1more q) So, if i'm going Juggernaut i don't have anymore need in side generation of endurance charges? Or this class passive is not enought to get charges?
For general mapping I would say the Juggernaut endurance charge generation from taking hits is plenty. 30% is a very good chance when considering that you won't go out of your way to dodge hits from melee/ranged trash mobs, and you only need to get a charge every 10-15 secs depending on your passive tree, to keep them all up.
That said though, I highly advise you to keep just a single socket Enduring Cry on your bar regardless. Just for those situations when you travel long distances or encounter bosses that you don't want to be tanking. Just so you can keep refreshing your charges without taking damage on purpose. Remember that Enduring Cry also can generate the full number of Endurance charges in a single use, thanks to the Juggernaut passive, regardless of number of enemies nearby.
Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more.
'Cause it's a bitter sweet symphony this league.
Try to make maps meet, you're a slave to the meta, then you leave.
Last edited by Xavathos#5130 on Aug 8, 2017, 10:20:58 AM
This may be a stupid question, and I'm sorry if it's been answered (I couldn't find a way to search replies), but how do you generate endurance charges with this build?
I can see the Juggernaut ascendancy path gives a 30% chance on hit to generate a charge, but what if you choose another path and/or class?
I just can't see an ability that helps generate them, yet one of the utilities is immortal all. Am I just misunderstanding the use of immortal call here? (do you actually not need endurance charges?)
I'm clearly just a bit confused and happily admit to being a noob so any help here would be amazing, cheers!
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Xavathos wrote:
Number of ways to work Endurance charges in.
One is playing Juggernaut and putting your face in between angry things and what they are angry at.
Another is the manual use of Warlord's Mark. Not recommended.
You would be better off putting it on a blasphemy, but you'll need Enlighten 4 (or 2 in Atziri's Disfavour) to be able to use a Herald and Hatred still with a curse. Even then you need Blood Magic support on Cyclone because you'd have 99% reserved mana.
Alternatively you could run Curse on Hit with a Herald of Ice (Ash doesn't work because it doesn't hit) or Cast When Damage Taken setups with Warlord's Mark to gain endurance charges, as suggested by Archimtiros. The latter is the best option in this case. Herald of Ice has no place in this build.
Another very common and easy way is Enduring Cry. Very easy to spam, nifty short boost to life regen as a bonus. Good on bosses too, where the curse will fail you unless it has many adds.
One more alternative is the use of Tidebreaker (2H mace). This weapon will link the support gem Endurance charge on melee stun to your cyclone for free, with 10% inc phy dmg per charge as a bonus.
I believe Lighty said on stream that he was going to be using Tidebreaker, which would explain the lack of charge generators in his guide.
There are other gear related ways to gain charges, such as Daresso's Defiance and Vengeance/Stun/Charge on Melee Stun, but these are generally not as practical for Cyclone builds.
Read my quote above. :)
No such thing as stupid questions.
Just edited it going a little lighter on the abbreviations, considering you're a new player. My bad!
Regarding endurance charge generation, I've found Vengeance and Leap Slam with End charge on melee stun support to be quite effective. Here is what I run as a Slayer, mind:
I have also automated frenzy generation with this:
(level1 because I'm minimizing degen)
Really liking this build so far, did merc lab at lv67 and kitava without dying in pretty standard gear. Looking forward to see how it's going to progress into higher tier maps.
You can also try Vengeance + Stun + End Charge on Melee Stun
Suffers from the same downside as Juggernaut. You need to get hit. Except it's worse because:
You need to get hit.
You need Vengeance to proc 30%, or 40% if max quality.
Something then needs to be alive to get hit by Vengeance near you as a Cyclone build.
Finally, Vengeance needs to successfully stun that target. Low damage without damage links means very low chance to stun, depending on mob max life compared to damage if the hit. Weak mobs won't survive to hit you in the first place, strong ones will resist getting stunned.
You see the point? In theory it works. In practice, I highly doubt it. Also... 3 sockets vs. 1 if using Enduring Cry.
In practice I use it successfully to maintain 3 end charges, but I'm very far from the DPS values I see in this thread, so I don't actually kill mobs the second I touch them and I'm getting hit really often (for no damage because armour and mitigation) :). So YMMV :). I was just suggesting an alternative to consider.
Last edited by Tsicafrou#1274 on Aug 8, 2017, 2:33:32 PM
I'm doing the slayer variant of the build and having some difficulty with uber izarro and by difficulty I mean I keep getting 1 shot. How much life should I have before I attempt it again and how can I get high enough life - I'm sitting at around 4.6k at the moment.
Should I just level up some more and grab some more life nodes first?
I dont Belive in chance to bleed looking at the tool tips and watching the life go down dosint seem worth it over a ruthlesness or a increased area. can anyone prove this wrong?