can someone answer some questions about this build?
1. does TV totem laser stack with our SR laser? or we can stack both of them for crazy -fire res debuff?
2. each TV totem laser does damage separately? or they dont stack?
3. how long is totem duration of TV totem?
4. WITH THE TV TOTEM DURATION NERF, CAN WE HAVE 100% TOTEM UPTIME? OR THERE WILL BE TIMES WHEN THE TOTEM DESPAWNS AND THE TVS CANT PUT A NEW ONE DOWN?
1. Pretty sure that it is the same skill, so it stack the same as multiple totems - 2 beams = 2 times faster apply of debuff, but max debuff won't change
2. Damage separately, or else nobody ever would use more than one TV (mostly people using 1 RF guy and all the others - TV)
3. was 10 seconds, will become 5 seconds
4. Considering that TV in tukohama's fortress builds reliably put 2 totems, you shouldn't worry about uptime of totems.
But it's up to devs, how they programmed their code. In patch notes they stated that TV now will not place second totem when one is active, so some time lag before replacing is quite expected. Question is - how big would that time lag be. We can affirm that only by testing it in actual patch.
@Kjeften.. would you say its a good Uberlab farmer ? or to hard ? :)
It's a good uberlab farmer, but it have critical weakness.
Lab traps that apply bleed are bugged right now, and don't have damage reduction on minions. So, those traps pretty much decimates our poor spectres and it's not ok.
I hope that they fixed that in new patch, but didn't saw about it in patchnotes, so my expectation are grim...
I don't think so. Problem is - solar guards use vastly different gem-setup, so they can't be used together as effective as TV+WM which using same burning-centered setup.
There's one important thing to understand about Wickermans.
The thing is, this build clears a T16 map in exactly the same speed as a T1 map - even without AG. The way we clear maps is the following: we SC/WB through the map like mad, constantly teleport-dragging and convocating our WMs (the faster we are, the more WMs should be used - with a CWDT Bone Offering setup you can pretty much fly through the map with constant Flesh Offering up; also things like 20/23 or 21/20 Faster Attacks Support help a bit). An end-game 6-link setup with at least 20/20 gems (not to mention 21/20+20/23 gems as well as 4-5 15-16% minion damage jewels) works this way: as soon as anything comes into WM's range, it evaporates. A T16 mob evaporates just as fast as a T1 mob.
In Turmoil, I was farming guardians early on the 3rd day I think, when even T12 maps were still not present on the market - that might give you an idea of the gear I had; those spectres with something like 18/0 gems didn't 'evaporate' T16 mobs, of course, but with the help of EE and curses they still died in reasonably fast amounts of time.
So, basically, WM's clearing speed abilities were never about their damage, they were always capped by their goddamn tiny radius. This is a very rough estimation, but considering that in 3.0 WMs could evaporate level 84 mobs when you literally just killed Kitava, it's safe to say that if the nerf is <50% damage, we probably won't notice a damn thing. By the time we reach red maps, their damage will once again be enough to evaporate stuff.
It's completely different if the nerf is bigger than 50% and really brings WMs closer to BMs. In that case, things would be slightly worse; however, even so, there are ways to counter it. For instance, minion cast speed will become more relevant, since it makes the totem rays turn faster; the faster they turn, the faster they apply -fire resist to mobs, which also helps the damage of WM's auras.
Those are just random thoughts, anyway. I guess we'll see everything for ourselves, but I would still bet on WMs not being a deadweight in this build. I'm gonna start as SRS, as usual, and keep it up until A8; in A8 I'll go with SGs, and then switch to burning spectres once I'm ready to kill Kitava and go mapping.
Timex, what did you support your SG's with? I would like to play something similar in this coming league but am unsure about high content viability of TV's and WG's now.
There's one important thing to understand about Wickermans.
The thing is, this build clears a T16 map in exactly the same speed as a T1 map - even without AG. The way we clear maps is the following: we SC/WB through the map like mad, constantly teleport-dragging and convocating our WMs (the faster we are, the more WMs should be used - with a CWDT Bone Offering setup you can pretty much fly through the map with constant Flesh Offering up; also things like 20/23 or 21/20 Faster Attacks Support help a bit). An end-game 6-link setup with at least 20/20 gems (not to mention 21/20+20/23 gems as well as 4-5 15-16% minion damage jewels) works this way: as soon as anything comes into WM's range, it evaporates. A T16 mob evaporates just as fast as a T1 mob.
In Turmoil, I was farming guardians early on the 3rd day I think, when even T12 maps were still not present on the market - that might give you an idea of the gear I had; those spectres with something like 18/0 gems didn't 'evaporate' T16 mobs, of course, but with the help of EE and curses they still died in reasonably fast amounts of time.
So, basically, WM's clearing speed abilities were never about their damage, they were always capped by their goddamn tiny radius. This is a very rough estimation, but considering that in 3.0 WMs could evaporate level 84 mobs when you literally just killed Kitava, it's safe to say that if the nerf is <50% damage, we probably won't notice a damn thing. By the time we reach red maps, their damage will once again be enough to evaporate stuff.
It's completely different if the nerf is bigger than 50% and really brings WMs closer to BMs. In that case, things would be slightly worse; however, even so, there are ways to counter it. For instance, minion cast speed will become more relevant, since it makes the totem rays turn faster; the faster they turn, the faster they apply -fire resist to mobs, which also helps the damage of WM's auras.
Those are just random thoughts, anyway. I guess we'll see everything for ourselves, but I would still bet on WMs not being a deadweight in this build. I'm gonna start as SRS, as usual, and keep it up until A8; in A8 I'll go with SGs, and then switch to burning spectres once I'm ready to kill Kitava and go mapping.
Since TV's totems don't have CD (lul) and sometime we wen't ahead and they didn't place a totem because those totems were up (10s duration), can't we maybe have a better clearspeed (ofc not the same as now) provided from TV with this lesser totem duration? Maybe faster totem placement can supress the WM nerf?
Last edited by Darkkaos#6160 on Dec 7, 2017, 3:06:31 PM
There's one important thing to understand about Wickermans.
The thing is, this build clears a T16 map in exactly the same speed as a T1 map - even without AG. The way we clear maps is the following: we SC/WB through the map like mad, constantly teleport-dragging and convocating our WMs (the faster we are, the more WMs should be used - with a CWDT Bone Offering setup you can pretty much fly through the map with constant Flesh Offering up; also things like 20/23 or 21/20 Faster Attacks Support help a bit). An end-game 6-link setup with at least 20/20 gems (not to mention 21/20+20/23 gems as well as 4-5 15-16% minion damage jewels) works this way: as soon as anything comes into WM's range, it evaporates. A T16 mob evaporates just as fast as a T1 mob.
In Turmoil, I was farming guardians early on the 3rd day I think, when even T12 maps were still not present on the market - that might give you an idea of the gear I had; those spectres with something like 18/0 gems didn't 'evaporate' T16 mobs, of course, but with the help of EE and curses they still died in reasonably fast amounts of time.
So, basically, WM's clearing speed abilities were never about their damage, they were always capped by their goddamn tiny radius. This is a very rough estimation, but considering that in 3.0 WMs could evaporate level 84 mobs when you literally just killed Kitava, it's safe to say that if the nerf is <50% damage, we probably won't notice a damn thing. By the time we reach red maps, their damage will once again be enough to evaporate stuff.
It's completely different if the nerf is bigger than 50% and really brings WMs closer to BMs. In that case, things would be slightly worse; however, even so, there are ways to counter it. For instance, minion cast speed will become more relevant, since it makes the totem rays turn faster; the faster they turn, the faster they apply -fire resist to mobs, which also helps the damage of WM's auras.
Those are just random thoughts, anyway. I guess we'll see everything for ourselves, but I would still bet on WMs not being a deadweight in this build. I'm gonna start as SRS, as usual, and keep it up until A8; in A8 I'll go with SGs, and then switch to burning spectres once I'm ready to kill Kitava and go mapping.
Since TV's totems don't have CD (lul) and sometime we wen't ahead and they didn't place a totem because those totems were up (10s duration), can't we maybe have a better clearspeed (ofc not the same as now) provided from TV with lesser totem duration? Maybe faster totem placement can supress the WM nerf?
Thx to refresh my question from 7 pages before. Thumbs up. :)
There's one important thing to understand about Wickermans.
The thing is, this build clears a T16 map in exactly the same speed as a T1 map - even without AG. The way we clear maps is the following: we SC/WB through the map like mad, constantly teleport-dragging and convocating our WMs (the faster we are, the more WMs should be used - with a CWDT Bone Offering setup you can pretty much fly through the map with constant Flesh Offering up; also things like 20/23 or 21/20 Faster Attacks Support help a bit). An end-game 6-link setup with at least 20/20 gems (not to mention 21/20+20/23 gems as well as 4-5 15-16% minion damage jewels) works this way: as soon as anything comes into WM's range, it evaporates. A T16 mob evaporates just as fast as a T1 mob.
In Turmoil, I was farming guardians early on the 3rd day I think, when even T12 maps were still not present on the market - that might give you an idea of the gear I had; those spectres with something like 18/0 gems didn't 'evaporate' T16 mobs, of course, but with the help of EE and curses they still died in reasonably fast amounts of time.
So, basically, WM's clearing speed abilities were never about their damage, they were always capped by their goddamn tiny radius. This is a very rough estimation, but considering that in 3.0 WMs could evaporate level 84 mobs when you literally just killed Kitava, it's safe to say that if the nerf is <50% damage, we probably won't notice a damn thing. By the time we reach red maps, their damage will once again be enough to evaporate stuff.
It's completely different if the nerf is bigger than 50% and really brings WMs closer to BMs. In that case, things would be slightly worse; however, even so, there are ways to counter it. For instance, minion cast speed will become more relevant, since it makes the totem rays turn faster; the faster they turn, the faster they apply -fire resist to mobs, which also helps the damage of WM's auras.
Those are just random thoughts, anyway. I guess we'll see everything for ourselves, but I would still bet on WMs not being a deadweight in this build. I'm gonna start as SRS, as usual, and keep it up until A8; in A8 I'll go with SGs, and then switch to burning spectres once I'm ready to kill Kitava and go mapping.
Since TV's totems don't have CD (lul) and sometime we wen't ahead and they didn't place a totem because those totems were up (10s duration), can't we maybe have a better clearspeed (ofc not the same as now) provided from TV with lesser totem duration? Maybe faster totem placement can supress the WM nerf?
Thx to refresh my question from 7 pages before. Thumbs up. :)