charges.

https://youtu.be/d0VLPseOpCM
- Here`s my minotaur run with hard mods without any auras or defencive curses. (this was my first run, with 2 stupid rips)
Last edited by xfrzz on Dec 23, 2016, 8:12:09 PM
Finally hit 65 after what felt like ages using double Warchief totems with no damage buffs but it has all paid off. Absolutely wonderful CwC build and I went from skirting around mobs to avoid being two-shot to just face tanking. Bosses are still a little slow but even if they chunk your life you usually get it back in a couple of discharges and I am sure it'll get better over time as I progress further through the passive tree and refine my gear/links.



I just wish I could use Scorching Ray since it looks amazing especially when comparing it to fugly Incinerate. :(

The best part? I haven't even Ascended yet.
Last edited by Messerschmitt on Dec 24, 2016, 1:53:49 AM
I am curious about the choice if Pyre though. Aside from the burning damage which is mitigated by Controlled Destruction wouldn't it be better to allow Tulfall to generate cold damage which could potentially trigger Equilibrium meaning we could then remove the need for a second curse in the CWC setup and put in to Arsonist, Fire Walker or Heart of Flame?

Just curious, really.
"
Messerschmitt wrote:
I am curious about the choice if Pyre though. Aside from the burning damage which is mitigated by Controlled Destruction wouldn't it be better to allow Tulfall to generate cold damage which could potentially trigger Equilibrium meaning we could then remove the need for a second curse in the CWC setup and put in to Arsonist, Fire Walker or Heart of Flame?

Just curious, really.


Discharge will not proc EE. its dealing two type of damage at once. Im using +1 frenzy voll's devotion, but you doesnt. You can take Kaom's way for more survivability and +1 more endurance charge.

"
xfrzz wrote:
"
Messerschmitt wrote:
Discharge will not proc EE. its dealing two type of damage at once. Im using +1 frenzy voll's devotion, but you doesnt. You can take Kaom's way for more survivability and +1 more endurance charge.



Ah, thanks for the clarification! I'm not sure why I didn't think of that.

I'll keep Kaom's in mind if I ever hit a brick wall and I might just wait for a +1 curse or +1 frenzy Voll's to appear on trade.
Hey there. It's me again.

I notice you're 7 points away from getting another Endurance charge. Is it worth getting or would you rather move into more damage nodes/life nodes instead?
"
OIdcheese wrote:
Hey there. It's me again.

I notice you're 7 points away from getting another Endurance charge. Is it worth getting or would you rather move into more damage nodes/life nodes instead?


Need calculations, im bad with this. :( But even if you would - its must be the last thing in your tree. :)
I noticed that you have 10 endurance charges in your video. During my own playthrough I only get 9. I have the boots for +1, a +1 belt, +1 from oak and +3 from the tree (Stamina, Endurance + Juggernaut passive) which only gets me to 9.

Am I missing something?
"
OIdcheese wrote:
I noticed that you have 10 endurance charges in your video. During my own playthrough I only get 9. I have the boots for +1, a +1 belt, +1 from oak and +3 from the tree (Stamina, Endurance + Juggernaut passive) which only gets me to 9.

Am I missing something?


Maybe I was using old tree with duelist endurance charge, or maybe i was using Kaom's Way ring.

Can't remember. :(

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