[3.21] Vatinas' Spiders + HoP Guardian - CI, 70K armour, 1400 ES on block, millions of DPS
I apologize if this was covered in the guide and I missed it. How hard is it to cap your resistances when your using almost all unique's in every slot (granted some of them give some resistances). I tend to have a hard time with that when guides suggest using many unique's in their builds. Thank you again for such a detailed guide
|
|
Guys regarding using spectres.
I tried to get them to work and was happy with slotting them into my chest, dropping Deathmark. I concentrated on spectre types "Scale of Esh" and "Redemption sentry". Definite damage improvement but the killer is it is a huge pain in the ass trying to summon spiders while 4 spectres are busily killing your worms. In a fight when the spectres are busy elsewhere it was possible to spawn the spiders but otherwise forget it. Another thanks to VATINAS for a very nice build and i hope the changes don't hurt this build too much. See you all in "Heist" |
|
" It's a good question. It is mentioned in the start post but easy to miss. I understood that you need to get the resistances from the jewels and particularly the ones you put in the belt. There's also 20% all res from the ascendancy which helps. I don't think it's easy to run around with 120 all res but capping should be quite doable. You don’t stop playing because you grow old, you grow old because you stop playing.
|
|
" Exactly, the hard to cap resistance is fire and I got only 79 total. Doable, but need to look for good rolls. But even in maps of less maximum resistance, with elemental weekness, extra dmg as element didn't die 😄 |
|
" The benefits of Punishment are less obvious, but seem to be superior to Vulnerability's. Look at it this way: Punishment's damage increase applies when the enemy is below 35% life, so around one third of the time, and amounts to around 100% increased damage taken at gem level 20 and 20% quality. That means an average 33% more damage, compared to 21% for Vulnerability (assuming gem levels 20 and 20%, and no boss enemy). So in terms of pure, average damage, Punishment is better than Vulnerability, even at same level. On top of that, the Vulnerability from gloves can only be level 12 max, while a Punishment coming from a gem could be 20/20%. On top of that, Punishment has the added benefits of 1) allowing the burst of low life bosses, 2) debilitating for even more defence, and 3) explosions while clearing. I've been thinking about it since yesterday, and the best way to apply it so far seems, to me, to be Cyclone - Fortify - Curse on hit - Punishment. If I decide to try it out, I will need to see how easily spiders resummon themselves during clear (remember that a kill from their poison counts as ours). But using this setup would amount to a net damage increase, even if it means removing Maim and Culling Strike, on top of defence and quality of life. It's kind of my role to try stuff out, so I think I'll try this setup and see how it goes. But thank you for your input. :) |
|
" It's true that I haven't really focused on that in the guide; we get a lot of innate resistances (Radiant Crusade, Sanctuary, Holy Dominion, Faith and Steel, Anointed Flesh), as well as unique items which grant some resists (Rainbowstride, Aegis Aurora, Memory Vault). That, alone, should get you around 50% all resists (approximately); in order to reach 76/81/76, you can use the belt jewels, the cluster jewel suffixes, and you can also use a rare jewel in the jewel socket below the Templar start to cap your resists if you need it, but you should be okay. Another source of resists, which might be less obvious and require a bit more patience, is the synthesised implicits of your rings; I got a decent amount of resists on them in Harvest (character WaningFaith). :) |
|
Been reading the alternate quality gems, and there's a few that look interesting:
Rallying Cry AQ2 seems obvious over default. I assume the Carrion golem minion +% damage impacts the spiders/heralds? If not and it's just the additional physical damage, then Carrion AQ 1 would appeal Feeding frenzy AQ2 probabl;y worth it (assuming whatever auto-caster of it we end up with is buffing often enough) Melee splash I can see the appeal of all 3 variations, but probably AQ2 for area clear and swap to a single target gem for tougher bosses. |
|
" What struck me the most was Withering Touch with Skill effect duration (20% longer spiders, pog), and HoP with cooldown reduction, personally :) |
|
I have been looking at some of the reworked skills, and I feel that vitality may be worth running if there is a free slot for a gem, because at level 20, it woud give us an additional ~250 regen per second, which you noted is the build's biggest weakness. It could be run by changing the anoint to champion of the cause for the reduced reservation, or by running an enlighten with discipline and determination. This could help push our regen up to better combat degens, and I think the 2nd alternate quality gives some damage on full life, which I think may work with the minions.
I am considering this if arena masters don't require a 2nd support gem, as I would have 1 socket free. I am wondering if the additional regen is worth the increased cost of losing the current anoint, and using a more expensive one, or if it is not significant enough to matter, or if there are better options. |
|
Super excited to try this build out for Heist. Love how detailed it is, how fast you updated with 3.12 and how much communication you've had with people discussing it. Can't wait!
|
|