[{3.5}] - [Clarity_Bot's] 15+2 Victario's Influence Aurabot

Hello. Looking for some advice. Currently level 71 and I have taken all of the lower reserved mana nodes. I have quite a few of the required items, but yet I can only run 10 auras. Any advice on where I am missing something?



Wow....totally missed the blood magic mortal conviction....that would do it i think, lol.
Last edited by slowmath#2185 on Dec 28, 2017, 4:57:18 PM
"
minhogang wrote:
Hey OP, I might try this build next league as my first aurabot character.

This league, I leveled a 7-aura skellemancer with SRS and life on a 4-link with minion damage nodes. While not as good as a Duelist sunder, it was a little frustrating dying many times due to the fragile nature of the build. Now, this build is even more fragile, we aren't getting any damage nodes, and I'm wondering how much longer leveling is without having access to a tabula or any optimal leveling gear. If leveling with SRS, it does get better as we do get a Victarios and thus the lack of minion damage nodes are sufficed. However early on, bladefall totems is probably faster.

Should I get the Lord of the dead damage nodes and the gravepact damage nodes for SRS leveling?

From your experience, how many EHP can I probably get right after finishing A10? This is of course only with victarios and no blood magic since I most likely won't have all my gear. Is it enough to tackle white maps in a group?

Thanks for this build OP!


So your EHP is a bit low at the beginning until you start working on your gear but that's okay! Because you won't really need to do much. Just focus on staying safe and picking up upgrades along the way and you'll be fine.

I personally prefer bladefall totems so i'd highly recommend using that to level up this league with double totem node.

It's definitely strong enough to tackle white maps since you're boosting your teammates quite heavily. Just remember to use my alternate gem setup(The one not using generosity's).
"
slowmath wrote:
Hello. Looking for some advice. Currently level 71 and I have taken all of the lower reserved mana nodes. I have quite a few of the required items, but yet I can only run 10 auras. Any advice on where I am missing something?



Wow....totally missed the blood magic mortal conviction....that would do it i think, lol.






So are you alright and good to go? If not i can take a look see, it's fairly basic just put the 50% auras in your chest. Gearing up i HIGHLY recommend not running your purities on generosity, you need that for now.

Thanks for the reply! A couple more questions:

I'm currently aurabotting for a MF windripper in a 2 man party. You can check my character: The_Rakes_Progress. We're running sextanted shaped vaults with zana beyond every map, and my character with 5.7k hp frequently drops low to the amount of damage on the map and I have to mash life pots every couple seconds, dying once or twice every hour. My shield charge could keep up with his build with 30% movespeed on boots and a brightbeak. (We clear vaults in less than 5 minutes on average)

But I think the carry will be demolish everything in a split second eliminating all dangers with a dedicated aurabot. I'm running a pseudo solo-party build with only 7 auras anyway.

I haven't had the time to watch your videos but another concern is sustain and speed. Would this build be able to keep up with a HH pathfinder? If not I'll try to get attack speed on gear. Since we're using the zealot's oath flask, is the regen with vitality+stone golem sufficient for blasting through dangerous red maps?

I also haven't done calculations but since we're using blood magic and reserving 100% (or close to) life do I have to summon stone golem before I activate auras or is there a sliver of hp remaining for that? In higher tier maps the golem is expected to die pretty frequently

Also for the animate guardian, you might want to add Ambu's charge, southbound, and atziri's step (or victario's flight if you prefer). These are cheap besides atziri's early in the league. My guardian was never below half hp even in t15 maps and it only ripped once to the projectile abyssal lich. Thanks again.
Alright just respecced my character to an aurabot. Build is good but the caustic cloud on death really screws your energy shield recharge in beyond maps :( I'm not sure if I'm gonna continue using animate guardian because it dies too quickly now that I'm not a summoner.
Spoiler
"
minhogang wrote:
Thanks for the reply! A couple more questions:

I'm currently aurabotting for a MF windripper in a 2 man party. You can check my character: The_Rakes_Progress. We're running sextanted shaped vaults with zana beyond every map, and my character with 5.7k hp frequently drops low to the amount of damage on the map and I have to mash life pots every couple seconds, dying once or twice every hour. My shield charge could keep up with his build with 30% movespeed on boots and a brightbeak. (We clear vaults in less than 5 minutes on average)

But I think the carry will be demolish everything in a split second eliminating all dangers with a dedicated aurabot. I'm running a pseudo solo-party build with only 7 auras anyway.

I haven't had the time to watch your videos but another concern is sustain and speed. Would this build be able to keep up with a HH pathfinder? If not I'll try to get attack speed on gear. Since we're using the zealot's oath flask, is the regen with vitality+stone golem sufficient for blasting through dangerous red maps?

I also haven't done calculations but since we're using blood magic and reserving 100% (or close to) life do I have to summon stone golem before I activate auras or is there a sliver of hp remaining for that? In higher tier maps the golem is expected to die pretty frequently

Also for the animate guardian, you might want to add Ambu's charge, southbound, and atziri's step (or victario's flight if you prefer). These are cheap besides atziri's early in the league. My guardian was never below half hp even in t15 maps and it only ripped once to the projectile abyssal lich. Thanks again.


The sustain and speed is fairly quick, especially if you just run a double movement quicksilver, it's not really a huge deal. As long as you can keep vaal haste up for yourself keeping up with them even using a Whirling Blades becomes quite easy.

Swapping your Blade to an Ephem Edge might help you out quite a bit for ES,

Personally my Stone golem rarely dies but if you're fully setup with empowers and such you won't be able to cast it without dropping an aura real quick.

As to the Animate Guardian, i already knew about that setup but if you run high tier maps it'll die eventually, that's why i just pick up random items i find instead thus leaving me only needing to stockpile Leer's Cast and Dying Breath.
"
minhogang wrote:
Alright just respecced my character to an aurabot. Build is good but the caustic cloud on death really screws your energy shield recharge in beyond maps :( I'm not sure if I'm gonna continue using animate guardian because it dies too quickly now that I'm not a summoner.


Yeah it'll happen a lot of people opt'd out of using an animate guardian.
Just got my united in dream, is there a disadvantage between getting %haste mana reserved vs other aura mana reduced reserved enchants in the alpha's howl? For example, there is a 20% reduced purity of ice mana reservation. In abyss, there's only 1 and think that's the hatred enchant as of now.

I was a little ignorant about this phrase:

"
My Current Enchant is 15% Reduced Haste Mana Reservation which feels like the most common one and by far the best one to get since it's applied to haste which is in the prism guardian.


I'm also ignorant if there's a reasoning behind vaal clarity instead of something like vaal grace, a second vaal discipline or an inc. duration

Thanks for the build!
Last edited by computer_toucher#2794 on Dec 30, 2017, 7:40:42 PM
"
minhogang wrote:
Just got my united in dream, is there a disadvantage between getting %haste mana reserved vs other aura mana reduced reserved enchants in the alpha's howl? For example, there is a 20% reduced purity of ice mana reservation. In abyss, there's only 1 and think that's the hatred enchant as of now.

I was a little ignorant about this phrase:

"
My Current Enchant is 15% Reduced Haste Mana Reservation which feels like the most common one and by far the best one to get since it's applied to haste which is in the prism guardian.


I'm also ignorant if there's a reasoning behind vaal clarity instead of something like vaal grace, a second vaal discipline or an inc. duration

Thanks for the build!



As long as the lab enchant is a 50% aura reservation one it'll be fine.

Vaal Clarity for me because i can't nullify the cost of whirling blades, if you use shield charge you can but since i can't null the cost, any hp spent on skills will interrupt es recharge. I use it to make my es recharge while i am whirling.

It's also nice for some builds. =P
Maybe you should try shield charge, like me. Whirling blades has a higher base mana cost and I tested both: shield charge was definitely smoother and faster because of the 30% movement speed on steppan eard.
Last edited by computer_toucher#2794 on Dec 31, 2017, 8:46:50 AM

Report Forum Post

Report Account:

Report Type

Additional Info