![]() ![]() We scale Obliteration's explosion damage up to 100%, and even more, of monsters max life, allowing chain reactions to clears packs with ease. ![]() The character, at least in my case, is a Berserker, exploiting the unique benefits this class has to offer. This is obtained by appropriate use of skill gems, passives and the unique wand Obliteration. The build uses blade vortex as main skill (actually it's the only skill used, not including movement and aura skill), scaling only physical and chaos damage. There we go, let's start talking about serious stuff. To curse, or not to curse - To MoM, or not to MoM Build breakdown and mechanics (looong chapter) I also wanted a cheap build to start with, able to scale well, allowing me to farm up good amount of currency.ĭo you also like to be a little hipster? Do you like mixing togheter different mechanics this game has to offer? This is the build you are looking for! I wanted something different, I wanted to mantain blade vortex playstyle, but make it better, without sacrificing much at all. You also have to keep flasks up, and all those auras and charges, and energy shield mechanic is so annoying for me. ![]() I mean, not bad, but for the investment it was a bit disappointing. The tooltip dps was amazing, single target was great, but the clearspeed was ok-ish. Recently I played a standard Low Life Blade Vortex build, 6-linked Shavronne, flasks, high level and quality gems. meeeeh! The Aoe is a bit small, even with huge investments." Have you ever thought something like: "Hey, Blade Vortex is such a cool skill, it offers so much single target damage and it's so smooooth. I haven't been able to find the same idea out there on the forum, so I hope someone else will try out this charcter and potentially improve it. I decided to create a guide of this build since I'm loving it a lot and I think it's one of the funniest I ever played. Hey guys, I'm here trying to make my first build guide.įirst of all I'd like to apologize in advance for my english and possible errors, since this isn't my native language, I'll try to be as clear as possible. I'm working on updating the guide, but if you find something unclear, or need more explanations about some topic, feel free to post your questions on this thread. I'd really love to bring this build back to the spot it deserves.īelow this point, things might not be update to 3.0 yet and some interactions do not exist anymore (like double dipping). If you have any ideas, if you tried or theorycrafted something, please let me know in this thread. The potential damage of this version is similar to the one above, but it does require some ramp up time to apply a good amount of poison stacks. The second problem is to cap resistances if you decide to use all the unique I'd like to use (potentially you can drop Atziri's Step and obtain resistances through jewels slots). The main problem is that Obliteration requires 179 INT to be used, while we barely get something like 54 int from the tree (with good gear it's not a problem, but it's a big deal when you are just starting out). This version is a bit hard to itemize though, I'm not happy about it and I'm trying to improve it. ![]() The tree is probably not 100% optimised yet, I'm still testing stuff, but it does feel ok. I'm gonna link the Path Of Building code here: The passive tree is kinda different, we avoid the witch area while moving south-east towards duelist and ranger, gaining the access to Acrobatics' cluster (nice defensive option). To achieve good enough single target damage we invest a lot into poison and ailments (poison is now considered an ailments, no more an effect just to be clear, things like skill effect duration do not scale it anymore). This second version is totally based on physical and more importantly chaos damage, like the original build, gaining more reflect protection. Let's introduce briefly the two options, making use of Path of Building. Moreover both options are sacrificing some life to obtain high amount of damage, keep that in mind. Let's be clear, the playstyle has not changed that much and the clearspeed is pretty much untouched (obliteration damage is still the same and never relied on any dot interaction), what's changing a lot is how you deal with single target (which got nerfed in any case). I honestly believe at this point there are two main ideas to develop the build: either you play a totally hit based version (you just focus on scaling the hit damage of blade vortex, with no damage over time effect) or you go all in into DoT (poison to be more precise). This has been a big nerf to pretty much all build relying on those mechanics, but it also brought to us some new interesting skill gems, passives and uniques. With Patch 3.0 lots of things have changed and, as most of you already know, double dipping is no more a thing. Ok guys, I'm finally trying to update this build (I've been busy trying out new stuff in the Harbinger league). ![]()
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