Cast when damage taken (enduring cry + immortal call)

is it also recommended to use the 2 CWDT setups one with level 1 and enduring cry and one maxed out with IC and molten shell even if you have only 3 charges?

should i max the gems on the helmet completely out?
does the cwdt get off if you get a single big hit for the displayed damage number or can it be also consecutive single hits in a short amount of time?

Last edited by danteafk on Sep 1, 2014, 8:39:14 PM
Put another enduring cry (HL) on ur IC's cwdt
"
demivion wrote:
the question is, do you really need to use that immortal call when you take a tiny 5hp hit? or that elemental spell hit? (the hit that pushes you over 880 damage taken) or would you be better off with 7 endurance charges?

Some clues:
- immortal call only stops physical damage
- only signifigant physical damage can stun you
- the only damage worth being immune to is signifigant physical damage


see where i'm going with this?

use CWDT-enduring cry and CWS-immortal call

you'll build up and maintain 7 charges on all non-life threatening damage, yet if you get hit by a big hit and get stunned you'll trigger the immunity (long lasting immunity because you'll have 7 endurance charges built up)

PS - CWS also lets you level up gems attached to it, such as high level molten shell and high level immortal call


best combination in the game
Nope.
-Endurance Charges don't stop elemental damage either, the point is irrelevant.
-Stun is calculated based on damage done compared to your total health. In higher maps, you very often get stunned by elemental damage.
-Soooooooooo wrong.
CWS is absolutely unreliable with a 50% chance to cast.


As for OP - if you're putting EC and IC into different setups, you should level up the 2nd CWDT to 15+ and put CWDT+IC+IncrDur+MoltenShell there. As someone said, low lvl MS = waste. High level MS = great.
Also, if you run a CWDT setup that uses Immortal Call, I don't recommend speccing any Endurance Charges on your tree. Your CWDT will proc often enough that you should never have more than 3-4 charges.

tldr:
CWDT 5 + Enduring Cry + Decoy (I don't like curse on CWDT as it overwrites my offensive curse)
CWDT 20 + Immortal Call + Incr Duration + Molten Shell

You can also try going manual casting Enduring Cry with Echo. That works very well.
Question:

A level 1 cwdt gem with end cry goes off with 1 monster, I get a charge.

If another monster hits me for 400 dmg to trigger it again while i still have the lone charge up from before, do i now have 2, or does 1 charge get re-applied?
Charges 101? If you acquire a Charge with one already floating about, you now have two Charges.
So theoretically, you'd want a lvl 4 EC with a lvl 1 CWDT to proc like crazy to maintain 3 or more charges at almost all times.

Then, a 10+ CWDT with IC and inc duration to consume them when the damage spike actually happens?

I get it now, thanks.
I've gone with a high level cwdt, I keep it triggering around half my life total, and have a two link setup, echo and enduring cry, which I manually cast. I build max charges super fast and they make a big difference in fights.
Why not get max level gems on these setups? I don't understand why it's advantageous to keep them low level.
Because it takes forever to trigger a level 20 Cast when Damage Taken compared to a level 1. The latter can actually keep Endurance Charges going between fights because it procs very rapidly, which is much more important than getting ten Charges when it does finally trigger (especially because you can not hold ten).
"
Vipermagi wrote:
Because it takes forever to trigger a level 20 Cast when Damage Taken compared to a level 1. The latter can actually keep Endurance Charges going between fights because it procs very rapidly, which is much more important than getting ten Charges when it does finally trigger (especially because you can not hold ten).


Makes sense. Thanks.

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