(3.2) [Lighty] 2H RT Cyclone: Dope for Beast League & Lab™

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Yaeh, been working on a slayer/raider scion full phys but topping out at like 300k total dps vs Boss and 6k life 10k armor, arctic armor, haste and vulnerability with somewhat reasonable gear.

The problem is I simply cant get fortify in the build, dropping ruthless for fortify drops 80k dps. Going Mace with blood magic mod on the weapon I can take Fortify over Faster Attacks and only lose like 50k dps but the problem then is that the mace loses a lot of dps vs the axe.


Fortify is always a damage for defense trade; you're never going to gain dps using it over a damage oriented link.

If you want more damage, drop Blood Magic, Arctic Armor, and run off mana - that'll free you up to use Fortify or another damage link. Otherwise, you can run Fortify on Leap Slam... those are really your only options.

Personally I think the Brutality build is a bit underwhelming. It's a great concept, but there's no inherent advantage over the standard Elemental build, and if anything it's even harder to build for. The only clear advantage is synergy with Starforge and the new Shock rules, though I'm not entirely convinced that's any better than the standard build with Atziri's.

*To clarify - Brutality signifies the newer full-physical build using Haste/Vuln, while Elemental refers to the standard Hatred, HoA build.
I know that but linking Fortify instead of Ruthless in a Brutality build drops 33% of your dps. That is hard to justify to go from 300k dps to 200k for Fortify.

In addition I need to invest 6 skill points to get to the Fortify Wheel.



This is the best I have come up adding Fortify to Leap Slamp and Vengeance

https://pastebin.com/Mv3Y8twq


with high end gear, could switch to Belly to get over 7k hp but I guess 6250hp, 336k cyclone boss dps, 8x stacking 1300 dps Bleeds, arctic armor, fortify, max resis, 80% reflected dmg reduction (slayer, pantheon, master of force), 56%+8% panthon physical reduction, onslaught, endurance, frenzy, intimidated, maimed..
Last edited by Quizzlemanizzle on Aug 3, 2017, 6:36:03 AM
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Last edited by ffaazz4 on Aug 3, 2017, 7:37:48 AM
Seems all the sources of increased damage with ailments from attack skills has really supercharged bleed damage with the Brutality build - from avg 1.5k -> ~4k. That doesn't sound like much, but combined with the new notable Crimson Dance can stack up to a non-trivial amount of extra damage, gained with practically no investment.

I've been messing around in the newly updated builder, and despite my previous post, I think I can safely say that the Brutality build can be slightly ahead of the standard Elemental build in terms of raw damage (although Elemental still has an advantage in unique flasks) when using Starforge, with a potential additional bonus from Shock.

The real issue however continues to be generating Endurance Charges without CWDT-Warlords Mark (in favor of Blasphemy-Vulnerability). Outside of the Juggernaut ascendancy, which suffers a huge loss of damage, there really aren't a lot of reliable ways to generate charges other than Enduring Cry, which I personally find very clunky to use alongside Cyclone. I'd be interested in hearing any suggestions to address this weakness.

Really hoping some of the new uniques coming in 3.0 do something to shake up everyone's favorite Spin-to-Win build though, fingers crossed!
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Archimtiros wrote:
Seems all the sources of increased damage with ailments from attack skills has really supercharged bleed damage with the Brutality build - from avg 1.5k -> ~4k. That doesn't sound like much, but combined with the new notable Crimson Dance can stack up to a non-trivial amount of extra damage, gained with practically no investment.

I've been messing around in the newly updated builder, and despite my previous post, I think I can safely say that the Brutality build can be slightly ahead of the standard Elemental build in terms of raw damage (although Elemental still has an advantage in unique flasks) when using Starforge, with a potential additional bonus from Shock.

The real issue however continues to be generating Endurance Charges without CWDT-Warlords Mark (in favor of Blasphemy-Vulnerability). Outside of the Juggernaut ascendancy, which suffers a huge loss of damage, there really aren't a lot of reliable ways to generate charges other than Enduring Cry, which I personally find very clunky to use alongside Cyclone. I'd be interested in hearing any suggestions to address this weakness.

Really hoping some of the new uniques coming in 3.0 do something to shake up everyone's favorite Spin-to-Win build though, fingers crossed!


Did you have a look at my PoB String? What do you think?
Do you have a gear filter!
can you explain why your gear is different from youtube and you have EQ instead of cyclone ? im dizzy
Last edited by merovingian223 on Aug 3, 2017, 11:57:34 AM
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Archimtiros wrote:
Seems all the sources of increased damage with ailments from attack skills has really supercharged bleed damage with the Brutality build - from avg 1.5k -> ~4k. That doesn't sound like much, but combined with the new notable Crimson Dance can stack up to a non-trivial amount of extra damage, gained with practically no investment.

I've been messing around in the newly updated builder, and despite my previous post, I think I can safely say that the Brutality build can be slightly ahead of the standard Elemental build in terms of raw damage (although Elemental still has an advantage in unique flasks) when using Starforge, with a potential additional bonus from Shock.

The real issue however continues to be generating Endurance Charges without CWDT-Warlords Mark (in favor of Blasphemy-Vulnerability). Outside of the Juggernaut ascendancy, which suffers a huge loss of damage, there really aren't a lot of reliable ways to generate charges other than Enduring Cry, which I personally find very clunky to use alongside Cyclone. I'd be interested in hearing any suggestions to address this weakness.

Really hoping some of the new uniques coming in 3.0 do something to shake up everyone's favorite Spin-to-Win build though, fingers crossed!


Haste imho isnt a great use of 50% of one's mana. I'd rather use Grace or Determination there. Another option for the "full phys" variant is just using Vuln on Hit gloves and Gruthkul's pelt (or Stibnite). this lets you go blood magic and also have a 6 link warchief that maims bosses for even more physical damage. Throw in starforge and its a pretty tanky build, should be able to hit 7.5k life easily enough.

For endurance charges, there's really only The Red Dream or The Red nightmare if you don't want to use enduring cry. If you want to be ghetto about it, you can use Lochtonial Caress, and those are so cheap you can probably hit vuln on hit as a corruption easily enough. I wish there were an endurance charge on hit mechanic, the only one right now is with Staves on crit, or the Daresso chest which is fun but unreliable.
Last edited by Samir316 on Aug 3, 2017, 1:44:57 PM
Hey lighty, what build do u will start in 3,0 tomorrow? I think I ll go for your cyclone build, what do you think, is that a good stater build?
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Samir316 wrote:


Haste imho isnt a great use of 50% of one's mana. I'd rather use Grace or Determination there. Another option for the "full phys" variant is just using Vuln on Hit gloves and Gruthkul's pelt (or Stibnite). this lets you go blood magic and also have a 6 link warchief that maims bosses for even more physical damage. Throw in starforge and its a pretty tanky build, should be able to hit 7.5k life easily enough.

For endurance charges, there's really only The Red Dream or The Red nightmare if you don't want to use enduring cry. If you want to be ghetto about it, you can use Lochtonial Caress, and those are so cheap you can probably hit vuln on hit as a corruption easily enough. I wish there were an endurance charge on hit mechanic, the only one right now is with Staves on crit, or the Daresso chest which is fun but unreliable.


You're right in that Haste isn't very impactful, though since there really aren't any other good offensive options, I consider it an interchangeable slot to swap depending on what content you're facing and which ascendancy you take (Grace for a Berserker/Haste for a Juggernaut, defensive for more dangerous maps/offensive for farm ones).

I really don't like running Blood Magic unless I'm using Hezmana; having to put a BM support in Cyclone and Warchief is such a huge opportunity cost in damage, while 15% mana left over from Blasphemy should be enough alongside a backup mana/hybrid flask.

I don't think Gruthkul's Pelt is worth under any circumstance - no auras, no CWDT, no Golems, no Totems pretty much cripples the build in every way. Vuln on hit gloves are a possibility, but I think the mana cost for Blasphemy is worth it, especially since the corruption is limited to level 12.

I thought about Red Nightmare/Dream for Endurance Charges; it's a bit wasteful in terms of skill point investment, but there is a very nice node for it in the Marauder section just below Barbarism. It's certainly a viable option, as is simply playing Juggernaut. While it suffers in damage, I'm starting to lean that way simply for the utility, given that one of Slayer's main advantages was better leech enabling Melee Phys on Full Life, and there are now so many more competitive damage links in Brutality, Maim, and Ruthlessness.

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