[3.13] Aziire's CwC Hydrosphere Elementalist - Maven Ez Clap | Ritual League Starter



Just started mapping, any help on gearing? currently maxed out resists (-60% chaos) and 2.7k life and 630 energy shield.

18k dps toolpit on stormbrust maxed out 5k on hydrosphere tooltip.

edit: forgot to say, i'm having a lot of trouble surviving even on T1s :(

edit2: made a few upgrades build is playing a lot better now



Around 4k eHP now plus all the 3 golems.
Last edited by marquesini#5178 on Jan 17, 2021, 11:36:23 PM
What type of large cluster jewel/med cluster jewel "added small passive skills grant: ??????" should I look for? Increased spell damage/lightning damage?
Nice build i love it
Simple question, can we replace storm burst with Charged Dash? Would it accomplish the same thing (proccing the sphere) while allowing us to move at the same time?
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Shiek200 wrote:
Simple question, can we replace storm burst with Charged Dash? Would it accomplish the same thing (proccing the sphere) while allowing us to move at the same time?


Was wondering that myself, along with Divine Ire albeit divine ire is like Storm Burst where it's just a channeling ability without movement unlike Charged Dash.

Also wondering, would Frost Shield be useful in this build? Would require some energy shield to make the globe's absorption amount decent, but if done properly it can add an extra layer of defense/mitigation for static boss fights.
Last edited by reciprocate#3631 on Jan 18, 2021, 2:06:28 AM
You can try it, but my intuition tells me it's going to suck (okay, I'm still new to the game, but still) because you'll be trying to increase damage of both attack and spell. Looking at the numbers, I don't think that Hydrosphere can pull off necessary damage by itself.
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ExiledSarin wrote:
You can try it, but my intuition tells me it's going to suck (okay, I'm still new to the game, but still) because you'll be trying to increase damage of both attack and spell. Looking at the numbers, I don't think that Hydrosphere can pull off necessary damage by itself.


Yeah but since this build doesn't require a specific helmet you can just slap on a crown of eyes, and this build utilizes almost no "more spell damage" modifiers, only "increased spell damage." Besides that, the majority of this build's scaling is ele/lightning/crit damage (and charged dash scales pretty well with crit), so it would apply equally to both skills.

The two things that would be hard to scale are the attack speed and flat damage, since "adds x-x to spells" wouldn't help CD and vice-cersa for "x-x to attacks." Likewise for cast speed vs attack speed.

Personally I don't think attack speed would be THAT much of an issue, but to account for flat damage there would definitely have to be some gear swaps. Namely the weapon/shield since added damage from jewelry is already applied to both.

1-Handed:
Doryani's Catalyst could be okay, as it scales both the attack and spell pretty well, and gives decent crit chance.

Shield:
Unyielding Flame is cute, global crit chance, fire res off-sets the negative res from crown, attack and cast speed, max life, but the triggered skill is fire which we don't scale well.

The Ghastly Theater is also interesting, +1000 temp life against physical hits (which we're the weakest against), blinds nearby enemies, and when we take some damage our crit chance and attack speed go up, plus the chance to avoid bleed is nice for uber lab.

2-Handed (another 6-link)
Agnerod west adds a decent chunk of flat lightning damage to the sphere while also scaling CD.

Disintegrator actually seems pretty nuts for damage and scales both equally, but I'm not sure how bad the degen would be.

Replica Duskdawn scales crits and with Crown of Eyes the inc spell damage would translate to attacks.

those are just a few options, I'm sure there's more, and with Harvest crafting making a come-back you could likely craft something even better.

Mainly I'm just pointing out that it's a lot more feasible than it looks.

The really big hurdle would be changing the tree to use less "spell crit" nodes and more generic crit nodes. The "crit while wielding a staff" nodes aren't far off, but that wouldn't be enough by itself.

Spells just scale crit so easily on the tree, that's the one aspect I'm not sure I'd be able to account for. But if you can solve that issue I think the build COULD work. Of course I'm not an expert at this game so maybe I'm 100% wrong on all of this, lol, but at first glance it looks at least possible.
Last edited by Shiek200#4454 on Jan 18, 2021, 6:43:08 AM
How would go on the tree without Thread of Hope? Theres like a big gab between Lv75 and Lv95... just take all the nodes?
For generic critical scaling, I'd go power charges. The nodes aren't far, you can easily get 5 charges, each giving 48% increased critical chance, 5% increased crit multiplier, 8% increased damage, 4% increased spell damage. To generate, you've got 8% chance to get one on kill, and if you slap lvl1 CWDT linked to lvl 5 Assassin's mark, you'll be covered for mapping and bossing.

I'm taking that path in my own, budged version of this build.

Edit: linking a herald with power charge on critical is also a good option in this build if you want to generate power charges.
Last edited by ExiledSarin#6541 on Jan 18, 2021, 8:33:32 AM

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