[3.6] Immune HOWA Jugg | CI 15k+ es | Insane dps | Indestructible | Uber Elder video up

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grizzly40 wrote:
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mintu wrote:

It's likely safe as this level of defense is not achievable in new leagues. The build relies on scaling flat ES from 4 sources:
1. Shield: nerfed due to dense fossils and synthesis not going core
2. Helm: nerfed due to dense fossils, synthesis, and quality craft
3. Boots: see Helm
4. Abyss Jewels: flat ES now capped at 40

While this is still nice in standard with now-legacy gear, I'd be surprised if you can hit good dps in league and break 10k ES.

But the PoB i posted contains items without dense fossils and it still has 16k es :p With broken synthesis items it would reach close to 20k


Heh - good point, only the shield has a dense fossil roll. This might still be broken in the league... let's hope GGG doesn't notice. Going to be far more expensive to get this geared up now.
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mintu wrote:
It's likely safe as this level of defense is not achievable in new leagues. The build relies on scaling flat ES from 4 sources:
1. Shield: nerfed due to dense fossils and synthesis not going core
2. Helm: nerfed due to dense fossils, synthesis, and quality craft
3. Boots: see Helm
4. Abyss Jewels: flat ES now capped at 40

While this is still nice in standard with now-legacy gear, I'd be surprised if you can hit good dps in league and break 10k ES.


You also get the new tree with the INT clusters to make up for some of what was lost. The ES changes are impactful for every ES build as far as I can tell. The point is that INT and mana stacking got hit the least, especially since the nerfed witch start doesn't really matter here, so comparatively to other builds it really hasn't lost as much steam as life cannot really match ES still. Even with 10k ES you're close to immortal unless you really fuck up.
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GenocYda wrote:
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mintu wrote:
It's likely safe as this level of defense is not achievable in new leagues. The build relies on scaling flat ES from 4 sources:
1. Shield: nerfed due to dense fossils and synthesis not going core
2. Helm: nerfed due to dense fossils, synthesis, and quality craft
3. Boots: see Helm
4. Abyss Jewels: flat ES now capped at 40

While this is still nice in standard with now-legacy gear, I'd be surprised if you can hit good dps in league and break 10k ES.


You also get the new tree with the INT clusters to make up for some of what was lost. The ES changes are impactful for every ES build as far as I can tell. The point is that INT and mana stacking got hit the least, especially since the nerfed witch start doesn't really matter here, so comparatively to other builds it really hasn't lost as much steam as life cannot really match ES still. Even with 10k ES you're close to immortal unless you really fuck up.


Agreed - I was surprised to have lost no ES with the new tree even without changes. After some tweaks, I gained 1.5k. I never took the witch start nodes.
Reading over the new immortal call, it looks like if it consumes 5 endurance charges, you hit 100% physical damage reduction. Thoughts on whether this would count as stopping taking damage over time from Blood Rage for Arakaali?
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mintu wrote:
Reading over the new immortal call, it looks like if it consumes 5 endurance charges, you hit 100% physical damage reduction. Thoughts on whether this would count as stopping taking damage over time from Blood Rage for Arakaali?

It depends from the way how it would be calculated, i see two approaches here:
1)35(base)+15x5(5charges) = 110% reduction;
2)35(base)*1.15*1.15*1.15*1.15*1.15(5charges)=70.4% reduction;
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XKent wrote:
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mintu wrote:
Reading over the new immortal call, it looks like if it consumes 5 endurance charges, you hit 100% physical damage reduction. Thoughts on whether this would count as stopping taking damage over time from Blood Rage for Arakaali?

It depends from the way how it would be calculated, i see two approaches here:
1)35(base)+15x5(5charges) = 110% reduction;
2)35(base)*1.15*1.15*1.15*1.15*1.15(5charges)=70.4% reduction;


It would be unlike them to do stacking multiplicative per endurance charge - but can also imagine Damage taken = 0.65 * (1 - .15 * 5) = 16%, or 84% reduction.

I will test this once patch lands. It seems 3 points to pick up an endurance charge (or Death's Door) is worthwhile if you can get this timing:

Time:
0.00 You take level 20 CWDT threshold damage, trigger 5-charge IC with increased duration
0.00 Arakaali begins - 50% increased recovery
2.94 IC ends, IC cooldown begins
4.00 Arakaali ends
5.94 IC cooldown ends

It still leaves you with a 2 second period where you have neither IC nor the increased recovery - but at least you are more likely to go into that time period full on ES. It might function like the guardian periodic regen boost.
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mintu wrote:
Reading over the new immortal call, it looks like if it consumes 5 endurance charges, you hit 100% physical damage reduction. Thoughts on whether this would count as stopping taking damage over time from Blood Rage for Arakaali?

But what is the problem to stop Blood Rage? You can do it whenever you want, just fastswapping your weapon (assuming BR socketed in it)...
Last edited by XKent on Jun 7, 2019, 11:50:09 AM
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XKent wrote:
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mintu wrote:
Reading over the new immortal call, it looks like if it consumes 5 endurance charges, you hit 100% physical damage reduction. Thoughts on whether this would count as stopping taking damage over time from Blood Rage for Arakaali?

But what is the problem to stop Blood Rage? You can do it whenever you want, just fastswapping your weapon (assuming BR socketed in it)...


You lose dps and leech time. Also unless your offhand setup is also a HOWA with a good shield, you lose ES / resists during the swap while being beat on.
Hey guys, I think that cluster of STR node similar to the new int one is WAY to good to pass on...the socket jewel just north of it can be use with brute force to give a fuckload of intellect. We can also dump elemetal resist aura with the amount of all res we pickup reaching it.
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coolspot wrote:
Hey guys, I think that cluster of STR node similar to the new int one is WAY to good to pass on...the socket jewel just north of it can be use with brute force to give a fuckload of intellect. We can also dump elemetal resist aura with the amount of all res we pickup reaching it.


Good point about using it with Brute Force Solution (though that sadly does not work on the %str part). It improved my tree:
https://pastebin.com/e3iM85D0

Taking the endurance charge by the jewel lets me take the 0.2% regen per charge node. I give up a jewel slot up top, Unnatural Calm, Faith and Steel, and Heart of Thunder to pay for this. Lose 60 ES, gain 2.4% dps, and gain 1% regen when charges are up. Break even on resist - not sure where you are getting the extra res.

Grizzly, have a look - this might be a tree upgrade for you given your int scaling with the neck.

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