Can you get ignited by physical damage while using Cloak of Flame under the effects of Immortal Call ? If so then you can add two endurance charge nodes, both skill duration clusters and use self casted Immortal Call for about ~12 seconds of physical damage immunity which could considerably increase survivability IGN: TopDogeDankMeme Posted by

DonVadim

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With the amount of ignite you have, you could easily drop Multistrike and Blood Magic in favor of the much more mana-friendly Increased Burning Damage and Weapon Elemental Damage.



Just pick up that 5% ignite node you skipped, swap your amulet to



...you could also just start each fight by leap slamming first for initial charges.

Alternatively, depending on how well your chaos resistance is, you can use a Blood Rage for the extra charge generation (which shouldn't be necessary). Leveling Flicker Strike past level 6 isn't a great idea. (until it reaches 20 that is...but you can keep that in your weapon swap)With the amount of ignite you have, you could easily drop Multistrike and Blood Magic in favor of the much more mana-friendly Increased Burning Damage and Weapon Elemental Damage.Just pick up that 5% ignite node you skipped, swap your amulet to Rashkaldor's Patience , and get a high quality Increased Burning Damage. That will get you up to 90% ignite (91% with corrupt) which will be more than enough considering you also have Vengeance to trigger extra frenzy charges....you could also just start each fight by leap slamming first for initial charges.Alternatively, depending on how well your chaos resistance is, you can use a Blood Rage for the extra charge generation (which shouldn't be necessary). Last edited by bullgaria on Mar 10, 2015, 1:26:13 AM Posted by

bullgaria

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I believe there's an issue with Weapon Elemental Damage and Oro's- back in the last year WED did not multiply the base Fire damage on the sword, making it a wasted gem slot. Has that been fixed?



Edit: just checked, WED works now. Yay! Last edited by Rules on Mar 10, 2015, 4:48:54 AM Posted by

Rules

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Ideally, you should drop Blood Magic and use Weapon Elemental Damage instead, which brings me to the rest of this post...



First, about leveling Flicker Strike above 6: the current 3% attack speed gain (up to 6% at lvl19) is insignificant.

I mean, sure, it'll add like 50 to your dps, but the mana economy aspect of it is much more important. Even in your current setup, your life-cost/second is just under 133, switching to a lvl6 version of it will bring it down to 109...that's 24 life/second, think of it like picking up a free 0.5% regen node.



If you were to remove Blood Magic and replace it with Weapon Elemental Damage, the mana/second will be 83 with a lvl6 Flicker Strike (101 with the current level). This can then be greatly reduced my swapping the nodes leading up to Bloodless for those before Unrelenting (19% mana cost reduction), bringing the cost down to 67 per second.



Arctic Armour's mana drain is 34, meaning that your mana regen needs to be a minimum of 101 mana/second. The problem is that the best way of doing that is by increasing the level of Clarity...for which you have no mana to upgrade. Luckily, one of the best nodes for both doing that and further reducing mana costs is right there, so picking up Righteous Decree through the mana cost reduction node will net an extra 22% mana and bring the total mana cost reduction to 31%, resulting in a 57 mana/second Flicker Strike and therefore a total cost of 91.



After a bit of tweaking,



The original damage increase from the tree is 377% (402% with Celestial Punishment), while the new one is only 287% (312%), but since you can now add in Weapon Elemental Damage, even a level 1 gem's 40% *more* multiplier will result in an effective 402% (437%). The level 18 gem will result in 451% (490%). Keep in mind that all the damage changes only relate to the initial hit, and that none of the regular elemental/fire damage increases have been altered, meaning that any double-dipping for burning damage has not been affected. When I was talking about the mana-saving benefit of removing Multistrike I was not thinking about the fact that it actually ends up saving you mana since you only spend it once every third attack. Dropping it and adding Weapon Elemental Damage WILL add more to your dps, it's just that I was thinking that you might be able to sustain that without Blood Magic (which you won't because, once again, brain fart).Ideally, you should drop Blood Magic and use Weapon Elemental Damage instead, which brings me to the rest of this post...First, about leveling Flicker Strike above 6: the current 3% attack speed gain (up to 6% at lvl19) is insignificant.I mean, sure, it'll add like 50 to your dps, but the mana economy aspect of it is much more important. Even in your current setup, your life-cost/second is just under 133, switching to a lvl6 version of it will bring it down to 109...that's 24 life/second, think of it like picking up a free 0.5% regen node.If you were to remove Blood Magic and replace it with Weapon Elemental Damage, the mana/second will be 83 with a lvl6 Flicker Strike (101 with the current level). This can then be greatly reduced my swapping the nodes leading up to Bloodless for those before Unrelenting (19% mana cost reduction), bringing the cost down to 67 per second.Arctic Armour's mana drain is 34, meaning that your mana regen needs to be a minimum of 101 mana/second. The problem is that the best way of doing that is by increasing the level of Clarity...for which you have no mana to upgrade. Luckily, one of the best nodes for both doing that and further reducing mana costs is right there, so picking up Righteous Decree through the mana cost reduction node will net an extra 22% mana and bring the total mana cost reduction to 31%, resulting in a 57 mana/second Flicker Strike and therefore a total cost of 91.After a bit of tweaking, this tree trades 90% increased melee/weapon damage for the ability to add in Weapon Elemental Damage and support a lvl12 clarity, resulting in 96 mana/second regeneration (91+ is required).The original damage increase from the tree is 377% (402% with Celestial Punishment), while the new one is only 287% (312%), but since you can now add in Weapon Elemental Damage, even a level 1 gem's 40% *more* multiplier will result in an effective 402% (437%). The level 18 gem will result in 451% (490%). Keep in mind that all the damage changes only relate to the initial hit, and that none of the regular elemental/fire damage increases have been altered, meaning that any double-dipping for burning damage has not been affected. Last edited by bullgaria on Mar 10, 2015, 6:24:53 PM Posted by

bullgaria

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" bullgaria First, about leveling Flicker Strike above 6: the current 3% attack speed gain (up to 6% at lvl19) is insignificant.

Yeah the added dps is insignificant, but since the using of blood magic the extra cost have also been negligible.



" bullgaria Arctic Armour's mana drain is 34 You are forgetting to factor in the extra cost from Inner force and Devotion (26%), so the cost for a lvl 17 AA is actually 43 mana/second. Though this aint a significant increase for us, at the moment. Though we will want to level up AA as much as possible even past 20 with the help of empower/corrupting to maximize our defenses, the cost will the he higher than 50 mana/second.



I can agree with your suggestion to try and replace blood magic if were only going to use a 4-link. But if we want to add a 5th the mana cost will be too hard to sustain. Yeah the added dps is insignificant, but since the using of blood magic the extra cost have also been negligible.You are forgetting to factor in the extra cost from Inner force and Devotion (26%), so the cost for a lvl 17 AA is actually 43 mana/second. Though this aint a significant increase for us, at the moment. Though we will want to level up AA as much as possible even past 20 with the help of empower/corrupting to maximize our defenses, the cost will the he higher than 50 mana/second.I can agree with your suggestion to try and replace blood magic if were only going to use a 4-link. But if we want to add a 5th the mana cost will be too hard to sustain. Posted by

snajk

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With that, the new mana regen you get with a level 12 Clarity is 98.87...but you have enough mana left over to raise Clarity to 14, raising your final mana regen to 107.5 per second, which is enough.



The solution to having a higher level AA and more links is actually quite simple: higher level Clarity and the Dynamo cluster (Dynamo by itself is enough for a 5th link). You could also replace a Mokou's Embrace (or both) in favor of ring(s) with mana regen on them, but that goes against the point of this build I think.



Btw, if you want to look at a completely disorganized table to tweak any values... Good news, although I did forget to account for the 26% buff increase, putting it at 99.71 total required regen per second, I also forgot to account for the 10% increased mana you have from Atrizi's Foible and the 20 increase in Int from the new tree (more base mana).With that, the new mana regen you get with a level 12 Clarity is 98.87...but you have enough mana left over to raise Clarity to 14, raising your final mana regen to 107.5 per second, which is enough.The solution to having a higher level AA and more links is actually quite simple: higher level Clarity and the Dynamo cluster (Dynamo by itself is enough for a 5th link). You could also replace a Mokou's Embrace (or both) in favor of ring(s) with mana regen on them, but that goes against the point of this build I think.Btw, if you want to look at a completely disorganized table to tweak any values... good luck Last edited by bullgaria on Mar 10, 2015, 9:06:55 PM Posted by

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