[3.0] How to Flicker. Terminus Est Edition!
I think I'll use your character for inspiration as well. How's bossing been so far? And survivability with abyssus? So nice to see this guide being functional again!
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" So, I did skill my char now and already did some testing. Results are very promising for now, even though I did a much more traditional skilling than you did, just so I had a better comparison to my pre-patch build. Also, I am not sure if 100% crit is optimal, as you are missing out some very nice damage nodes and Phase Acrobatics. I wanted to ask how Vaal Pact is working out for you at the moment. We definetly do not need Blood Rage anymore, so we could use it and drop life regen but is it really worth it? I haven't really used it since to got nerfed to oblivion and just double rate doesn't seem too great. But maybe I am just spoiled from the old version :) @Chrishobbel I don't use the exact same build but bossing has been much improved for me. My damage is much higher and the changes to the Slayer nodes allow me to get Stun Immunity, Culling Strike and massive extra damage against bosses. This patch definetly helped us a lot. |
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I feel more vulnerable without the dodge nodes. But, I'm trying to see if I can run this build without them. I did some testing and made some changes to my tree/5-link.
I removed Vaal Pact- may need to pick up life leech/recovery nodes later. I replaced Close Combat Support with Melee Physical Damage Support- I added some bleed nodes... this definitely helps take down bosses faster. Keeping Blood Rage for bosses. With the update, I've noticed some clunkiness to Flicker Strike. Very tempted to put this gear on hold and run crit Cyclone. EDIT: Currently running Phys Crit/Impale Cyclone build. Definitely a lot more damage and smoother game play. I will return to FS build once GGG fixes the desync issues (if ever). Last edited by puRe59#5504 on Jun 14, 2019, 8:54:43 PM
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Mapping without Melee Splash support feels like complete trash, almost made me give up on this. Now it feels A M A Z I N G.
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