[3.17] For Slayer / Champion - Ngamahu Cyclone / Consecrated Path / Tectonic Slam

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Rastamepas wrote:
What would you say would be the best order of upgrades for my build? My gloves are pretty crap but I didn't want to spend a few ex on life/high AS/ res gloves if the ex would be better spent elsewhere first. Have roughly 10-12ex to spend


Better Ngamahu's. You're missing a boatload of dmg there. Better boots. 30% movement speed is mandatory you must be dog shit slow running thru molasses, drunk. Yikes. Too bad you wasted all that cash on Dying Sun the flask does almost nothing with this build as MB brings very little damage, so you're amplifying the wrong thing. End build, Cyclone is doing about 80-85% of the work. Your belt sucks too, get a stygian, the abyssal jewels bring a lot more to the table than 6% AOE (which won't actually increase your range as it doesn't work on percentages, but whole values so if you fall short, you won't get the unit increase anyway).

Your rings are trash too. Get opals. Don't know why you opted to get regular jewels either, 4 nicely rolled abyssal jewels would give you more life and probably about 20% more damage.

You really should learn how to use POB I'm surprised people still just toss stuff together the old fashioned way. You would have discovered that you're way over on your resistances, sacrificing lots of damage. You are overcapped on fire (47%) and lightning is at 71%. So much waste.

You don't even have 100k damage against Shaper/Guardians (81k). You must be taking 20m to clear a T13.
Deliver pain exquisite
Last edited by ultratiem#0592 on Jan 20, 2018, 4:28:10 PM
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JayChow wrote:
Hi there,

First of all thanks for the build.

I'm currently following the Xoph's Blood tree with Primeval Force and noticed you don't take Vaal Pact as a Slayer. Is there a reason why you don't take that node?

Vaal Pact is not needed, that is why it is not picked in the skill tree. But if you feel more comfortable with it, you can definitely go for it.

_____________________________________________________________________________

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Rastamepas wrote:
What would you say would be the best order of upgrades for my build? My gloves are pretty crap but I didn't want to spend a few ex on life/high AS/ res gloves if the ex would be better spent elsewhere first. Have roughly 10-12ex to spend

I would recommend you to spec for the 4th jewel socket and then get Watcher's Eye with Extra Fire damage. Run Anger + Herald of Ash. This will greatly improve your damage.

Check out FAQ section for flowchart for aura setup.

Besides trading for gloves, you can consider crafting for one. Or go for Tombfist gloves instead. Tombfist with murderous abyssal jewel gives you free Intimidate which further improve your damage. 2 abyssal socket Tombfist provides the most damage and survival buff as you can have 2 x 50 flat life jewels in it.

Your boots is missing movement speed so that will be a slot you can look into improving. A minimum of 20% movement speed is recommended.

For Ngamahu axe, aim for 410 pDPS with at least 10% attack speed. The higher the attack speed on the axe, the better.

Rings will be the last slots for upgrade since they provide you good resistance at this moment. You can roll a 3rd resistance on Kraken Knot ring.

Check out the flasks section, especially on the preferred rolls for magical flasks. They help greatly in ensuring better survivability.

For jewels, you will prioritize flat life (abyssal jewel) or life % (regular jewels) over damage rolls.

The Elemental damage with attack on your belt can go higher. So consider re-rolling that affix.

One more thing, get 20% quality on your gems. That will further improve your damage.

Last edited by kira1414#3753 on Jan 21, 2018, 3:29:22 AM
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_Tiem wrote:
You would have discovered that you're way over on your resistances, sacrificing lots of damage. You are overcapped on fire (47%) and lightning is at 71%. So much waste.


On this point, what's the ideal uncapped resistance then? Considering I'm going for Taste of Hate + Lion's Roar + Dying Sun, so no Wise Oak to spam for me.

And considering at endgame, most of the DPS comes from Cyclone and not Molten Burst, why is the additional projectile bonus from DS worth 7 ex for us?
Last edited by bipsylalapo#7777 on Jan 21, 2018, 4:39:01 AM
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bipsylalapo wrote:


On this point, what's the ideal uncapped resistance then? Considering I'm going for Taste of Hate + Lion's Roar + Dying Sun, so no Wise Oak to spam for me.

And considering at endgame, most of the DPS comes from Cyclone and not Molten Burst, why is the additional projectile bonus from DS worth 7 ex for us?

Ideal overcap resist for fire, lightning and cold is 110.

Since you have Taste of Hate + Dying Sun, you should go for Wise Oak too.

The 15% penetration from Wise Oak is huge damage buff and it last for 6 seconds. And the flask provide 2 use on a full charge.

Taste of Hate + Dying Sun flask last 4.8 seconds each and holds 2 use on full charges too.

EDIT: And to answer the price on Dying Sun, Cyclone does not provide 85% of total damage. I would put it at 60% to 70% on well geared character.

Molten Burst still does good damage otherwise people won't be able to kill Shaper wearing Kaom's Heart.

2 additional projectiles = 28% more Molten Burst damage when all balls hits target.
Last edited by kira1414#3753 on Jan 21, 2018, 5:25:27 AM
I see there are Ngamahu Axes on the market with +Weapon Range, is it necessary to have? And is it worth picking up if not?
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HoboJingles wrote:
I see there are Ngamahu Axes on the market with +Weapon Range, is it necessary to have? And is it worth picking up if not?

+2 weapon range is just good to have. You don't need it at all to clear content.

But if you have lots of currency to spend, you can go for it. Just make sure the pDPS is at least 410 and comes with 10+% attack speed. :)
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bipsylalapo wrote:


On this point, what's the ideal uncapped resistance then? Considering I'm going for Taste of Hate + Lion's Roar + Dying Sun, so no Wise Oak to spam for me.

And considering at endgame, most of the DPS comes from Cyclone and not Molten Burst, why is the additional projectile bonus from DS worth 7 ex for us?


Your ideal resistance cap should be 109 (110 for Fire on account of Barbarism). This gives you protection from EW in red maps (>79). You can go higher but you’re protecting yourself from rare and localized events, none of which matter in fights like Elder, Shaper. Both Shaper and Elder both employ cold and neither curse you so overcapping is futile. Running Purity of Ice to get your max up goes an incredibly long way. Stacking resistance above the 75 cap has tremendous returns. That’s of course if you care about EW on a tanky melee build. It’s completely fine to just run 76/75/75.

DS is likely the biggest waste of money in the author’s guide, not even sure why they listed it. 7ex to amplify a skill that brings almost nothing to the table. You’re priorities should be:

Xoph’s
Perfect Ngamahu (everything scales from your weapon, so the better it is, the more exponential gains you’ll see)
6L properly colored Bronn’s
Hysteria rolled Opals
Watcher’s Eye
Helmet enchant
Lion’s Roar

Then all the rest to flesh out the build. But the above will give you Shaper dps and you’ll melt maps. DS isn’t even on the radar. You could get 2 nicely rolled opals that will bring upwards of 20% more consistent damage to everything (Cyclone and MB) for the cost of DS, a flask that’s up periodically.

Also only about half of all MB projectiles actually hit. And given that they have a max range of 20 units, an average estimate of damage scaling through Point Blank only puts them at 1.3x. So even with that node, they don’t generate that much for the build. Go ahead and drop Iron Grip, it’s a waste of a point.
Deliver pain exquisite
Last edited by ultratiem#0592 on Jan 21, 2018, 1:57:14 PM
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_Tiem wrote:
Your ideal resistance cap should be 109 (110 for Fire on account of Barbarism). This gives you protection from EW in red maps (>79). You can go higher but you’re protecting yourself from rare and localized events, none of which matter in fights like Elder, Shaper. Both Shaper and Elder both employ cold and neither curse you so overcapping is futile. Running Purity of Ice to get your max up goes an incredibly long way. Stacking resistance above the 75 cap has tremendous returns. That’s of course if you care about EW on a tanky melee build. It’s completely fine to just run 76/75/75.

If leveling is not a thing then you can definitely cap your resist at just 76/75/75.

76/75/75 works well for seasoned and skilled player but for new players coming to the game, they will see lots of frustration when they die randomly to elemental spell attacks when cursed by elemental weakness.

In fact, seasoned players across any builds will still recommend overcapping resistance for elemental weakness map for smoother game play so that they don't have to bother about the curse or re-rolling the map.

Yes you can run an anti-curse flask but there will be situations that your flask goes out of charges in a long fight. Rogue map bosses in a cursed map with 60% lesser life recovery will hit so hard.

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_Tiem wrote:

DS is likely the biggest waste of money in the author’s guide, not even sure why they listed it. 7ex to amplify a skill that brings almost nothing to the table. You’re priorities should be:

Back when this build was created in patch 2.5 (1 year ago), Dying Sun was one of the best flasks for the build (Wise Oak was added in patch 2.6).

Even after the AOE nerf, it is still a great flask for all projectile damage. Is it mandatory? No it is not. Even budget flasks can kill Shaper.

But for players pushing for min/max gears, they can go for the flask.

And don't forget, Dying Sun is great vs Uber Atziri who does fire damage.

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_Tiem wrote:

Xoph’s
Perfect Ngamahu (everything scales from your weapon, so the better it is, the more exponential gains you’ll see)
6L properly colored Bronn’s
Hysteria rolled Opals
Watcher’s Eye
Helmet enchant
Lion’s Roar

Then all the rest to flesh out the build. But the above will give you Shaper dps and you’ll melt maps. DS isn’t even on the radar. You could get 2 nicely rolled opals that will bring upwards of 20% more consistent damage to everything (Cyclone and MB) for the cost of DS, a flask that’s up periodically.

No unique flask brings consistent damage to the build since they only last 4.8 to 6 seconds. And flasks will tend to be the last thing you work on for upgrading (except Wise Oak and Lion's Roar as they are relatively cheap to acquire).

As I wrote above, for players going for min/max on their character, Dying Sun is an option.

Can the currency be better spend else where? Yes for certain. But over 20% of damage gain on Molten Balls isn't nothing.

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_Tiem wrote:

Also only about half of all MB projectiles actually hit. And given that they have a max range of 20 units, an average estimate of damage scaling through Point Blank only puts them at 1.3x. So even with that node, they don’t generate that much for the build. Go ahead and drop Iron Grip, it’s a waste of a point.

Molten Burst has Concentrated gem linked so the max range is 20 x 0.7 = 14 units.

Most balls damage fall within 40% to 50% damage gain (and not 30% as you mentioned) for point blank as shown in the picture below:



You pretty much negate the fact that Molten Balls have 2 damage components - single target DPS (target they hit) and area DPS (surrounding targets where ball lands).

The area DPS is higher than the single target if you use a DPS calculator. Even though the balls don't land on a target, the AOE damage they deal will still apply if the enemy is within damage zone.

Un-specing Iron Grip is bad advice. You are throwing away 10% damage of each molten ball away for just 1 skill point. Don't forget, the more strength your character has, the more damage Iron Grip brings to the balls.

Try switching Ngamahu to a rare axe with similar damage range and fight Uber Izaro at level 70. You will definitely notice the damage difference Molten Burst brings.

In fact, just compare a rare axe with similar damage against Ngamahu at level 55 to clear A1 to A10. The clear speed difference is significant.

Just look at Molten Strike builds out there, why are they focusing on getting as many projectiles as possible? They are doing that because each additional projectile add significant damage to the build.

So stop saying Molten Burst only contribute a small part to the damage of the build and mislead other players, especially newcomers.
looking to upgrade my gears..any thoughts on which items should be prioritized to upgrade...thank you and great guide again
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kira1414 wrote:

Molten Burst has Concentrated gem linked so the max range is 20 x 0.7 = 14 units.

Most balls damage fall within 40% to 50% damage gain (and not 30% as you mentioned) for point blank as shown in the picture below:

[...]

So stop saying Molten Burst only contribute a small part to the damage of the build and mislead other players, especially newcomers.


It's true. Just because you have your head buried in the sand doesn't make it false.

On my build, which is pretty close to as perfect as you can get (unless I spent more coin on mirror worthy gear), my Cyclone dps is 420k. Each MB projectile is 33k. (These values are all against Shaper.) There are 7 projectiles for a total damage of 37k*7=259k. That is if all land and all have the max buff from PB. Looks amazing right? Wow, that's about 60% more damage!

But wait, there's only a 20% chance of them proc'ing. So if Cyclone is doing 420k damage at an attack rate of 4 (it's actually 3.85), then you'll see it proc once. And there's no real world scenario where every projectile hits. Sure you may get a good spread of 50% or the enemy may up and move and all of them miss. I've seen this in lots of boss fights, especially Shaper who is quite mobile unless he's channeling. So let's be liberal and say half hit (I suspect that's actually pretty accurate).

So that number goes down to about 125k per 420k. So let's say MB brings 25-30%. Seems good right? Still good. 30% more damage is pretty good. Now let's see what DS brings:

(15-25)% increased Area of Effect during Flask Effect
2 additional Projectiles during Flask Effect


Firstly, 25% iAOE will push MB up 1 AOE Radius. GGG nerfed the way AOE works and how each percent interacts with itself waaaaay back in something like 2.4. AOE is pretty worthless where most of the AOE is baked into each skill, so stacking it outside of the gem iAOE returns very little, especially from what it did before the big AOE reworking.

Secondly, adding 2 additional projectiles. If we opt for a realistic account, that means only 1 will land. But let's be liberal and say both will. Now you have 5*37k, which equals 185k (up from 125k). So you're effectively adding 60k to your total damage of 565k. Which is about 11% more damage on the whole. So for 7ex, you are getting a small window of 11% more damage.

Adding hysteria rolls to your ring (Gain 10% of Physical Damage as Extra Fire Damage) brings about 5% more. That's 5% more to not only your MB projectiles, which let's say are still 30% (I'm still not buying that many hit but let's say for the sake of the argument they do) but also to Cyclone, which makes up the other 70%. Now correct me if I'm wrong, but 5% of 70% and 5 of 30% is still more than 11% of 30%. And that's 100% uptime. Wowa, lots of percentages.

Having them max rolled Opals brings that number up to around 9%. That's 9% to the entire build. Again 100% uptime.

So yeah man. It's not that DS does nothing. It's just that for how expensive it is, it should be last on the list of things to get. Pretty much like for the guy running Cyclone that has everything.

Putting your ex to maximum use. Go down my list and be happy. Or waste your money and get stupid flasks that bring next to nothing to the build. So yeah, math disagrees with you. I disagree with you.

*drops mic

PS: lol
Deliver pain exquisite

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