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It is probably true that the best use of that claw is as an unused offhand "shield" that gives you dual wield DPS increases.
Compare a dps mace + shield to the same mace plus that claw in your offhand. Assuming you use the right attack (unfortunately options are limited but groundslam or glacial hammer only use mainhand and/or maces), the claw is 10% MORE attackspeed and 20% MORE phys damage, 30% block (very respectable), some life, some es, some evasion. The shield will offer more armour/es/evasion/life/resists, but probably less block unless you got a sick roll and far far less DPS.
level 5 conc effect isn't a terribly desirable 5link, hell rime gaze is much better in terms of a free 5l and it's not exactly a great unique (although much higher required level I suppose).
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I think those gloves have potential. Rampage can be a pretty decent clearspeed boost, and with aurify warlords mark it won't be too hard to keep up.
5link conc effect comes in handy for a single target cyclone setup, if you're playing sweep/icecrash.
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2 more ascendancy classes Witch: elementalist. Basically "jump through a bunch of hoops for decent damage". Unexciting, but probably not bad. Shadow: Trickster. A bunch of non-synergistic es-evasion-mana amalgamations plus ridiculously OP flicker passives (+1 frenzy & 10% frenzy on kill, movement skills cost no mana, etc).
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Don't think I'll play an Elementalist, looks not very interesting. Trickster on the other hand looks fairly good, even though I'm not really liking EV/ES. But looks nice for Shadow Cyclone (+CoC?) and especially Flicker Strike.
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Peronally I think elementalist seems pretty cool. Just from glancing at it though.
Arcane Conflux (all damage chills, shocks, ignites)
combined with
Beacon of Ruin (all your elemental effects spread to nearby enemies)
sounds pretty strong lol
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the other one that gives extra damage to one element after casting another seems really good if you use damage conversion
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On February 05 2016 07:29 travis wrote: Peronally I think elementalist seems pretty cool. Just from glancing at it though.
Arcane Conflux (all damage chills, shocks, ignites)
combined with
Beacon of Ruin (all your elemental effects spread to nearby enemies)
sounds pretty strong lol personally i was pretty mad that it's chill instead of freeze also if all ur hits chill/shock/ignite, then just hit the whole screen no need to proliferate it plus the prolif aoe is miniscule, even nerfed ele prolif gem is 33% larger base radius.
On February 05 2016 07:33 ticklishmusic wrote: the other one that gives extra damage to one element after casting another seems really good if you use damage conversion was thinking the same thing although realistically it works best with discharge since it's just flat 20% ele pen when u cast discharge lol.
I'm kinda curious what "lesser elemental golems" are. Just like bad versions of ice/fire/chaos golems? what about lightning golem? etc
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The prolif is definitely significant for any build scaling ignite. Because the most powerful ailment is always spread. For example: if you flameblast a map boss standing next to a white mob, the ignite from the white mob will be much stronger because of lower resists, and will kill the boss a lot faster than his own ignite.
There are some additional marginal benefits, like mobs that you aren't attacking running into prolif and getting chilled/ignited etc.
"All damage ignites" makes me wonder if a cast with multiple damage types produces several smaller ignites, or just one big one. If so, multi element discharge could be a thing.
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On January 30 2016 21:13 clusen wrote:Show nested quote +On January 30 2016 13:57 hunts wrote: Wonder if the inquisitor with those +ele damage can make RF incinerate playable again, any thoughts? No, because RF incinerate is already playable, incinerate is just not broken anymore.
I dunno that seems kinda debatable. The only way I see incinerate run anymore is with a CI or Low Life Chaos build with consuming dark. Self cast fire has been gutted so badly you really don't see it used much anymore... Other things are just much better. Yea it was broken low level but I think they went overboard... As they tend to do.
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Oh GOD.... i just died at lvl 82 on a Tier 5 map the moment i opened the first door...... 0.25 seconds and it was all over..
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Any Tips on how to "prevent" it next time ? I had 70% res but only 10% chaos res 4.9k HP and 3.5k Armor. The most disturbing thing is the fact that my Immortal Call didnt proc at all ...
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On February 06 2016 19:57 Nakama wrote: Any Tips on how to "prevent" it next time ? I had 70% res but only 10% chaos res 4.9k HP and 3.5k Armor. The most disturbing thing is the fact that my Immortal Call didnt proc at all ...
What happened when you opened the door ? Was it either cannibal thrower or spitting snake pack ?
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Since you haven't said what killed you I'll just speak about your defenses in general:
First of all you need to cap your elemental resists. The difference between 70 and 75 is actually quite significant. I would generally not do maps before being res capped.
You have more than enough chaos res, most people play with negative chaos res which you can totally get away with.
Was 3.5k armor your only source of physical mitigation? If so that's quite lacking. But if it's supplemented by fortify and a high amount of block or conversion migation (CoF/LC/ToH) or endurance charges it would be just fine.
Whether or not you have enough HP depends on how good your mitigation is. And since it looks like you're lacking both resists and phys mitigation, you HP is definitely too low. But if you had capped res + decent phys mitigation your HP is quite reasonable for your level (but you'd probably still need more for higher tier maps if you were melee).
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Idk, if he died in 0.5 sec he likely played an reflect map, ele or phys. Possibly unintentionally via unidentified map randomness.
Other possibilites always are some scary rare devourers or similar with powerful crit and extra damage.
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Thanks for the answers guys ! I played a Bladefall build and had Endurance Charges (max.8) as another defence and had daressos defiance equipped. But since i just entered the Zone i had no Endurace charges rdy..... It was a catacomb tier 5 map with only +36% Fireres on it .. i didnt see the mobpack exactly but i guess it was one of those "serpantward/snake" packs
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The mods on the monsters play a big part as well. If a big magic pack with Powerful Crits hit you in one big volley, you're gonna be taking a lot of damage. Or maybe there's a rare nearby giving them sub phys aura.
Recognizing danger is big part of surviving.
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So, assuming they get rid of curse immunity on monsters, the occultist class looks sweet as hell.
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On February 12 2016 05:35 travis wrote: So, assuming they get rid of curse immunity on monsters, the occultist class looks sweet as hell. I dunno, I played a 5 curse supporter with Blasphemy for instant whole screen cursing on Talisman until lvl 93 and don't like it that much. I suppose it's not for supporters though and quite decent for self support, since the curse buffs on kill only affect yourself. Except for a single 10% increased dmg.
And I don't think they remove curse immunity, in fact I'd be surprised if they don't nerf curses even more, they are strong as hell. My supporter basically makes (non boss) enemies do 1/4 dmg, get more than twice as much pewpew from elemental damage as well as enhance the parties crits a lot, give power charges / endurance charges, make every spell/attack perma stun and make leech a non issue.
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GGG already said that the curse system was going to see substantial changes in ascendancy when there was that hue and cry about the blasphemy nerf after (ghudda?) posted the 100% slow temp chains video.
There's actually so many things about ascendancy that we don't know... I wanna plan builds xd
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