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The skill and mastery point allocations were well thought out and explained, but there are some other options for the gear that weren't explored. I'll go over them by category:
Equipment
Boots
Fleetstriders is a good choice for pretty much any build that doesn't absolutely require something else in this slot, but Boots of Hermes and Cloudrunners are also good options in general. They don't have the innate phasing effect but Boots of Hermes has a fixed movespeed enchant while retaining the immunity to slows and roots while Cloudrunners has a fixed movespeed on kill enchant, which frees up an enchant slot if you like having that effect.
Another interesting option for this build in particular is Pathmakers. When using Ascension, Slice has zero downtime which means that slows and roots aren't a big problem, so the biggest benefit of Fleetstriders and Boots of Hermes (in my opinion) is not required. By instead taking Pathmakers, the character gains a considerable amount of health and mana regen. Not enough to sustain skill rotations without relying on mana on hit, but enough to help maintain Magnetic Orbs stacks and/or use Slice during the large gaps between packs found in some Anomaly layouts.
Accessory
Heart of Grace is alright, but as covered in the video the skill it supports it isn't very good. Health Injector as a generic defensive option for this slot is probably outperformed by Heart of Grace due to the cooldown, but it isn't RNG-dependent. Since neither of these will probably save the character from dangerous burst damage, I think Maddoc's Cure as a more offensive option is worth considering. The only thing it really does is provide crit chance as a fixed enchant, but it's still a damage boost not provided by other options in this slot.
Enchants
All damage enchants in combination with All for One actually don't provide as much DPS as Overpower and crit chance/damage past a certain amount of elemental damage. Additional elemental damage boosts stack additively with the already large amount provided by gear and mastery investment, while crit modifiers stack multiplicatively with it. The value of Overpower depends on target resists, but it doesn't hurt to have at least one enchant for it since going from 60% with masteries alone to 85% with one enchant gives a ~15.6% damage boost against a target with 50% resist.
Some calculation is required to determine the best combination of these enchants at a given mastery level, but based on some number crunching I did a while ago replacing an all damage enchant with crit chance/damage when elemental damage goes above 1400% is good enough as a guideline.
Gems
Effect duration on armor pieces is actually very good for increasing maximum DPS and just general quality of life, but it does compete for slots with percent health which is more imporant for minimizing oneshots.
Pickup radius on amulet/ring/accessory is also worth considering since 60% additional elemental damage is rather small when added to the 1000%++ the character already has, though there's not any better options if you don't care about picking up crafting materials.
For the weapon/offhand slots, the +5% chance to stun on hit adds a nice safety buffer of sorts since even with the low chance to trigger, the sheer quantity of hits generated by Magnetic Orbs is enough to pretty much stunlock anything in range even with just one stun gem. Stun prevents pulling with Taunt though, but in my opinion the extra safety is worth slightly slower clearing. It doesn't work well against stag chargers though, so it's not an excuse to ignore defenses.
Well that turned out to be much longer than I expected, but I guess it's probably fine since the thread is for in-depth build discussion.
I agree with a handful of points you make here, but I more so go with Fleetstriders for overall immunity to everything. Just a QoL aspect that I don't have to worry about anything. Its part of the same reason I add Immunity to pull/knockback on my amulet.
I actually planned on talking about this in my video but ended up forgetting about it. I personally think that Health Injector probably a better option in terms of making sure something doesn't burst you fast enough, but I just haven't had much luck finding any new ones lately to roll.
In my video you can see that I have 85% overpower from the innate stat from Wargod's blade. I originally opted to go for 95% with a 10% gem, but I didn't see much different overall. Also I believe that Reach has more value than Effect Duration in this build once Effect Duration is high enough to maintain 100% uptime.
Also talking about Crit, is that DoT's can't crit (*atleast not off your % chance). And from some of my rough testing it also seemed that crits that proc burning conviction don't do any bonus damage compared to non-critical strikes, thus making Crit have less than half that value since most of the damage is offloaded into the burn damage. Ideally I would probably drop the crit from my acc to pick attack speed or health until this maybe be changed.
Another point is at the moment, All for One set is giving me around 1100% to Lightning. without it, I have roughly 750%. Until another 500+ masteries, All for One will probably be the strongest 2 piece. After that though, something like Despair+Titan's ring with 75% knockback will be better.
There isn't very many strong options for gems (Would be amazing if there was an all% ele gem). The purpose was more for the fire stack incase there is any funky math scaling the burns additionally with fire damage (I mention that I'm too lazy to test that). Pick radius is a farm stat. Maybe for players starting out and need funds, but for anyone who reaches 1000+ anomaly, its not an issue in any sense of the word.
The stun chance is a really cool idea though. I never really bothered with those things originally, but the concept sounds pretty nice as it adds an extra layer of defensive capability. The main reason why I got +60% hp is simply for burst (*cough* Stags *cough*). I once tried the accessory Quadruplets for the fear proc, but the moment they get feared, they almost immediately break it upon taking damage. So the best it ever really did was simply interupt the target.
Maybe I'll do some testing with crits and bonus fire damage affecting the DoT. I just figured it should and shouldn't respectively, since Burning Conviction specifies "impact damage", but it seems that it's not that simple.
That being said, now that Bursting Boils (Warlock) crits, I believe Condemnation should also crit to be consistent. The skills are somewhat different, I'll admit, but I dunno, seems like the same mechanic to me.
http://steamcommunity.com/app/375480/discussions/0/135510669605880290/#c135511027315698981