[3.10] Gryph's Volatile Dead Necromancer || Fun, Medium Budget, Tanky, Millions of DPS

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Gryphenprey wrote:
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FlizzyDuck wrote:
Hey what's up :)

I'm testing the CWC + Cyclone build because I planed this to be my next league starter, but I'm having an understanding problem. You said the CWDT 4-link we ALWAYS need (and as it seems others using it like that too) is "CWDT - Desecrate - Spell Cascade - Spirit Offering", tho I'm wondering because Spirit Offering does not work with CWDT. So is Spirit Offering meant to be a manual cast or am I misunderstanding something?


Spirit Offering does, in fact, work with CWDT. :)


That's weird, because it never triggered for me and in-game CWDT has a red X instead of a green ✓ on Spirit Offering...
Last edited by FlizzyDuck#0753 on Dec 3, 2019, 2:24:11 PM
You have to match the level requirements. Make sure spirit offering requirement is below 38.

Edit:
Yours is required level 50.
Last edited by Gryphenprey#0653 on Dec 3, 2019, 3:03:14 PM
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Gryphenprey wrote:
You have to match the level requirements. Make sure spirit offering requirement is below 38.

Edit:
Yours is required level 50.



Oh wow I had 2 spirit offerings in my stash and I used the wrong one, silly me :D thanks a lot
Last edited by FlizzyDuck#0753 on Dec 3, 2019, 3:14:15 PM
working great for me now, thank you for a fun and fantastic build

i started out using tabula rasa and chain: cyclone > desecrate > volatile > cast while channeling, controlled destruction > elemental focus
since i didnt have doedre malevolent and scold's bridle, took me some time to up my gear so now my current setup

i run 4 auras: herald of ash, clarity, discipline, vitality

also i had problem running out of mana until i purchased this watcher's eye


i have 3.6k life and 3.9k es, when spirit offering full load i have 4.9k es :)

i do have some question on my staff, here i crafted add 50-85 fire damage to spell, i wonder if these numbers are just an addition after all the % increase spell damage, or they are also affected by spell damage % multiplier?
- if they are addition then it's just a simple 55-85 fire damage increase
- if they're multiplier, then it's (55-85)*multiplier amount
- i need to change the craft modifyer if they're not good

my gears

Last edited by vnboy#7213 on Dec 6, 2019, 9:08:19 PM
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vnboy wrote:
working great for me now, thank you for a fun and fantastic build

i started out using tabula rasa and chain: cyclone > desecrate > volatile > cast while channeling, controlled destruction > elemental focus
since i didnt have doedre malevolent and scold's bridle, took me some time to up my gear so now my current setup

i run 4 auras: herald of ash, clarity, discipline, vitality

also i had problem running out of mana until i purchased this watcher's eye


i have 3.6k life and 3.9k es, when spirit offering full load i have 4.9k es :)

i do have some question on my staff, here i crafted add 50-85 fire damage to spell, i wonder if these numbers are just an addition after all the % increase spell damage, or they are also affected by spell damage % multiplier?
- if they are addition then it's just a simple 55-85 fire damage increase
- if they're multiplier, then it's (55-85)*multiplier amount
- i need to change the craft modifyer if they're not good

my gears



Very nice!

I use this for my mana:

No issues with its uptime, even in fights like Uber Elder and Shaper, which is nice.
But the Clarity Watcher's Eye works very well.

As for the staff, the flat added fire damage is very good. It adds to the base damage of the spell (VD has a 1.2x multiplier for added damage even!) and so gets all the additional multipliers that your skills also gain.

I would replace Vitality with Flesh and Stone or Aspect of the Spider. If you can fit the reservation, Zealotry is the best DPS option (especially with your Watcher's Eye).

For the no-hassle swap, Flesh and Stone will give you a very nice defensive boost over Vitality.
Can you please explain your math behind the ES regeneration cycle?
You write, with your ~4k life, you take 600 damage but regenerate 1300 ES on your energyshield. How is this possible?

Spirit offering gives the player 3% of HP regeneration to ES per corpse times 5 since it destroys 5 corpses per cast. So 15% of your HP in all gets added to ES it triggers.
To get spirit offering to trigger in the first place, one needs to take 528 damage.

My math:
4000 HP x 0.15 = 600 HP gain vs. 528 HP loss per cycle.

I made a quick char which is right now lvl76 with tabula, bridle, malevolence and martyr's staff (combined ~70c). Rest selffound trash in the acts. Anger and discipline, nothing else. I currently have ~3k life and 1200 ES. Even when starting mapping with ~2,5k life/1000 ES, I could sustain ES mostly, tho if fluctuates a lot from 3/4 to 1/4 and back very randomly. However the important part is: it sustains, and according to my obviously wrong or uncomplete math above that's unpossible!

So can you please go a bite into details how this works?
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HHLupus wrote:
Can you please explain your math behind the ES regeneration cycle?
You write, with your ~4k life, you take 600 damage but regenerate 1300 ES on your energyshield. How is this possible?

Spirit offering gives the player 3% of HP regeneration to ES per corpse times 5 since it destroys 5 corpses per cast. So 15% of your HP in all gets added to ES it triggers.
To get spirit offering to trigger in the first place, one needs to take 528 damage.

My math:
4000 HP x 0.15 = 600 HP gain vs. 528 HP loss per cycle.

I made a quick char which is right now lvl76 with tabula, bridle, malevolence and martyr's staff (combined ~70c). Rest selffound trash in the acts. Anger and discipline, nothing else. I currently have ~3k life and 1200 ES. Even when starting mapping with ~2,5k life/1000 ES, I could sustain ES mostly, tho if fluctuates a lot from 3/4 to 1/4 and back very randomly. However the important part is: it sustains, and according to my obviously wrong or uncomplete math above that's unpossible!

So can you please go a bite into details how this works?


Edit: I had a mistake in my thinking process when i wrote that, but don't know how to delete my post.
Last edited by Victor_Creed_PoE#3119 on Dec 8, 2019, 10:50:21 AM
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HHLupus wrote:
Can you please explain your math behind the ES regeneration cycle?
You write, with your ~4k life, you take 600 damage but regenerate 1300 ES on your energyshield. How is this possible?

Spirit offering gives the player 3% of HP regeneration to ES per corpse times 5 since it destroys 5 corpses per cast. So 15% of your HP in all gets added to ES it triggers.
To get spirit offering to trigger in the first place, one needs to take 528 damage.

My math:
4000 HP x 0.15 = 600 HP gain vs. 528 HP loss per cycle.

I made a quick char which is right now lvl76 with tabula, bridle, malevolence and martyr's staff (combined ~70c). Rest selffound trash in the acts. Anger and discipline, nothing else. I currently have ~3k life and 1200 ES. Even when starting mapping with ~2,5k life/1000 ES, I could sustain ES mostly, tho if fluctuates a lot from 3/4 to 1/4 and back very randomly. However the important part is: it sustains, and according to my obviously wrong or uncomplete math above that's unpossible!

So can you please go a bite into details how this works?


Spirit Offering scales first off of BASE life (your life total prior to any % increases; think flat life on items, character level, etc...) and then your % increased life AND % increased energy shield from all sources are added together and applied to the Offering buff.

So if you have 1500 base life, 175% increased Life and 125% increased Energy shield--300% total, you end up with 225 base ES increased by 300%, which is 900 total ES recovered.
Ok I found my league starter :D Sounds fun as hell.

I'll probably start self cast and evolve towards automation with time. Make sens right?

It seems like the removal of CwC mod on shaper 2 handers is supressing on way of accessing to the build (maybe killing the high end part?), but there is still plenty to work around.

Do you plan on updating the thread for 3.9?

Edit: I don't know where my brain was but I was reading detonate dead instead of volatile dead the whole time (I'm new to these skills). Anyhow, one could switch one for another and the build would work right?
Last edited by Rootsmann#7961 on Dec 10, 2019, 8:15:28 AM
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Rootsmann wrote:
Ok I found my league starter :D Sounds fun as hell.

I'll probably start self cast and evolve towards automation with time. Make sens right?

It seems like the removal of CwC mod on shaper 2 handers is supressing on way of accessing to the build (maybe killing the high end part?), but there is still plenty to work around.

Do you plan on updating the thread for 3.9?

Edit: I don't know where my brain was but I was reading detonate dead instead of volatile dead the whole time (I'm new to these skills). Anyhow, one could switch one for another and the build would work right?


You can certainly self cast until you get Scold's. That's what I did...(and got lucky and bought the first Scold's to enter market on day 1...lol)

You could use DD if you wanted to, but Volatile is the superior skill for this setup since the corpses used on CWDT are of low level and therefore low health. This doesn't matter much for Volatile Dead, but Detonate Dead scales a LOT of base damage on corpse health. Also VD balls seek and destroy.

The way they worded the Manifesto it seems they're only removing the %Physical Damage+Support modifiers, not the other ones. Will have to see patch notes to be certain, worst case we lose a link or two (I use an 8L staff). Still millions of DPS to be had.

I will be making updates to this once the patch notes are released. based on the manifesto all that's happening is we are receiving a minor damage nerf from the shock we apply to enemies near corpses (20% -> 15% increased damage taken). The buff to enemy resistances also drops our DPS a bit, but, that's still not enough to be terribly noticeable when I ended Blight League with 1.6 million Shaper damage per ball.

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