[3.10] HOWA Anyskill Split Personality Juggernaut - Beyond expectation! (3000 INT, 13000 ES)

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skillzq wrote:
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joncheung8 wrote:
Hello,

I made a budget version of this build with 4-5EX and its doing really well for the most part.

I was wondering what exactly do we use Flame Dash, Ancestral Protector and Blood Rage for?

I am mostly spamming Whiring Blades instead of Flame Dash since it has no cool down and the only difference is that it cant go over ledges right?

Would it be better to socket some defensive set up like cast on hit / steel skin instead of these or am I playing the build wrong and I am suppose to be casting Ancestral Protector / Blood Rage periodically?

Thanks


Flame Dash is just quality of life for getting over maps with ledges

Blood rage gives extra attack speed

Drop Ancestral Protector for bosses to increase attack speed



Thanks for the quick reply and help!

Ah okay so mostly just for bosses then because I see that both only last 10-12 seconds and thought there might be something else to put in because I only want to spam molten strike :D
Alot of jugg run Ball Lightning/Gmps/wave/Cwdt instade of Conductivity, anyone has tested this? Is better or is the same but different?
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joncheung8 wrote:
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skillzq wrote:
"
joncheung8 wrote:
Hello,

I made a budget version of this build with 4-5EX and its doing really well for the most part.

I was wondering what exactly do we use Flame Dash, Ancestral Protector and Blood Rage for?

I am mostly spamming Whiring Blades instead of Flame Dash since it has no cool down and the only difference is that it cant go over ledges right?

Would it be better to socket some defensive set up like cast on hit / steel skin instead of these or am I playing the build wrong and I am suppose to be casting Ancestral Protector / Blood Rage periodically?

Thanks


Flame Dash is just quality of life for getting over maps with ledges

Blood rage gives extra attack speed

Drop Ancestral Protector for bosses to increase attack speed



Thanks for the quick reply and help!

Ah okay so mostly just for bosses then because I see that both only last 10-12 seconds and thought there might be something else to put in because I only want to spam molten strike :D


Blood rage duration refreshes when you kill an enemy, so you'll pretty much have it up 99% of the time. In addition you get frenzy charges for a total of 12% increased attack speed and 12% MORE damage with 3 charges. So its a great addition to the build.
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Teikkenn wrote:
Alot of jugg run Ball Lightning/Gmps/wave/Cwdt instade of Conductivity, anyone has tested this? Is better or is the same but different?


You already have Ele Weakness curse on your gloves, so adding the conductivity isn't going to help unless you get +1 curse somewhere.

Edit: I also see you don't have any source of ES on hit (watcher's eye or fenumus boots), so you're not gaining any benefit from having Ball Lightning-GMP-CWDT.
Last edited by skillzq#7945 on Apr 18, 2020, 4:21:35 AM
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skillzq wrote:
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Teikkenn wrote:
Alot of jugg run Ball Lightning/Gmps/wave/Cwdt instade of Conductivity, anyone has tested this? Is better or is the same but different?


You already have Ele Weakness curse on your gloves, so adding the conductivity isn't going to help unless you get +1 curse somewhere.

Edit: I also see you don't have any source of ES on hit (watcher's eye or fenumus boots), so you're not gaining any benefit from having Ball Lightning-GMP-CWDT.


For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?
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Teikkenn wrote:

For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?


ES gain on hit is different from leech. Leech takes time and is countered by 'cannot leech' map mods. Gain on hit is instant, and is a lot more powerful. There's a reason why that watcher's eye is 50 ex.
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qarte wrote:
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Teikkenn wrote:

For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?


ES gain on hit is different from leech. Leech takes time and is countered by 'cannot leech' map mods. Gain on hit is instant, and is a lot more powerful. There's a reason why that watcher's eye is 50 ex.


Oh thats why, still i can do every map without die, but iam more interested in know what i can change of the the curse part of my question
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Teikkenn wrote:
For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?
There are ways you can apply more than one curse, through passive skill points on the tree or even through rare Affixes on gear. If you showed a particular build you wondered about we'd be able to explain how they're doing it.

As with all things, you give up one thing to gain another.

This build doesn't tend to struggle anywhere a double course would be especially helpful. You could do more damage, but scaling int gives more damage too, is scaled highly and helps us defensively as well as offensively so what we'd normally prioritise.
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TsuDhoNim wrote:
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Teikkenn wrote:
For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?
There are ways you can apply more than one curse, through passive skill points on the tree or even through rare Affixes on gear. If you showed a particular build you wondered about we'd be able to explain how they're doing it.

As with all things, you give up one thing to gain another.

This build doesn't tend to struggle anywhere a double course would be especially helpful. You could do more damage, but scaling int gives more damage too, is scaled highly and helps us defensively as well as offensively so what we'd normally prioritise.


This is the build i have questions: https://pastebin.com/b8TsHyZy

idk why they use Ball Lightning, and if i already have elemental weakness i should change my conductivity or Ball Lightning to another thing?
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Teikkenn wrote:
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TsuDhoNim wrote:
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Teikkenn wrote:
For Energy Shield on hit i use Storm Drinker + Feed the fury (work with Ghost Reaver) but idk that you cant apply more that 1 curse to enemys (first league playing) soo if Ball Lightning 23% quality configuration or conductivy is good for my current build, what can i swap? and why a great majority of jugg plays with that combination if you cannot apply more than 1 curse to the targets?
There are ways you can apply more than one curse, through passive skill points on the tree or even through rare Affixes on gear. If you showed a particular build you wondered about we'd be able to explain how they're doing it.

As with all things, you give up one thing to gain another.

This build doesn't tend to struggle anywhere a double course would be especially helpful. You could do more damage, but scaling int gives more damage too, is scaled highly and helps us defensively as well as offensively so what we'd normally prioritise.


This is the build i have questions: https://pastebin.com/b8TsHyZy

idk why they use Ball Lightning, and if i already have elemental weakness i should change my conductivity or Ball Lightning to another thing?


They use ball lightning because, as we mentioned, they have a watcher's eye with ES on hit. It gives a bunch of added survivability with a CWDT & GMP setup. You don't have anything that gives ES on hit so ball lightning doesn't do anything for you right now.

Since you already have elemental weakness on gloves, you don't need conductivity.

Last edited by skillzq#7945 on Apr 18, 2020, 7:20:27 PM

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