[outdated] Caustic Arrow Solo Map MFer (20/300+)
" oh pls i enjoy rips from clever acro top 50 guys. t3 talisman bear is my superstar, following by chaos leaper. also ir boost clearspeed, as you can facetank most of white packs. No rest for the wicked Last edited by mezmery#2042 on Dec 18, 2015, 1:17:55 AM
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" so you say IR helps with the oneshot from bear-groundslams? No, it doesn't. Acro won't always help you, but when you evade that one big hit, it's already worth. I also die sometimes, but it's not the point of the guy's question. To start farming low content (T1-7, dried lake) IR is just as useless as energy shield if you play this build from range. No need to "face tank" anything, we are not tanks by design. If you play to "facetank white packs" something is wrong, those guys die in split seconds when you're farming anyway. But do as you like, mate. @Ser gratz :) Glad to see you take off! @Bawheidboob try to place firetrap or some other damage spell that benefits from the lvl 10 added chaos, normal will be even more breez-y. If you have a redgem tali, flame totem is king again :D IGN: WildTortillaFart
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" Iron Reflexes: get hit by a bunch of small shit at once in a rippy map, still die (can't evade anything). Get hit by a huge monster smash, still die. Acro: bunch of small shit tries to hit you, only 20% of it hits, you survive. Get attacked by a huge monster smash, you might live and dodge it, you might not. Thing about armour is that it has diminishing returns. If your armour value is high enough, popping a granite is about as useful as eating a sandwich mid-fight. :P With Acro, of those 20% of the swarm shots that hit you, if you pop a granite, you barely notice them. With proper flask usage and timing, and basically just not being an idiot, Acro will win 10/10 times compared to IR in the truly rippy situations. Iron Reflexes only real advantage is that the grey area of medium damage, you can afford to be more risky than with IR as long as it isn't a swarm of hits coming at you at once. Take Uber Atziri for example. The trio in the Abyss actually hits less hard than the Village Ruin doggy (pre-nerf), so IR sees a minor advantage there. With Acro, you have to be top-tier with your flask timing and rolls, which is why every advanced Acro player you'll see with AT LEAST two Seething pots. It's also why a lot of new players say evasion sucks. It doesn't. It's fucking fantastic. But you have to play it right in order for it to trump IR. ****** @Chrono Did more than take off, thanks to that drop.
Spoiler
Res capped, 4k life, 14/200+ Just the 6L and gear tweaks left. Still got another 33% IIR to go on the Andies, but that can wait. Time to start pushing challenges tomorrow. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Dec 18, 2015, 2:08:12 AM
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" no idea why you think that taking ir affects player ability to move properly. i ripped 3 acro chars when i tested that stuff in beyond league(not just acro, but block acro, 2 bor\woe maxblock and 1 acro hybrid witch, wanted to be as tanky as possible while not relying on elemental damage), and back that times phys damage hadn't been ripping your face apart. none of my much squishier ci, armor and ir chars died to random blows, every death was my clear decision flaw(not noticing thunder bearers under water, not paying attention to martyr ghost, doing rippy 140+ maps late at night etc i just suppose our arguement comes to sc\hc playing, i dont want any kind of random in my gameplay and never rely on it, staying as focused as possible. No rest for the wicked Last edited by mezmery#2042 on Dec 18, 2015, 2:26:25 AM
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" I'm not. What I mean is that the player has to make adjustments to their style in order for it to be better. You need to roll your flasks differently, you need to be more cognizant of your surroundings and anticipate what's happening. Basically, the difference is this: IR allows you to make a lot of small mistakes and get away with it. But when that big mistake happens at a bad time, it won't matter, hello Standard. With Acro, those small mistakes are a lot less forgiving. But if you're a more skilled player, those small mistakes will never happen in the first place, because you're preventing them by being more aware. At that point, as a skilled player the MAJOR advantage is that when you do make that one big mistake, Acro can bail you out. It might not, but it can. With IR, if you make that exact same mistake in the exact same situation, you're 100% dead. So no, it's not a matter of sc/hc. I've done plenty of acro builds in HC, and every single one of them got further than the IR characters I played. Jul 27, 2011 - Sept 30, 2018.
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" IR does not affect player ability to move, but your general ability to avoid damage affects youro success playing Acro. If you are new and don't know better, IR has benefits because you get hit all the fing time. If you know what you are doing, acro might still get you killed, but saves your ass in 20% of the time nevertheless. That's what it translates to, IR has no random sure, but it is deterministicly inferior because armor sucks for big hits (which are the only real threat to me). @Ser damn, you're ahead :D Well OK, I try to get a 6L first and then mastercraft it, but never find an iLvl 64+ one when I'm online. And no time off work sadly :( Weekends, here I come ^^ BTW, are you aiming at 32 or less challenges? Some are damn hairy to complete I fear :/ IGN: WildTortillaFart
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i like rolling ci.
there is no place for mistake at all, at any point, all3 of my 90+ ci chars are still alive in my hardcore No rest for the wicked Last edited by mezmery#2042 on Dec 18, 2015, 2:52:31 AM
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What's funny is that CI isn't all that different, because literally the only defense you have is a high ES pool. You can't tank or dodge anything.
/shrug Whatever works for ya though, bud. =) " I got a bit lucky and dropped a spare 5L so I worked on that, chromed it, rolled +2, regaled the crit, got a master service job done on it, exalted lit res, then exalted +1 gems. Given the hellfire 3.3k fusings it took me to 6L my Warbands bow, I'll probably do the same thing at this point. Buy a white 6L then craft it up. We'll see, I'm in no rush anymore. Level 90 then whatever else happens. 28/32 is my goal for now but I might go 32/32 just for the sake of my profile. ;) That Tier 15 Twinned challenge is going to be naaaaaaaaaasty. Might roll Mara axe cyclone just for that. Also, I don't have a marauder. Period. So it'd be good to get a high level one. Jul 27, 2011 - Sept 30, 2018.
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Hello Serleth,
Do you recommend the use of Divination Distillate flask? Thanks for your time, you're doing a great job with this build. |
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I don't personally use it, simply because of the regen we get and the fact that we don't cull, it's difficult to time it and quite frankly, I prefer to have two Quicksilvers so that I'm never caught somewhere in a map where I have to walk back from a long dead end (read: Tunnel, Mine, certain Villa / Museum layouts, etc.)
But with the changes to mana per level, I'm relatively confident a significantly lower level clarity, if not dropping it outright (for maps without reduced recovery) is possible, which would make it easier to time without needing to sacrifice the life regeneration. Alternately, you could always just have your third life flask slot rolled with the Sapping prefix right before the kill. And if you're fine dropping the Wither totem or something, you can easily throw an FT cull setup in. At any rate, the short answer is if you're fine making the adjustments in order to get it working, feel free. Nothing wrong at all with adding more MF to your boss kills. Jul 27, 2011 - Sept 30, 2018.
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