[3.5] Ghoulish Overkill! Zombie+Skeleton Baron build
" So i changed it to add frenzy and power chargers on the minions and that brings me up to 2.14 attacks per second. is that enough or do i need more, if i need more where do i get it from. if i dont take the 2 nodes at the bottom. have lvl 20 haste 21/20 zombies and 20 multistrike. |
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Commander of Darkness ascendancy node: auras yo ucast grant 3% increased attack speed amongst other things, you have it ?
You thing I khare, but I realy dond. Last edited by Spacecom#5362 on Jun 28, 2018, 4:47:46 AM
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can the OP please detail the desired attack hits in the main thread instead of through the comments
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" This is sort of how it works. So you have Slam taking .x seconds. Multistrike makes slam repeat 2 additional times at lower damage, but increased attack speed. This repetition is a locked function. So once a character starts a multistrike attack it isn't finished until the third use of the skill has gone off. So with multistrike and a slam that has 2.38 attacks per second we get an attack pattern of such. Slam .42s (slam goes on cooldown) Slam .84s (slam still on cooldown) Slam 1.26s (Slam comes off cooldown as this ends) Repeat. = 2.38 slams per second. So the total time it takes to perform a single slam, multiplied by three gets your slam breakpoint. If you take the points you pointed out in your picture you can, in theory, push yourself over that threshold into bad territory. Example A multistrike slam with 2.7 attacks per second. Slam .37s (slam goes on cooldown) Slam .74s (slam still on cooldown) Slam 1.11s (slam still on cooldown) Reg. Attack 1.4s (Slam is on cooldown for the start of this multistrike chain. Heavy dps loss.) Reg. Attack 1.77s (Slam is off cooldown, dps is being lost.) Reg. Attack 2.14s (Regular attack string ends.) Repeat. = 1.4 slams per second + 1.4 regular attacks per second. Considering in this build Slam is around 4x the damage of the regular attack, has area effect and cannot miss this tiny gain in attack speed (less than 30% to cause this.) Will cause a giant loss in dps vs the above 2.38 slams per second. |
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Hey interesting news here:
I played a Dark Forest T14 map and noticed a corpse of a mob and it said "grants power-charges" like the apes for "frenzy charges" but now for power.. ..unfortunately I don't remember the name of the mob. Do you know the name or where to find it??? appreciated! Cheers |
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"I believe it is the Infected Ape variant from act 7 that gives the power charges. Should look like the same ape that gives frenzy charges with a parasite on it's back. Last edited by TokeMcBong#5329 on Jun 28, 2018, 2:45:32 PM
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Thanks!! .. but it's not possible to recast them with desecrate in High maps to give them enough toughness! They just don't show up after casting desecrate..
Anyone knows why?? Thanks. Last edited by Dan_Rey#2146 on Jun 28, 2018, 5:47:37 PM
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"probably because when they "die" they turn into the parasite. Not sure if that's what shows up in your desecrate, but it would be my guess. |
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As a new player, just started a week before the incursion league, I am really enjoying this build. Thank you for creating / sharing it.
I do have a question about CWDT links though. You mention using Immortal Call, which requires Endurance Charges, but I do not actively see any passives or items that grant endurance charges. Am I missing something obvious? I've been using Molten Shell to great effect thus far. I'm curious if you could also add Fortify + Raise Spectre + Animate Guardian + Minion Life. Using a Spectre with the Allies Deal Greatly Increased Melee Damage. Equipping the guardian with Dying Breath, Leer Cast, Zahndethus' Cassock, and Victario's Flight to provide two more damage auras, movement speed aura, and regen from Consecrated Ground. Not sure how well the Spectre or Guardian would survive on high tier maps, but my spectre has survived incredibly well since I got Invoker. |
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" Immortal call has a base duration and is extended by consuming endurance charges if you have any. IGN = Tetti
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