[3.10] Sovyn's Lazy Pally - Tanky Templar with Max Block

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davidx91 wrote:
Does anyone have any personal recommendations on which single target and which AoE to use and the success they've had with them? I can't really decide.. Thanks! :D


In addition to the excellent summary above, you could try double strike + melee splash as an AOE skill if the knockback from heavy strike is not good for you.

Or, cyclone, but you can't use it with multistrike due to desync. Instead, use faster attacks, melee physical damage, added fire damage. Cyclone may be a bit risker as your ability to back away will be hampered.

Finally, spectral throw gives a huge range without having to wait for it to build up like reave. With this one, you would use lesser multiple projectiles, faster attacks, added fire damage, and, if you have elemental damage on your weapon, weapon elemental damage support.

My personal opinion is that infernal blow fits best with the build if you must have an AOE and can handle the mana cost. Mana Leech + melee splash + added fire damage as far as supports.

As far as what I've used with success, heavy strike + multistike, alternates between targets. It plays a bit like frenzy in Diablo 2.
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Sovyn wrote:
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Saviourself wrote:
I've been having a heap of fun using cyclone/curse on hit/warlords mark (got an enfeeble I want to try out as well and see if that gives me more bang for buck). Considering you get curse on hit after library normal (and cast on getting hit is act 3 merciless), it's a great lazy pally way to get the curse up while still doing damage (and on a showstring mana budget)
......


Good idea for newer players on the curse on hit from normal. I'd say that for most, a damage support gem would be preferable, but it may be a good alternative if one is having trouble with survivability.

Edit; one could put curse on hit on a secondary 'engage' type attack like leap slam or shield charge, then finish 'em off with the usual heavy strike or cyclone, etc.


If i ever found out how the damage curses works, they could definitly be a good option to have instead of having more expensive weapon elemental damage for example. since the curses will be free.

So lets guess you are doing 1.000 damage per second with 3links, is it then worth to add WED or vulnerability if you grab the 4th+5th
level 10 vuln = 1k / 0,71 (it removes 29% resists) = 1408dps
level 20 vuln = 1k / 0,66 = 1515dps
mana increase = 0
lvl 10 wed = 1k * 1,49 = 1490dps
lvl 20 wed = 1k * 1,59 = 1590dps
mana increase = 50%

So my guess it is def useful until you have no mana problems what so ever. If it wasnt for that it uses 2 gem slots it would be awesome :-p maybe i i had a tabula rosa and wanted to level a new character. Having 6L item with low mana, yeah would probably be great..

heavy strike + multistrike + curse on hit + vulnerability
vs
heavy strike + multistrike + faster attacks + melee physical damage
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Dragosani wrote:
Hey Guys,
First of, kudos to Sovn for great guide and greetings from Poland - i'm following it and so far i'm satisfied altough i'm on normal 3rd act after piety but i'm sure on cruel will work fine as well.
Got a question regarding single attack (as multihitter i'm using Reave), so what do you think about using some totally different strikes like viper strike and puncture?
i'm just experimenting with it and i like dot's but i guess it won't be effective in higher levels?
Would love to hear your opinions.
D.


Hail Dragosani!

Welcome.

Like the above poster I did not have success with puncture in my testing, and viper strike seemed too weak for general purpose use. However, I never leveled them up much or investigated appropriate supports. I would say out of the two of them, viper strike has the most potential. You have to be patient though as it can take a little time for the poison to do its thing.

I prefer more immediate results. :)
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Hierokliff wrote:

heavy strike + multistrike + curse on hit + vulnerability
vs
heavy strike + multistrike + faster attacks + melee physical damage


Thank you for the theorycrafting.

The other issue besides taking up two sockets is that you won't be able to use enfeeble on bosses without switching out your primary attack or using windscream or something like that. (Only one curse allowed at a time by default.)
Why have Ondar's Guile when you has the other passive that makes it so you can't evade?
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LXTerror wrote:
Why have Ondar's Guile when you has the other passive that makes it so you can't evade?


Sorry, you have my build confused with someone else's, friend. We don't take Iron Reflexes or Unwavering Stance here -- no need.
Last edited by Sovyn#2637 on Oct 28, 2013, 2:46:55 PM
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Sovyn wrote:
The way weapon DPS is calculated is by adding all of the damage numbers together, then dividing by 2 to get the average, then multiplying by the attack speed.

For example, your weapon is 216 DPS.


Yeah, I figured that was it but was hoping there was a simple tooltip... Lazy pallies don't want to do math... ; P

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Good idea for newer players on the curse on hit from normal. I'd say that for most, a damage support gem would be preferable, but it may be a good alternative if one is having trouble with survivability.

Edit; one could put curse on hit on a secondary 'engage' type attack like leap slam or shield charge, then finish 'em off with the usual heavy strike or cyclone, etc.


Yeah, my 'main' attack mode is the chest set (inferno or heavy strike/melee splash/blood magic/leech life), I have shield charge for rapid ingress/egress and some spectacular damage (I used 3 screen surround so I can actually target stuff just slightly in to the outboard monitors).

Cyclone has no actual dmg support attached to it as the mana cost would drive up beyond what my 90% of auras would allow (plus socket budget is tight), it's purely used to apply the curse. It's also way way too slow to use as a fast way to get around the field (leap slam or shield charge are far better). However, it does have the bonus that it deals a large number of hits. The base curse proc rate on the gem is about 30%, but a few seconds of cyclone is almost guaranteed to mark most of a pack.

What I have found is that with a dense enough pack, cyclone becomes self supporting because warlords gives you a huge boost to leeching life and mana + flash charges on kills. Obviously, once you get a 'cast on hit' you can combo it in with enduring/molten/enfeeble/other, but as that will either be at almost end game for most players, or incredibly expensive to obtain, this is a very easy way to get your curses up early on.

Ideally, I see my setup as:

6L chest (yeah, I wish)- main attack (prolly inferno)+all the trimmings
3L weapon - cyclone + curse on hit + *insert appropriate curse here*
3L shield - shield charge + stuff
4L glove/boot/hat - 1 4L cluster for auras/mana reduction (hrm, do 2x mana reduction gems stack??), which leaves 2x 4L for 1-2 "cast when hit" clusters or "other"

Alternately, since losing 3 slots in the weapon is not really that big a deal at that point, I do have a legacy pair of 999 facebreakers, swap leap slam in for shield charge and keep inferno/cyclone as main attack/debuff attack... Hrm, I should try that tonight...

edit: damn, leapslam won't work with gloves... anyone else got a good fast movement ability that works with unarmed?
Last edited by Saviourself#3486 on Oct 28, 2013, 6:12:07 PM
All I can think of is Shield Charge and Lightning Warp, that work with unarmed.
Can you please recommend some good belts that we can use. Thank you in advance.
Pretty sure shield charge is a no go either. Part of the skill attacks with a melee weapon. So it shouldn't work

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