[3.7] Tectonic Slam [Facebreaker Edition] | Hit the ground to destroy your enemys

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guggelhupf wrote:
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AndyLovesHisBge wrote:
So there is one big change to Chieften which allows for fairly easy Endurance Charge generation in 3.7 even against bosses. I don't think Enduring Cry is even needed any more(maybe not even the red dream jewel?).

How do the overall changes to the ascendancy look to you for this build in 3.7?

https://i.redd.it/ktvqny2hp1131.jpg


its only a 35% chance to get an endurance charge, so i would still use the jewel for generall mapping. if its worth to drop the enduring cry against bosses ? hmm maybe, but i would more see it as a nice addition than a replacement because imho 35% isnt that much to feel strong enough against bosses

i think we have two good option now:

a) [16] [14] [1] [3]
or
b) [16] [14] [12] [8]

and booth are good and viable picks i think. in the end it will be a personal choice


Thanks! I think those are both good choices too.

Just to make sure I understand the mechanics, it is a 35% chance to create a charge every single time you attack right? It is not 35% on hit if I understand it. All you need to do is attack. So I guess attack speed makes a difference?

Will you be updating the build for 3.7 when the full info comes out or do you think you will leave this at a 3.6 level?



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AndyLovesHisBge wrote:


Thanks! I think those are both good choices too.

Just to make sure I understand the mechanics, it is a 35% chance to create a charge every single time you attack right? It is not 35% on hit if I understand it. All you need to do is attack. So I guess attack speed makes a difference?

Will you be updating the build for 3.7 when the full info comes out or do you think you will leave this at a 3.6 level?





yes, thats right, its on attack

ofc i will update my build after all relevant infos ar out, like passive tree changes etc ;)
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I am a little confused on the Immortal Call change for 3.7.

Are we still going to link it with CWDT, or are we going to have to self cast it to be useful? I am going to suck at doing that because I have a hard time seeing when a big hit is going to come.
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AndyLovesHisBge wrote:
I am a little confused on the Immortal Call change for 3.7.

Are we still going to link it with CWDT, or are we going to have to self cast it to be useful? I am going to suck at doing that because I have a hard time seeing when a big hit is going to come.


Both is possible. But if you link it with cwdt, it won't be active on the big hit you get in the first place.

Without cwdt you have the possibility to prevent one-shot mechanics.
Last edited by Rake7#7894 on May 30, 2019, 10:28:17 PM
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Rake7 wrote:
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AndyLovesHisBge wrote:
I am a little confused on the Immortal Call change for 3.7.

Are we still going to link it with CWDT, or are we going to have to self cast it to be useful? I am going to suck at doing that because I have a hard time seeing when a big hit is going to come.


Both is possible. But if you link it with cwdt, it won't be active on the big hit you get in the first place.

Without cwdt you have the possibility to prevent one-shot mechanics.


In the old system, would CWDT-IC prevent massive one shots or did it trigger after the one shot was absorbed?

what I am hoping is that for good players using new IC self cast is better but for bad players like myself, CWDT-IC is no worse than it has been in the past(outside of the damage type and amount changes).
Last edited by AndyLovesHisBge#5265 on May 31, 2019, 8:47:07 AM
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AndyLovesHisBge wrote:
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Rake7 wrote:
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AndyLovesHisBge wrote:
I am a little confused on the Immortal Call change for 3.7.

Are we still going to link it with CWDT, or are we going to have to self cast it to be useful? I am going to suck at doing that because I have a hard time seeing when a big hit is going to come.


Both is possible. But if you link it with cwdt, it won't be active on the big hit you get in the first place.

Without cwdt you have the possibility to prevent one-shot mechanics.


In the old system, would CWDT-IC prevent massive one shots or did it trigger after the one shot was absorbed?

what I am hoping is that for good players using new IC self cast is better but for bad players like myself, CWDT-IC is no worse than it has been in the past(outside of the damage type and amount changes).


its the same. before and now it procs after an set amount of dmg taken. but before the rework the buff you got was phys immune, and now its a dmg reduction. additional to the phys reduction which stacks with endurance charges, you now get an additional 34% elemental dmg reduction.

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Immortal Call is now instant and grants less Physical and Elemental damage taken for its duration. It can consume up to 5 endurance charges, gaining increased duration and additional less Physical Damage Taken. At level 20, this can mitigate 35% of Physical damage taken and 34% of Elemental damage taken. Consuming Endurance Charges adds an additional 10% less Physical Damage taken for each charge consumed. Unlike Molten Shell and Steelskin, the skill has no maximum damage absorbed which makes it a much more effective answer to the deadliest of physical hits. However, it requires more planning and timing to make the most of its effect and no longer grants complete immunity to physical damage.
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Last edited by guggelhupf#2310 on May 31, 2019, 9:01:21 AM
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guggelhupf wrote:


its the same. before and now it procs after an set amount of dmg taken. but before the rework the buff you got was phys immune, and now its a dmg reduction. additional to the phys reduction which stacks with endurance charges, you now get an additional 34% elemental dmg reduction.
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Thanks!

I guess we need to see the full data on the IC damage protection break down per level, to figure out what level CWDT we should use if I don't want to self cast IC.
Hi. Maybe a bit scrubby question, but could someone explain to me where mana sustainability comes from?
Playing as juggernaut. Thanks for your help and love the build (as well as I know how to play it so far)
Hello, i found your build 1 week ago, i realy like it. And decided to start new league with it with Chieftain.
BUt now they show us new ascendancy for Berserker
Previosly i thought to start with Chieftain becouse of the Damage and fine life regen. But now if i understand corret Berserker have same regen us Chieftain becouse they remove Rage debuff(8-6-2-4). But what about damage will be Berserker weaker when Cieftain or not?
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helioSphere89 wrote:
Hi. Maybe a bit scrubby question, but could someone explain to me where mana sustainability comes from?
Playing as juggernaut. Thanks for your help and love the build (as well as I know how to play it so far)


on chieftain and Juggernaut you have skill on the right bottom corner: Skill tree
0.4 attack damage leached us mana.

on Berserker you ascendancy that allow you leach 1% of mana and hp from atack damage.

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