[3.1] Firestorm Leech Tank

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DirtyDot wrote:

Do you take it into consideration that blood rage is used to trigger the soul of arakaali pantheon? It kicks in every time immortal call is triggered while blood rage is active (and since it is connected to cwdt1 it triggers every time someone just looks funny at you)? And soul of arakaali is super important for the build as it grants 50% MORE hp recovery from ALL sources including leech and block.


I use the soul and i had to buy a vessel and its the only capture ive done yet.
Still i dont feel it makes me stronger.
What i feel is that more than often the degen is still running since Immortal has a 3s cooldown. 2 small hits within 3s and your degen keeps running...

I havent invested into Combat Stamina, therefore my regen isnt maxed. It looks like you have to or your degen can be higher than your regen. So much investement into regen and Blood Rage kills it and your ES.

To me 50% more means instead of 500 life, you get 750 life back on block.
On the other hand you loose 330 regen which is like 330 life every sec.
250 life on block against 330 life every sec.
And then i have to buy a very expensive unset ring or i loose important stats.

Another thing ive done is replacing Enfeeble by Flammability. It weakens me but on the other hand damage is so much higher and leech too (38% higher against non bosses).
Maybe i will need Enfeeble again in the highest Tier maps but i am not there yet.



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Rauny wrote:
Hey..

So how did you get your 6 link Belly of the Beast?

Also, Vaal Summon Skeletons has made an enormous difference for me.
\


I guess what I should have said was, how did you roll the sockets?
Been trying to rock this build since coming back last month, I'm pretty sure I have the basics down, just looking for any suggestions gear wise as I seem to have trouble dealing damage in parties in Tier 12+ maps at least in comparison to others

EDIT: I notice some of your gems are level 1, is there a reason for that or does it matter?


Last edited by DragonFaust#6803 on Jan 3, 2018, 12:03:53 AM
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DragonFaust wrote:
Been trying to rock this build since coming back last month, I'm pretty sure I have the basics down, just looking for any suggestions gear wise as I seem to have trouble dealing damage in parties in Tier 12+ maps at least in comparison to others


Firestorm is a duration spell and effectively deals damage over time so it may look bleak comparing to heavy hitting skills when it comes to fast clear mapping. It takes a couple of seconds to stack multiple firestorms over the target before the damage becomes real.

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DragonFaust wrote:
EDIT: I notice some of your gems are level 1, is there a reason for that or does it matter?


There is a reason for that, gem levels should be as specified in the guide.
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DragonFaust wrote:


EDIT: I notice some of your gems are level 1, is there a reason for that or does it matter?




Clarity is lvl 1 because you don't care about clarity effect, you just want an aura using the less mana as possible in order to trigger Commander of Darkness
CWDT - Immortal call - Desecrate - Blood Rage are lvl 1 because you want to trigger CWDT as often as possible (and the lower is CWDT, the less it needs dmg to get triggered) in order to use as much im. call, BR and desecrate as possible (and they are lvl 1 as well in order not to use too much mana and because CWDT lvl 1 can't trigger too high spells)

At least that what i understood
Last edited by WildHomosex#7536 on Jan 3, 2018, 6:27:47 AM
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WildHomosex wrote:

CWDT - Immortal call - Desecrate - Blood Rage are lvl 1 because you want to trigger CWDT as often as possible (and the lower is CWDT, the less it needs dmg to get triggered) in order to use as much im. call, BR and desecrate as possible (and they are lvl 1 as well in order not to use too much mana and because CWDT lvl 1 can't trigger too high spells)

At least that what i understood


They are not just lvl 1, a lvl 1 CwDT can trigger spells of required lvl 38, means a lvl 3 Immortal call. Since we are producing Endurance charges, higher lvls of Immortal call will last longer.

Triggered Spells dont use any mana btw.

One interesting fact is that a CwDT triggered Bone Offering doesent care where corpses are, they just need to be in a certain range and can even pop behind you. For a selfcast Bone Offering you need to look at the corpse to be able to cast it.
Oh ok, didn't know about the mana stuff! But in that case why don't we lvl up immortal call to lvl 3?
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WildHomosex wrote:
Oh ok, didn't know about the mana stuff! But in that case why don't we lvl up immortal call to lvl 3?


That is a good question, maybe the difference isnt big enough (100% to 106%).

Or maybe its the same reason why we use a lvl 15 CwDT to trigger a lvl 17 Bone Offering when a lvl 14 CwDT is enough to do that.

I cant blame DirtyDot for not min/maxing this, he did such a great job with the build. :)

guilty as charged, there's some polishing to do but the difference is minimal.

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