[3.10 HC] Apep's Darkpact Totems are BACK (original build 3.1-3.3)

What a bandit save or kill all?
Last edited by drakolant#6622 on Aug 27, 2017, 4:57:01 AM
Re Bandits: Matter of taste. Only bad choice is Oak, all others have something to recommend them.

Kill all: good default
Alira: easy cheap gearing
Kraityn: extra movespeed for endgame


Re Single target dps:

Surprising that you are having trouble at T11, makes me wonder about gear and tree. That said, take a look at my last post before this one for my current thoughts on improving the build's single target.

Re two of you heading toward fighting Shaper:

Congrats--Go get 'im!

-O

Thanks! Would you recommend working towards a +40% dark pact damage/area effect/cast speed as a viable helmet enchant? I'm not sure if they interact with our spell totem setup.
Last edited by verge#2728 on Aug 27, 2017, 6:24:20 AM
Re helm enchant:

Yes. I am currently using a DP Cast Speed enchantment, but all of the relevant enchantments benefit us.

-O
Few notes:

Currently at the beginning of lvl95 (my record alive!, former was 94). So build is somewhat balanced and strong. Probably Dark Pact is little bit OP. Haven't dared to try guardians yet but all T15 maps are pretty safe w/o significant damage mod on them.

1) Tried to build rotation groups for T15 beachheads. People have reported to get severe lag and disconnections because of Dark Pact. Has anyone else noticed skill is too heavy for group play? Is it same for self-cast dp?

2) I don't really value any golem high. Haven't tried flame golem yet. Even with one support gem they are too fragile. Anyone found nice replacement for golem skill? I'd like to run Vaal Haste but can only run lvl5 or so since it needs a lot dex.

3) Where can u see how much your totems got ele res?

4) Currently got 7k life, 1.7k es and 3.5k mana. I think the life is close as max I can go. 8k might not be possible. Anyways trying to build ES around 2k boosting mana in the future. I took the route where I can pick Unwavering Stance and extra totem circle.

5) Build will not ever be tier1 clearspeed build. Movement skills just can't match aginst high attack speed shield charge.

6) Can highly recommend Power Charge on Critical Support. three power charges are fine extra damage.

U can comment is there something I could do for my current setup
Last edited by Possu81#4049 on Aug 27, 2017, 11:09:48 AM
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Orion72 wrote:
Preliminary testing of a new variation specifically geared toward improving high level DPS while maintaining a reasonable amount of tankiness is underway. Too early to say anything with certainty (Only lvl 74 atm) But preliminary results are promising.

My thanks to the folks who have been posting ideas in this thread, as my current experiment incorporates a number of those that have come from y'all.

Downside is this variation has significantly greater complexity to play, and may result in me getting myself killed while practicing with it.

Basic components that change from original for anyone who wants to mess around with it before I am done testing:

1. Uses repentance gloves (which do, in fact, significantly impact dps, and are not actually difficult to get required stats for on our tree. Str currently a bit under 400)

2. Uses devoto's helm, which is a significant improvement to clear speed, makes fights with bosses who have 1 shot mechanics feel safer, and makes getting needed chaos res trivial.

3. Uses Dream Fragments ring, which makes frozen ground a free mod and is anticipated to improve ease of playing with Hydra and Shaper significantly.

4. Adds wither>inc duration>faster casting (edit--wither on totem failed, wither self cast is working well)

5. Adds summon skeletons>spell echo>minion life>vaal summon skeletons.

Summon skellies in this build has an absurdly fast cast time. Summoning skellies around any high health mob does in fact improve actual dps significantly, due to chaining effect, higher health of skellies with minion life gem, and greater ease of creating overlapping fields of fire. I do not use this for general mapping, but it is good for bosses and specific fights like harbingers/beyonders/tough rares. Skellies also pull some aggro. [edit--skellies in conjunction with wither on bosses is doing that melting thing I've been looking for--this is where the top tier single target damage is for this build, as long as we don't get so distracted dpsing that we forget to renew the decoy, or forget to dodge, or forget to notice that we're out of flask charges, or . . . you get the idea]

Defensively I'm currently around 9k EHP fully ascended at lvl 74 , and I'm expecting to get around 10.5k EHP for endgame, possibly as much as 11k, which should still be sufficient. More detailed report will follow if things work out and I progress to upper tier content. [edit-A bit over 10.3k EHP at lvl 83, going according to plan]

Please note that this is not a newbie friendly variant. I'm not even sure it's a me-friendly variant. Right now it's a race between my technical abilities and the level of content. That said, I believe that in the hands of someone with sufficient piloting skill (maybe me if I get in enough practice before I die) this version has the potential to really wreck the top tier content.

-O


You really should edit your original post with this build variant. I really like it.
Currently lv 84, solo player, no difficulty through rare T10.

Current gear :
Spoiler


I know gloves and boots aren't good (wrong base type) but i don't really care lol.





I hesitate between carcass jack and belly of the beast to replace rasa and try to make it 6L, i don't know if i want more survivability (HP) with belly or damage with jack :x

Only died 4x time, first one on Brine King around lv 52 not enough lightning res, got one shoted by a lightning strike and 3x time lv 75+ i don't know how while roaming on map life just make 100 to 0 instant, maybe lags, so one more time thx for this build ^-^

Hardest mod i encounter is multiple projectile with shit mob and yolo open breach or harbringer.
Last edited by Clannad95#0030 on Aug 27, 2017, 12:05:22 PM
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4. Adds wither>inc duration>faster casting (edit--wither on totem failed, wither self cast is working well)


Can tell why Wither totem failed in your case? I have found it comfortable
Re Clearspeed concerns:
I am running the build now with Devotos and an alchemists Quicksilver of adrenaline. I can keep up with the shield chargers, or come very close.

Re totem ele res: You can't see it. But base is 40. Get another 35 between tree and jewels and you are gtg.

Re golems: link it to CWDT. Self cast golem at high levels is crazy making.

Re Wither self cast vs. totem:
Primary advantages I perceive in self cast wither:

1. Targeting of self cast wither is controllable when there is more than 1 mob on screen. Totem wither not so much.

2. Doesn't use a totem slot so more totems available to dps.

3. Trading spell totem for inc duration in wither links allows more wither stacks to build on target in a shorter period of time=greater DPS.

4. Maintaining 3 DP totems and a decoy in a complex fight (while maintaining frenzies, surge, and sometimes skellies) feels easier than maintaining 2 DP, 1 Decoy, and 1 Wither. The self cast on the skellies is so fast that it is becoming possible to alternate among skellies/frenzy/surge/wither while resummoning totems. Tell the truth, the playstyle is growing on me. :)

As always, ymmv. If you like the wither totem better, you should use the totem.

Re putting new variant in guide:
Might do at some point. For now there are a couple of notes in the FAQ pointing people to the brief write up on page 27. I honestly suspect that most folks are likely to be happier with the original version, though I could be mistaken and will listen to feedback on this issue. Glad you are enjoying it!

-O
Last edited by Orion72#3803 on Aug 27, 2017, 1:22:47 PM
Did you ever consider using wither with cwc skeletons? Trying this currently as I am kinda lazy to cast too much stuff (Im too bad also).

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