[3.13] CoC Bladefall | Screen-wide 40m+ DPS | 10k+ ES | High defense | Any content | Very expensive

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Erecia wrote:
Hi, i want to try this build i have actually 70ex budget, can i do this build or it's to low budget ? (im really bad at craft)


Whatever your budget is - I couldn't really recommend this build if you're not able to craft gear yourself because you will have to because some rare items important for the build are simply not available on trade. And even if some of them are - they will be extremely overpriced, so you'll need a much higher budget.

Overall - crafting saves you a lot of currency and I strongly recommend learning to craft items, especially considering you have quite a bit currency to do it. Although if you really hate it and can't make yourself do it - then unfortunately builds like this one might not be for you.
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TrafficLi9HT wrote:
Since I'm done upgrading the character for now and will start my SSF journey (though I will probably play some more trade later again), these are my thoughts on this build:

First of all, here's the PoB im referencing, in PoB warrior mode:
https://pastebin.com/L7rcq5S0

...


Thanks for the extensive review! :)

I would love to comment on some things you've mentioned though:

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TrafficLi9HT wrote:
In some reply earlier this thread, OP said you can get it going with 40-50ex or something. Though this is true, I highly suggest you get at least 80-100. With 40-50 ex, you might as well play max block CI CoC Ice Nova, deal the same damage and have more HP.

While this is true, if you aim at having this build in the end it is still worth rolling it with 40-50ex budget and simply improving it over time as you gain currency in my opinion.

I know a lot of builds that are better early on, at like 20-30ex budget, but I would still start with my own build as soon as I can get 6L Shavronne's because I know I can scale it much better into the endgame, especially considering how demanding some endgame encounters are now.

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TrafficLi9HT wrote:
Speaking about HP, it's pretty expensive to even reach 8k I would say, my version reached 7.5 (Dont have %inc max ES belt, and no crystal belt base either so reaching 8 would basically just mean getting that).

I'll be honest - I'm not sure why a lot of people are having issues getting to higher max ES, especially early on. The thing is - early on you don't usually have any fancy influence damage mods and you're free to simply grab high ES + INT items with some resists for starting. That have always been what I've done and easily reached 7-8k ES with just basic gear on lvl 80, soon after leaving story. Then I would slowly start replacing them later on, min-maxing items. That being said, I always focus equally on damage and defense and I very rarely sacrifice either when I do upgrades.

The showcase character I had in the post since Harvest is fairly possible even now (except for maybe shield, that will be tough, but I would just sacrifice frenzy charges or +1 on it) and it had approx 9~9.5k ES with a HH in the end. HH compared to good crystal belt is ~1.5k ES loss, so you can definitely go all the way up to 11~12k with crystal belt if you don't like HH and prefer higher ES pool.

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TrafficLi9HT wrote:
If you didnt read my last reply, this is really important: Selfcrafting (at least in Ritual) is necessary. You won't find some of this stuff on trade. Buying a fractured sceptre really helps.

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TrafficLi9HT wrote:
Awakened Spell Cascade, dual curse and bottled faith are gamechangers, keep that in mind.

I can't stress enough how many people don't understand that. Especially about Awakened Spell Cascade and Bottled Faith - these two items are easily the biggest DPS & QoL boosts you can get in the build. I personally consider them a must before you can even start with the build.

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TrafficLi9HT wrote:
Also, try to get corrupted blood immunity as soon as you're using rumis and bottled faith, since not running an adrenaline quicksilver really hurts after the assassin MS removal.

I usually don't use Rumi's until I get corrupted blood immunity, although it depends on your preference. For instance some people play without curse immunity on flasks while I simply can't, it's just too good to pass on.

In my opinion you absolutely need corrupted blood immunity, freeze & chill immunity, curse immunity and, when possible, shock immunity.

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TrafficLi9HT wrote:
Overall I don't regret a single ex I put into this build, and once I return to tradeleague I'll probably make those upgrades (looking forward to spending thousands of scour-alcs on energy from naught + attribute clusters lmao)

Thanks again for the response and I'm glad you liked the build!

Also looking at your gear - you definitely have some big upgrades ahead of you which will, hopefully, make build even more pleasant to play!

A bit unrelated, but I'm still working on the new VD version of this build which does solve a bunch of issues Bladefall version has and makes it much easier to set it up early on. And also does have a higher DPS ceiling ;)

I didn't manage to finish guide last season, so I want to properly remake it this time around and post a comprehensive guide for it.
A wonderful and fun build so far.

The only problem so far is mana but I'll handle it.
yo
Last edited by ArnoldsKTM on Jan 31, 2021, 12:54:52 AM
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I'll be honest - I'm not sure why a lot of people are having issues getting to higher max ES, especially early on. The thing is - early on you don't usually have any fancy influence damage mods and you're free to simply grab high ES + INT items with some resists for starting. That have always been what I've done and easily reached 7-8k ES with just basic gear on lvl 80, soon after leaving story. Then I would slowly start replacing them later on, min-maxing items. That being said, I always focus equally on damage and defense and I very rarely sacrifice either when I do upgrades.


Well, I do have the fundamental influence mods, including the stuff on the shield, the assassins mark + %ES ring (btw im really proud of that one, one of the best items I ever made for sure, when I slammed defence and hit high ES I actually nutted), plus nearby enemies helmet and stuff.
So while its true thats really easy to reach 9k without many influence mods, as soon as you go for double curse and you DONT have a lot of attributes on your clusters, it does get pretty expensive

Also about the rumis, since I have %ES recover on block it on my shield I thought it would be really nice
Is there a reason why on the scepre you crafed 1% inc area effect per 4% quality and not 1% inc crit chance per 4% quality ?
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Akisailent wrote:
Is there a reason why on the scepre you crafed 1% inc area effect per 4% quality and not 1% inc crit chance per 4% quality ?


Crit gives you nothing because you should be easily capped if you have enough gear. Elemental damage, weapon range and accuracy is useless. This leaves only AoE which helps a tiny bit with Cyclone reach, but overall isn't really needed.

There are also some Heist options that might be useful, but I haven't really looked into those. Maybe something like attack speed modifiers increased effectiveness could be nice.
Last edited by mgarin on Feb 1, 2021, 4:38:25 AM
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TrafficLi9HT wrote:
Well, I do have the fundamental influence mods, including the stuff on the shield, the assassins mark + %ES ring (btw im really proud of that one, one of the best items I ever made for sure, when I slammed defence and hit high ES I actually nutted), plus nearby enemies helmet and stuff.
So while its true thats really easy to reach 9k without many influence mods, as soon as you go for double curse and you DONT have a lot of attributes on your clusters, it does get pretty expensive

Also about the rumis, since I have %ES recover on block it on my shield I thought it would be really nice


I mean, yes, it gets expensive if you want both ES and influence mods, but it is definitely possible to have both. And I simply don't upgrade unless I can keep the same ES or even increase it along with getting influence mods.

And while attributes are an issue - they can be handled in a few different ways, and they don't really cause major ES loss even if you're forced to take some attribute nodes on the tree.

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ArnoldsKTM wrote:
A wonderful and fun build so far.

The only problem so far is mana but I'll handle it.


Glad you like it!

And yes, you might need -mana cost to channeling skills craft on one of the rings if you don't have any random mana regen on your gear.
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mgarin wrote:
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Akisailent wrote:
Is there a reason why on the scepre you crafed 1% inc area effect per 4% quality and not 1% inc crit chance per 4% quality ?


Crit gives you nothing because you should be easily capped if you have enough gear. Elemental damage, weapon range and accuracy is useless. This leaves only AoE which helps a tiny bit with Cyclone reach, but overall isn't really needed.

There are also some Heist options that might be useful, but I haven't really looked into those. Maybe something like attack speed modifiers increased effectiveness could be nice.

Yes i was thinking that was the reason. In order to craft same shield as your, can you see if this is the best way?
1) First you use an awakener orb on 1 good base, for example shaper with mana reservation (only 1 influenced mod) and a shity one just with +2 to minimum frenzy charges.
2) Now you harvest annul all mods exept these 2.
3) Now you want +1 to phys gems. As there are only 3 prefixes with "physical" tag, you block the one you can craft, that is "physical damage as extra chaos damage", than you harvest slam 2 times phys mods, this way you will hit "Reflects # Physical Damage to Melee Attackers" and the last physical mod which is +1 to phys gems.
4) Now bench remove the crafted mod and rng remove 1 phys mod, if you delete the +1 to gems than simply block again phys as chaos, slam +1 again and remove again, until you will have a base with mana reserv, +2 t min frenzy and +1 to phys gems.
5) Now you harvest slam a good flat or % es and craft the other, so you have full prefixes. And in the end slam chaos mod, which is the only suffix is chaos resistance. until you hit t1.

Edit: actually there is a small problem in that there is 1 more phys mod as redeemer suffix. So in order to just slam phys prefixes as i told, you can multimode the shield and than craft phys as chaos, this way you have full suffixes besides blocking 1 phys prefix OR when you use awakener orb, if you get a random suffix besides the 2 you want to keep, you can just keep it to block all suffixes and harvest annul it later. Only differense is that if you later annul +1 to gems you will need to multimode it again. Or the other way would be to not touch the first multimode and just harvest annul phys, depends if its cheaper to pay for remove phys crafts or just 2ex to multi mode it each time. In general it should take more than 2 tries if you multimode each time

Am I missing something ? Or is this the easiest way to craft it ?
Last edited by Akisailent on Feb 1, 2021, 5:03:27 AM
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Akisailent wrote:
In order to craft same shield as your, can you see if this is the best way?
1) First you use an awakener orb on 1 good base, for example shaper with mana reservation (only 1 influenced mod) and a shity one just with +2 to minimum frenzy charges.
2) Now you harvest annul all mods exept these 2.
3) Now you want +1 to phys gems. As there are only 3 prefixes with "physical" tag, you block the one you can craft, that is "physical damage as extra chaos damage", than you harvest slam 2 times phys mods, this way you will hit "Reflects # Physical Damage to Melee Attackers" and the last physical mod which is +1 to phys gems.
4) Now bench remove the crafted mod and rng remove 1 phys mod, if you delete the +1 to gems than simply block again phys as chaos, slam +1 again and remove again, until you will have a base with mana reserv, +2 t min frenzy and +1 to phys gems.
5) Now you harvest slam a good flat or % es and craft the other, so you have full prefixes. And in the end slam chaos mod, which is the only suffix is chaos resistance. until you hit t1.

Edit: actually there is a small problem in that there is 1 more phys mod as redeemer suffix. So in order to just slam phys prefixes as i told, you can multimode the shield and than craft phys as chaos, this way you have full suffixes besides blocking 1 phys prefix OR when you use awakener orb, if you get a random suffix besides the 2 you want to keep, you can just keep it to block all suffixes and harvest annul it later. Only differense is that if you later annul +1 to gems you will need to multimode it again. Or the other way would be to not touch the first multimode and just harvest annul phys, depends if its cheaper to pay for remove phys crafts or just 2ex to multi mode it each time. In general it should take more than 2 tries if you multimode each time

Am I missing something ? Or is this the easiest way to craft it ?


I'll be honest, I don't remember how exactly I ended up with that shield in Harvest league.

My best guess:
- Buy, awaken or roll a base with 15% mana & +2 frenzy
- Clear prefixes (and 1 suffix if possible)
- Fill last suffix with temporary craft if you have an open one
- Augment 2x phys - you'll get +1 gem with a very high chance
- Craft suffixes cannot be changed and do a 50/50 annul
- If you remove +1 - augment phys again and annul again
- Augment defense
- Add/remove defense if you didn't get T1 defense mod until you do
- Augment chaos
- Add/remove chaos if you didn't get T1 chaos res until you do

Alternatively you can add/remove caster modifier instead of physical and stop once you either get 80%+ Spell Damage or +1 phys - both are equally good.

Although I wouldn't say that this strategy is reasonable with current Harvest implementation, it will take a long while to find enough harvest patches with the right crafts, but you can definitely do it as a long-term crafting project.

I would probably just go with either +2 min frenzy, +80% spell damage or +1 phys right now.

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