[3.11] Cold BV PF Indigon ft. RF | All content done in HC! | Fast mapper, safe boss-killer
Hey Guys,
first time playing this build and started yesterday. Tried my luck and tested 3 version of it. Would be nice if somebody can check em out and make a statement to it with up and downsides of each version. Not sure if I did everything correct. I think the dps calculation could be wrong, If somebody can calculate the true dps would be nice :) sceptre + shield 1 Cluster Divine Flesh: https://pastebin.com/8SzNk5dv sceptre + shield 2 Cluster Divine Flesh: https://pastebin.com/Bsvwe5Lr dual wield 2 Cluster Chainbreaker: https://pastebin.com/nhHkKCwF Last edited by xXx_Kamikaze_xXx#4329 on Mar 13, 2021, 6:14:38 AM
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Hi Kami, I only checked the dual scepters, there is nothing glaringly wrong with the pob DPS configs I believe. (It is hard to gauge accurately your mana spent recently, as while you can generate 16k per 4 seconds, your mana cost for bv would be more than your total mana pool by alot, so 12 to 13 k does seem reasonable)
I am very confused with your chest though, why pcoc on crit? We get near perma pc from liquid inspiration, and the only benefit is for more EO uptime with the inc crit chance I believe. Unless its gear from your ic coc gear. Last edited by theblindsaint#5931 on Mar 13, 2021, 8:25:23 AM
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" Phys taken as cold on chest and more chaos resistance for defense. Other than that your survivability should be decent. Make sure you're spamming your flasks. |
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Then I'm doing something wrong with my gameplay. Like, if there is though enemy, I stand in one place and charge as much as I can, so I could do some damage. Usually I get oneshotted.
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Hello, is there possibility to use 2nd mana flask if I feel that my mana is not recovering enough?
I was thinking about Foreboding one, but I am not sure how two mana flasks interact. Not sure if "Flask Effect does not Queue" allows to use another same flask. |
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where is the power or survivability of this build from?
Im not expecting much from this build right now because im not trading for my stuff except for the indigon and theyre all over the place but it feels squishy (im spamming t10 cemetery and t12 atoll right now). Heres a couple points i wanted to ask about indigon gives recovery and damage. I dont know how you guys ramp up damage, it takes too long by the time i get even a little bit of damage my mana is gone and even a white mob blows my ass up. Standing still to ramp it is so risky. Thats without RF with RF, getting damage is much quicker but my recovery goes to shit, i got arakali and goat but its still very noticeable. Now, when i do get enough damage, how do i keep it? Casting while on high damage mode strips my mana and again even white mob potshots wreck me, indigon doesnt recover nearly enough to cover it. I have vortex on my movement and moving while on high damage mode is gonna strip my mana again. If i dont move im dead if i move im most likely dead. Of course im blowing through white mobs but when i encounter some resistance from rares this is what happens. For bosses sometimes i still die to them because the ramped up damage cant even kill them (mostly the totem boss) so i have to ramp mid fight or kill it with no ramp, takes forever but i dont die. what gives the sceptres damage? having hatred aura effect, 2+ skill levels, and extra cold? i have one semi complete sceptre and one half ass crafted one but i just dont see damage even when theyre complete. What i currently have with my sceptres is around 70% aura effect, 30% phys extra cold, +3 spell skill. people with complete sceptres have 80% aura effect, 40% extra cold, 4+ spell and 12% double damage or 20% depending on their base. Theres definitely quite a bit im missing but its not like im missing a whole lot. Unless that double damage is what im missing. I got 3 vengeful commanders (2 on large and 1 on medium) and 3 flask mediums. Would getting recovery flasks small passives be better than the duration? can someone tell me the what to prioritize to get my defenses and dmg up to par? Also any general advice regarding the build? Last edited by Shanwen222#3720 on Mar 14, 2021, 4:12:26 PM
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I'll do a really quick run down of what I bought starting off that made the build feel viable for Sirus and end game bossing. First Cluster set, Watchers Eye, dual Sceptres, mine were garbage T2 Aura effect +1 to Phys spells and phys gained as extra cold. I've upgraded since then. Also get +2 amulet and its annointment. Boots enchanted with mana regen. Ill try and add more after work, or the far more experienced can chime in if they are around.
Last edited by Ubermonster#6541 on Mar 15, 2021, 8:58:35 AM
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" - Quality on all gems - Divergent berserk + lv4 enhance instead of normal berserk - Trigger skills on one of your weapons, 5% double dmg craft on other (or resist if you need temporarely) - Frostbite on hit on ring (or in trigger weapon, but less consistent). Cogwork rings are great to get because you can get flat life+mana on 2 prefixes, mana regen + resists on 4 suffixes. - Culling + unnerve on gloves - Life on your amulet (hard to get life in this build) - Remove 1 vengeful commander medium and replace with flask medium. Make sure you get 1x medium with 'spiked concoction' + 'distilled perfection' and the rest 'liquid inspiration' with 'distilled perfection' - The Agnostic on the tree can be nice for extra life recovery but you lose out on ES buffs from HH - Replace basalt flask with quartz flask with stun craft: example 'Alchemist's Quartz Flask of the Order'. The closer you are to dodge cap the less chance to get hit = better survivability = more time between each hit = more time to regen life/mana from flask - Get a 15% wise oak - Get a 20% taste of hate - Use RF with Vaal RF for bosses (divergent (Vaal) RF for extra dmg) - Get inc AOE enchant on sceptres for better explodey clear and BV radius (so you can stand a little further away from the enemy) - Get phys taken as cold on body armour to decrease phys dmg taken - Link lv20 arcane surge with lv20 arcane cloak (almost the sole reason to use arcane cloak is to get arcane surge) - Get indigon with any relevant enchant (berserk buff effect is BiS imho, but expensive. You can go with 40% blade vortex dmg as a cheaper alternative) - If you struggle to cap res on gear, dont worry you have wise oak (35% all res + flask effect = nearly 70% all res) so as long as you have flask up you're good - Get lvl21 hatred - Get 'Enduring Eternal Mana Flask of Warding' instead of your current mana flask (curses are dangerous) - Get cast speed on one of your sceptres to ramp up indigon damage faster - Get elemental overload implicit on one of your sceptres to free up 2 points on the tree (see 'Oscillating Sceptre' sceptre base) The build is a bit lacking in the beginning once you still have to fill out gear slots, but every upgrade makes the build feel a-lot better. Once you scale your dmg high enough the explodey chest clears most of the maps (including big rares) for you. Single target dmg can be a bit of a problem early on, but ramp up indigon almost until you cant cast anymore (because of mana) then cast 3 times at the boss while standing still for intensify to give you 66% more dmg. Last edited by octaldecimal#1561 on Mar 15, 2021, 10:19:45 AM
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thank you good sir or maam
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thanks for the guidance guys and the updates in 3.13 switched to this build last week and have been grinding some levels the last days.. dank all my t2 Tower and valdo's rest currency innit and must say am very pleased!
Clearing maps is a breeze.. Where them map bosses?? a little kame-ha-me-ha and they gone. Once I finish my current level I will try out some Elder and shaper fights.. Currently working towards sirius again.. first try i failed was probably a bit too eager and careless. I think playing storm brand Ass. in Delerium spoiled me too much. This is my current setup: https://pastebin.com/87BFqcMW any ideas for improvements? currently working on some more alternate quality skill gems, lvl4 enhance. maybe swap chest to phys as element / explody. |
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