General's Cry: Losing a support gem, though gaining some passives.

Wasnt that the point of reworking Slams skills? To make them unique by using warcries and exerting their attacks?
Sometimes it feels like two separate groups are working on this game, w/o knowing what is other one doing.
Could someone tell me where the whole "Warcries no longer exert attacks" talk is coming from?

I've searched for warcry, exert and gen. cry and found nothing along those lines?

This are the notes for the new automation gem:

"
Added a new Strength Skill Gem - Call to Arms: While this skill is active, supported warcries will be repeatedly triggered, and all your warcry skills will share cooldowns. Supports warcry skills. Cannot modify the skills of minions.


This is for gen cry

"
General's Cry: Now has a Cooldown Time of 3 seconds at all gem levels (previously 4).


I sure hope it's not about this?

"
The Call To Arms Keystone Passive Skill has been renamed to Warlord's Call. It now provides "Warcries no longer Exert Attacks" and "Warcries also grant their buff to nearby allies" (previously "Using Warcries is Instant" and "Warcries share their Cooldown").


Warlords call is a reworked keystone that has this effect but there is no need or reason to allocate this on a gen cry build? You allocated call to arms because of instant warcry but you no longer need that and even if you did, there would be no point allocating warlords call because it no longer gives instant warcries.

Yes, you will lose a support gem and have to deal with the manacost modifier but that's it. And if you drop the CwC desecrate/cyclone and instead use corpse walker you can just fire off GC manually and don't need the automation support. Probably the better way to play the build going forward. Reduced cooldown is 25% more damage buff for GC so if you just skip the automation the build was actually buffed.

PS: This is also not a nerf to slam builds, slam builds never allocated call to arms passive because it caused your wcs to share CD. So you obviously won't use the automation for it either because it does the same thing.
Last edited by Baharoth15 on Mar 22, 2024, 7:58:55 AM
"
Baharoth15 wrote:
Could someone tell me where the whole "Warcries no longer exert attacks" talk is coming from?

I sure hope it's not about this?

"
The Call To Arms Keystone Passive Skill has been renamed to Warlord's Call. It now provides "Warcries no longer Exert Attacks" and "Warcries also grant their buff to nearby allies" (previously "Using Warcries is Instant" and "Warcries share their Cooldown").


Warlords call is a reworked keystone that has this effect but there is no need or reason to allocate this on a gen cry build? You allocated call to arms because of instant warcry but you no longer need that and even if you did, there would be no point allocating warlords call because it no longer gives instant warcries.

Yes, you will lose a support gem and have to deal with the manacost modifier but that's it. And if you drop the CwC desecrate/cyclone and instead use corpse walker you can just fire off GC manually and don't need the automation support. Probably the better way to play the build going forward. Reduced cooldown is 25% more damage buff for GC so if you just skip the automation the build was actually buffed.

PS: This is also not a nerf to slam builds, slam builds never allocated call to arms passive because it caused your wcs to share CD. So you obviously won't use the automation for it either because it does the same thing.


This is valuable feedback, thanks.

I didn't realize that if I didn't select the new keystone, I wouldn't lose exert, so that's great. Additionally, using corpsewalker is a great idea. Losing mirror tier rare boots is a hell of a loss though, so alternatively I think I can drop infusion and just put the new gem in there.

The reduced cooldown is not a 25% buff though. The timing with GC is probably the most difficult part of the build to calibrate. The new quality makes it have an additional spawn, and so you already need an attack speed of roughly 14-15aps. When using Ashes, you need 19+, and so there's a bit to redo here.

Thanks for your feedback. I'll change the title and make it reflect the new info.

I'm struggling to come up with new goals to keep me playing this game.
No longer needing the Keystone also means you don't need to path to it.
Can this open up some possibilities and/or variance for the build?
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
"
hmcg020 wrote:


The reduced cooldown is not a 25% buff though. The timing with GC is probably the most difficult part of the build to calibrate. The new quality makes it have an additional spawn, and so you already need an attack speed of roughly 14-15aps. When using Ashes, you need 19+, and so there's a bit to redo here.

Thanks for your feedback. I'll change the title and make it reflect the new info.



As far as i know scaling attack speed on the build past 10 aps is mostly POB cosmetic when using it with GC.

I guess increasing APS further to reduce the required time for full channel is technically possible but not very efficient. With 10 aps you'll have 0,6 seconds channel time meaning 1,9 total time required for max damage (6 generals need ~1,3 sec to spawn then 0,6 sec channel time). With 15 aps you only increase that to 1,7 seconds which isn't going to do much even if you pinpoint optimize your CD for it. There are more efficient vectors to scale your damage at this point.

If you already have so much CDR that your next GC cast interrupts the channeling of your current warriors after the reduction to 3s you can just drop the deep breaths cluster and use something else instead to gain some extra damage. Probably won't be 25% in that case but it's at least some compensation.
Last edited by Baharoth15 on Mar 22, 2024, 2:28:16 PM
Slams were too good apparently you know a whole .3% of the population play em. way too many according to GGG time to nerf them.
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Khallis wrote:
Slams were too good apparently you know a whole .3% of the population play em. way too many according to GGG time to nerf them.


Funny you say that because I didnt use instant warcries on my slam build. I only used that Keystone on builds that were using Enduring Cry for heal.
Just tried my gen cry blade flurry build without call to arms and instant warcry, this is clearly not playable nor fun.

Playing with the new skill gem call to arms is a no go. 200% mana increase make the build unplayable, 38 mana is way too high and would require too much investment to make it just barely playable.
"
kikispas wrote:


Playing with the new skill gem call to arms is a no go. 200% mana increase make the build unplayable, 38 mana is way too high and would require too much investment to make it just barely playable.


Have you thought about sacrificing some of your damage, which you already have more than enough, to fix mana problem? One thing General Cry build is not lacking and thats damage
"
Baharoth15 wrote:
Yes, you will lose a support gem and have to deal with the manacost modifier but that's it. And if you drop the CwC desecrate/cyclone and instead use corpse walker you can just fire off GC manually and don't need the automation support. Probably the better way to play the build going forward. Reduced cooldown is 25% more damage buff for GC so if you just skip the automation the build was actually buffed.


General's Cry:
Use Time: 0.80 sec

So you want me to be casting a warcry for 0.80 seconds every 3 seconds???
Not my kind of fun any more.

With the alternative being 40% less damage (one less support) and double mana cost and increased cooldown
Last edited by whyBish on Mar 23, 2024, 9:00:58 PM

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