You are using focus support gem and the gem says "supported skills cannot inflict elemental ailments"
so the way i understand this if u shock a mob (from our lightning damage) they will take more damage due to our nodes increased damage from ailments but if u are using focus gem you are not putting ailments on mobs thus not benefiting from the ailments damage? or am i getting this all wrong?
other than that good job on build hope you keep working on it, maybe add some alternative gear options is he only thing i would add
Hey dude, appreciate for playing it!
First of all, Shock - is not damaging ailment like Ignite thus cannot be upgraded with "increased Ailment damage" only with "increased Shock effect/duration".
My ultimate idea is to deal with End-game content and still maintain pretty good clear speed.
So, with Cyclone, we're dealing a lot of small hits. But Shock requires big hits. To inflict 50% increased damage with Shock - you should deal 10% of mob max life as lightning damage with one hit! which is nearly impossible for end-game bosses. That's why Elemental focus is great here with 49% more damage all the time right?)
Yeah, I'm checking this thread multiple times per day (it's my baby :3)
Will add leveling guide and lower tier items soon. Don't have sufficient time for that right now, family, work, new league... :D
Couple things I've seen from poking around on PoB:
In the duelist area we go north from golem's blood into the destroyer 2h damage node.
You take the damage>speed>destroyer>damage nodes... but if you take damage>damage>damage>destroyer nodes instead, it nets an increase of DPS.
The other thing i'm not sure of is going north into shadow after you reach Vaal Pact.
Other considerations: Templar start instead of shadow stert
Shadow: 7(+2) points for 12% aspd, 20% ele dmg, 30% health, 30str, 30 dex, 20 int
Templar: 9 points for 5% aspd, 60% ele dmg, 14% melee dmg, 15% health, 20 base health, 30 str, 20 int
*Go east from devotion up to retribution
since the shadow is 2 less, effectively counting it as +30% health as if the other 2 points spent on 5% life nodes.
Trade off:
-7% aspd, -15% life -30 dex (literally useless) for +40% ele dmg, +14% melee dmg), +20 base health
It also opens up the option to spend +2 points for +18% area of effect & 20% area damage
255hp or 30,000 total dps for the same amount of points.
Another option is going southeast into Herbalism which opens up Primeval force as an option as well.
(This path lets you get primeval force & forces of nature at level 100 for a total of 1.19m dps without changing HP but spending the last 9 points purely on damage instead of HP)
Just a couple ideas ... I just have this gut feeling like the journey north of vaal pact isn't worth it but i could be totally wrong haha.
Last edited by Bloodytrailz on Aug 8, 2017, 2:09:17 PM
Couple things I've seen from poking around on PoB:
In the duelist area we go north from golem's blood into the destroyer 2h damage node.
You take the damage>speed>destroyer>damage nodes... but if you take damage>damage>damage>destroyer nodes instead, it nets an increase of DPS.
The other thing i'm not sure of is going north into shadow after you reach Vaal Pact.
Other considerations: Templar start instead of shadow stert
Shadow: 7(+2) points for 12% aspd, 20% ele dmg, 30% health, 30str, 30 dex, 20 int
Templar: 9 points for 5% aspd, 60% ele dmg, 14% melee dmg, 15% health, 20 base health, 30 str, 20 int
*Go east from devotion up to retribution
since the shadow is 2 less, effectively counting it as +30% health as if the other 2 points spent on 5% life nodes.
Trade off:
-7% aspd, -15% life -30 dex (literally useless) for +40% ele dmg, +14% melee dmg), +20 base health
It also opens up the option to spend +2 points for +18% area of effect & 20% area damage
255hp or 30,000 total dps for the same amount of points.
Another option is going southeast into Herbalism which opens up Primeval force as an option as well.
(This path lets you get primeval force & forces of nature at level 100 for a total of 1.19m dps without changing HP but spending the last 9 points purely on damage instead of HP)
Just a couple ideas ... I just have this gut feeling like the journey north of vaal pact isn't worth it but i could be totally wrong haha.
You just reading my thoughts LUL
I've absolutely the same ideas and stopped at Shadow area. Out of 3 it provides the highest HP pool and second by damage. Forces of nature is pretty good too, the highest damage and second in health. Templar area is lowest by damage and health but have +2 to cyclone radius.
I know this pertains to what has already been said about curses but this is just my thoughts on it :)
For skill gems I was thinking about changing up the 4links a little bit
4L: Leap slam - Ancestral Protector - Faster Attacks - Fortify (swapping in culling for big bosses)
4L: CWDT @ 20 - Immortal Call - Bladefall - Elemental Weakness
4S: Lightning golem - Blood rage - Hatred - Herald of Ash
Although this causes me to manually cast my golem and am trading Vaal lightning trap for it; Vaal is +15% damage shock in 3.0 and elemental weakness is a curse which is reduced by bosses
Ele weakness:
+44% damage against non-bosses
+17.6% damage against standard bosses
+8.8% on shaper/guardians (which is easy to fix, gem swap to your standard gem setup only if doing shaper or guardians that let you get charges for trap)
*Curse has the bonus of not having to have the mob stand in specific spots as well*
This will be a net increase in damage basically across the board and ESPECIALLY against targets you wouldn't normally vaal trap on and all it requires is being hit... not souls (which on some bosses you can't even get)
Also; If it turns out I don't like blood rage (as other people have expressed their quesitonability towards it) i can just slot in a CWDT for just the golem haha.
Personally, I like using CWDT->immortal call->enfeeble in certain scenarios. Since the damage output is already high, this can really help against some enemies later on, especially since you don't need to take unwavering stance. Keeping bladefall in there would also help a lot as well.
Also, you have to be careful about the leap slam setup. Not having it linked to blood magic could be risky, as you can run out of mana occasionally. I died a couple of times to this actually before I linked it to bm. Your mana is fine if you're only cycloning, but sometimes it'll be just low enough that this may be an issue. Granted I decided to swap out a kaoms for a 6l astral to use a fully buffed totem. Either way should be fine as long as you're careful.
Another thing to consider is using enduring cry. It helps tremendously with porcupines but that's about it. Not a major point but thought I'd throw it out there.
If you don't like using blood rage you could swap it for vaal haste as well.
I know this pertains to what has already been said about curses but this is just my thoughts on it :)
For skill gems I was thinking about changing up the 4links a little bit
4L: Leap slam - Ancestral Protector - Faster Attacks - Fortify (swapping in culling for big bosses)
4L: CWDT @ 20 - Immortal Call - Bladefall - Elemental Weakness
4S: Lightning golem - Blood rage - Hatred - Herald of Ash
Although this causes me to manually cast my golem and am trading Vaal lightning trap for it; Vaal is +15% damage shock in 3.0 and elemental weakness is a curse which is reduced by bosses
Ele weakness:
+44% damage against non-bosses
+17.6% damage against standard bosses
+8.8% on shaper/guardians (which is easy to fix, gem swap to your standard gem setup only if doing shaper or guardians that let you get charges for trap)
*Curse has the bonus of not having to have the mob stand in specific spots as well*
This will be a net increase in damage basically across the board and ESPECIALLY against targets you wouldn't normally vaal trap on and all it requires is being hit... not souls (which on some bosses you can't even get)
Also; If it turns out I don't like blood rage (as other people have expressed their quesitonability towards it) i can just slot in a CWDT for just the golem haha.
Hm, I like it.
4L: CWDT @ 20 - Immortal Call - Bladefall - Elemental Weakness (or enfeeble for more defenses)
So the last slots will be (HoA - Hatred is a must)
-BR
-Golem
-Vaal trap
-Vaal haste
Whatever fits your playstyle.
As I've said, you can drop BR if it feels bad. I'll have a new PC at the end of this week, and will probably just stream this build. So you can watch how I enjoy BR :D
Personally, I like using CWDT->immortal call->enfeeble in certain scenarios. Since the damage output is already high, this can really help against some enemies later on, especially since you don't need to take unwavering stance. Keeping bladefall in there would also help a lot as well.
Also, you have to be careful about the leap slam setup. Not having it linked to blood magic could be risky, as you can run out of mana occasionally. I died a couple of times to this actually before I linked it to bm. Your mana is fine if you're only cycloning, but sometimes it'll be just low enough that this may be an issue. Granted I decided to swap out a kaoms for a 6l astral to use a fully buffed totem. Either way should be fine as long as you're careful.
Another thing to consider is using enduring cry. It helps tremendously with porcupines but that's about it. Not a major point but thought I'd throw it out there.
If you don't like using blood rage you could swap it for vaal haste as well.
Thanks for insights. I've added some Gems choices to the guide.
Don't know about leap slam, I'm using it only in the lab for traps and to proc Fortify. My speed is high enough to run around pretty fast. But, if you have issues - why not?)
Porcupines were newer be a threat for this build. First of all, Immortal call save you from all of them! Secondly - Vaal pact heals you to the max all the time. Now they even had 70% chance to throw spikes on death (down from 100%)
IM does keep you from dying against porcupines, but they still do a lot of damage! I used enduring cry only to make the IM last longer against them. I don't like a binary hp bar xD. I guess I overemphasized it, thanks for pointing that out :).
You are using focus support gem and the gem says "supported skills cannot inflict elemental ailments"
so the way i understand this if u shock a mob (from our lightning damage) they will take more damage due to our nodes increased damage from ailments but if u are using focus gem you are not putting ailments on mobs thus not benefiting from the ailments damage? or am i getting this all wrong?
other than that good job on build hope you keep working on it, maybe add some alternative gear options is he only thing i would add
Hey dude, appreciate for playing it!
First of all, Shock - is not damaging ailment like Ignite thus cannot be upgraded with "increased Ailment damage" only with "increased Shock effect/duration".
My ultimate idea is to deal with End-game content and still maintain pretty good clear speed.
So, with Cyclone, we're dealing a lot of small hits. But Shock requires big hits. To inflict 50% increased damage with Shock - you should deal 10% of mob max life as lightning damage with one hit! which is nearly impossible for end-game bosses. That's why Elemental focus is great here with 49% more damage all the time right?)
Yeah, I'm checking this thread multiple times per day (it's my baby :3)
Will add leveling guide and lower tier items soon. Don't have sufficient time for that right now, family, work, new league... :D
Tks for the quick reply & ye ok it sorta make sense seems i got the whole ailments thing wrong......
Just wanted to ask if there is a different amulet that we can use seems the one in your guide is not available anymore tried googling it & seems either no 1 has found one yet or its not existent as of patch 3.0?
You are using focus support gem and the gem says "supported skills cannot inflict elemental ailments"
so the way i understand this if u shock a mob (from our lightning damage) they will take more damage due to our nodes increased damage from ailments but if u are using focus gem you are not putting ailments on mobs thus not benefiting from the ailments damage? or am i getting this all wrong?
other than that good job on build hope you keep working on it, maybe add some alternative gear options is he only thing i would add
Hey dude, appreciate for playing it!
First of all, Shock - is not damaging ailment like Ignite thus cannot be upgraded with "increased Ailment damage" only with "increased Shock effect/duration".
My ultimate idea is to deal with End-game content and still maintain pretty good clear speed.
So, with Cyclone, we're dealing a lot of small hits. But Shock requires big hits. To inflict 50% increased damage with Shock - you should deal 10% of mob max life as lightning damage with one hit! which is nearly impossible for end-game bosses. That's why Elemental focus is great here with 49% more damage all the time right?)
Yeah, I'm checking this thread multiple times per day (it's my baby :3)
Will add leveling guide and lower tier items soon. Don't have sufficient time for that right now, family, work, new league... :D
Tks for the quick reply & ye ok it sorta make sense seems i got the whole ailments thing wrong......
Just wanted to ask if there is a different amulet that we can use seems the one in your guide is not available anymore tried googling it & seems either no 1 has found one yet or its not existent as of patch 3.0?
You can get the amulet through Perandus Zana map mod or Divination cards at the moment.
Just use any amulet with life/flat phys/ele damage/res or anything you need at the moment. I've found this one which is pretty good