#🧙┃mage

1 messages · Page 101 of 1

weary hamlet
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also as long as the lightning conversion doesn't convert Craterborn I will not stop being butthurt about it

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cause they make like 50 items to do lightning meteor + lightning fireball

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the synergy node between the skills doesn't work

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EHG logic

proper hawk
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I had more been referring to the set bonus in general not meteor specifically

weary hamlet
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We don't have all the info yet but I would be really surprised if the set bonus is not nerfed into the ground with the new set mechanics

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it would be a very easy pick for any lightning based build

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since even if you have to use a staff, you can use a good staff instead

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and yeah it does occupy head slot which is inconvenient but as long as Twisted Heart is in the game you can make do

proper hawk
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Even a good staff locks you out of a crit off hand, I don't think it's quite as much of an auto pick as you are saying. It will definitely be very good though

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I would be very surprised if they pre-nerfed one of the most exciting beneficiaries of the new set changes

proper hawk
weary hamlet
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also with the general power creep we now have a lot more sources of flat crit than before, so you have options. I agree that it's not obvious that these options are going to be stellar, but still

proper hawk
weary hamlet
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they are also introducing more idol affixes, chances are there will be crit somewhere in there

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without vilatria staves generally lose to catalysts, nobody is arguing that

proper hawk
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I think vilatrias will make staves for lightning builds very good, don't get me wrong, I just don't think it will be even close to strong enough to be pre-nerfed

weary hamlet
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I guess we'll see, it's definitely a different build paradigm than now so it's easy to dismiss it just because it doesn't fit what is currently good

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also I hope they do something to address the catalyst base problem and wrongwarp, although I'm not holding my breath for either

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both look like items that I wouldn't put into the game to begin with cause they are just so obviously problematic, but clearly they have a different opinion

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like what is the logic here, let's make 15 catalyst bases but only 1 of them is any good, sounds great, ship straight into the fuc king production

proper hawk
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15 is a little unfair, obviously some of those are lower level bases that are supposed to be superceded by higher level ones, but I do wish some of the other high level catalyst bases were more competitive

weary hamlet
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I mean about 5 of them are clearly low level so we can discount them, and ofc I'm well aware that the balance of many other item types is also not stellar when it comes to bases, but catalysts were one of their most recent reworks. Could have used the accumulated experience or something

nimble shoal
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It was answered, depends on the affix

viral fox
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hi all, what is currently a good fire mage build?

proven haven
viral fox
proven haven
weary hamlet
weary hamlet
# viral fox with black hole can work? ignite

it's really a meme because the damage is pretty bad, the uptime is pretty bad, and the area is pretty bad too. If you want a very similar build that doesn't suck (as much), just play ignite glyph of dominion

nimble shoal
# viral fox with black hole can work? ignite

It can work, technically, but it isn't good (as mentioned above). Something else ignite is probably your best bet. Or you could run meteor (w/ or w/o the belt), also definitely not meta, but fun.

gritty pagoda
weary hamlet
viral fox
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right

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maybe i should just drop black hole and try something like frost claw / meteor?

weary hamlet
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yeah black hole is a meme in general

nocturne temple
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What some easy ways to get haste on mage

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Or just in general

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Can’t use wrong warp anymore with what I was planning

harsh abyss
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The weaver boots are an easy way

unreal blade
harsh abyss
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Could also spec focus to give it to you and then keep refreshing it with teleport

unreal blade
gritty pagoda
harsh abyss
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Yeah, I mean that relic is gonna be BIS for basically everyone

gritty pagoda
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other than like cyborg's pen nib shatter strike

harsh abyss
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Yeah, excepting builds that rely on a unique relic obviously

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Same thing for those gloves

gritty pagoda
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other than maybe a low life ward build yeah

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would need to do the math

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tho granted frostbite shackles are still nerfed

harsh abyss
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Honestly I'm just glad there's something OTHER than frostbite shackles

gritty pagoda
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true

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or the mimic bros for a not ward build

harsh abyss
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The DoT defense and the damage from bosses as DoT is huge

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Plus the insane base armor on the item

gritty pagoda
harsh abyss
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Yeah, but presumably it applies your normal armor to the initial hit

gritty pagoda
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yeah

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sorry read dot defense and dmg from bosses as dot as meaning apply dot defense to the portion of hit dmg taken as a dot

harsh abyss
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I just mean it's huge because spreading that damage out is a massive surviability boost

gritty pagoda
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100%

harsh abyss
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And Ward/sec builds are gonna love that

gritty pagoda
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same with life leech builds

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or I guess just life builds

harsh abyss
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Yeah, that piece is insane for endurance stacking builds in general

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Leech, bonus endurance effectively, the DoT effect, it's all big

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Basically screams "did you want to be unkillable?"

gritty pagoda
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yea

unreal blade
nimble shoal
harsh abyss
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Sure, but Ward/sec builds specifically are going to love it. Because of the way ward/sec acts as "regeneration" for ward, it will be a perfect counter for that type of DoT

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Other ward builds won't like it as much because they rely on casting/hitting/etc to generate ward, definitely

nimble shoal
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It should be relatively the same between the two

gritty pagoda
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ward gain on hit builds is still some amount of ward gained per second

nimble shoal
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Probably the loss in ward due to extra ward decay between taking 100% and 80-70% instant damage is not too significant

gritty pagoda
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I think that point is more for if you get smacked multiple times and are low on ward

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you decay less ward per ward when low on ward so when you need it the most the hit into dot part is extra helpful

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buuuttt you still gotta math out if thats better than just more ward retention

nimble shoal
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Yeah, the new gloves are really strong for sure

gritty pagoda
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also good luck getting a ward per second slam onto them

harsh abyss
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Well, most of my Ward/sec is going to come from Gon runes, I'll probably go for other affixes on gloves

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But I feel like for those gloves it's more of "good luck getting those gloves"

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It's gonna be: toss them in a nemesis egg and accept your fate

nimble shoal
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+1 dex 😔

shell sparrow
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small question, are the gate staff and arcane ascendance the only way to increase manacost globally?

harsh abyss
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That's all I'm aware of, it's kind of a undesired stat for most things.

shell sparrow
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I was looking for a way to get lightning blast to 40 mana, but both is only 30 mana 😦

harsh abyss
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Yeah, some spells might not make it up to 40

harsh abyss
harsh abyss
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That's just a gate staff but worse

harsh abyss
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Hmmm.... Cleaver Solution + Bastion of Honor Focus Mana Guide build

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Would be fun if it wasn't a huge PITA to get strength on mage gear

nocturne temple
harsh abyss
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Yeah that's another good one

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Static is another way to get it triggered that you can refresh with Teleport

nocturne temple
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u gotta be quick with teleport lol, almost impossible to refresh if u dont have cdr in multiple places

harsh abyss
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It's pretty easy to get teleport below the threshold

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Default CD is 5 seconds, you'll get 20% ICRS for just taking the teleport haste nodes, Sorc and Runemaster have easy access to ICRS on their passive tree

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I don't think you even need any on gear to make it so you can have permanent haste uptime

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As long as you aren't taking Mana Tunnel, at least

nocturne temple
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im not, with some of the passives checked u can have it up 100% just gotta be quick with it

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ideally im just flamewarding in the beginning, holding down focus and teleporting off cd until mono complete

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monkey build

harsh abyss
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Yeah, another way you could likely do it is with Static since you'll generate charges while you move while channeling

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And it's instant to cast, so if you can generate enough charges every 4 seconds, you could just cast it over and over without interrupting the channel

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Get a couple of the "gain static charges per second" idols, plus increased charge gain while moving and hit, etc

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You could also make use of Stormchaser to double the charge gain while moving since you'll be moving while channeling

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IDK if you can generate 200 charges every 4 seconds though

nocturne temple
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it prolly be too much investment

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teleport also gives armor and ward retention

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bummer that the stats gained from teleport node doesnt effect the haste gained

naive sequoia
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Runic fortress passive (runemaster) threshold (2s) seems not matching with other skills.
Could you please change the time threshold from 2 sec to 1 sec? You may decrease a bit the ward amount.
Flame rush has 1.5 sec with cd reduction gear, Focus has 1 sec threshold to gain mana and ward burst.
And the game punishes you when you stay still for a long time (even 2 sec).
I believe this fix will be easy because you need to change only numbers but not the code.

rapid hinge
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bro this is not suggestion channel

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😂

proper hawk
naive sequoia
proper hawk
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also with the new patch, you can use the unique mana guide amulet to move while channelling focus, so that would make using the passive a lot easier

proper hawk
raven sundial
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hey I am reading a guide to plasma orb runemaster on maxroll right now. I am level 70 already but I dont know how to "become" a plasma orb

gritty pagoda
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Plasma orb is a runic invoke right

raven sundial
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I dont know xD

gritty pagoda
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Ok yeah that’s Rah Gon Rah

raven sundial
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😅

gritty pagoda
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You know how to use runic invocation right

plain garnet
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Thoughts on a purely proc-based Spellblade using Essence Weaver?

raven sundial
gritty pagoda
# raven sundial not really xd havent used it yet

So with it on your skill bar you get an orb based on the ele spells you cast

Plasma orb is the fire lightning fire spell

So if you cast fire ball -> lightning blast -> fire ball -> hit runic invoke you then cast plasma orb

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Order matters for this unless you grab one of the nodes in runic invocations tree that locks you into a single invoke

raven sundial
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oh ok

gritty pagoda
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There’s like 40 invokes

unreal blade
plain garnet
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9 spells every 3 sec with that much bonus spell damage seems really strong, especially if we scale Frost Claw via the tree. Getting a T7 lightning damage roll via weaver's will is potentially over +1100% increased damage if I'm reading that correctly

gritty pagoda
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True

unreal blade
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glamdring would be the play with it. could be alright.

gritty pagoda
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I’m angry it says when you use a melee attack

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Rip warpath shenanigans

unreal blade
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probably firebrand with spell conversion for crit multi, get frostclaw cheap as you can and have some mana regen, or take the mana proc node on passives.

plain garnet
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Glamdring is a bunch of flat damage too, sure. I don't know if you'd go spark charge with this

unreal blade
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not without enigma

plain garnet
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You'd probably need to use mana strike, right? That many procced spells is going to tank your mana pool

unreal blade
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you can get frostclaw to be pretty cheap

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and you can get 3 mana every melee hit (spellblade node), and 15 mana every 3 seconds (runemaster node)

gritty pagoda
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Smite is free by default

plain garnet
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Is it? Hm.

gritty pagoda
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Yea

harsh abyss
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So is Storm Bolt

gritty pagoda
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So get frostclaws cost down then your gaming

plain garnet
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I was seeing 3 mana, and storm bolt says it's 10. Website could be wrong, though

gritty pagoda
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Oh smite is 3 mana base

plain garnet
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You'd still want Volley of Glass for damage, though, I assume? Which raises the cost a bunch

harsh abyss
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Storm Bolt says 10, but I can tell you from testing a beastmaster using Gathering Storm that that's a lie.

gritty pagoda
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Oh wait right time and faith + smite is why I think it’s free

harsh abyss
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Also, it might be because mana costs for triggered spells only happen if they say they'll happen, which alt-text would show us but we don't have

gritty pagoda
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True

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A dot build could be neat

proper hawk
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yeah we need the alt text for this one to see if it skips the mana costs

gritty pagoda
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Given the amount of random bs that’s beeing cast

proper hawk
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youd want to keep frost claws cost down anyways because of your other procs though

gritty pagoda
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Ye

proper hawk
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should be about 4 mana cost after volley + cost reductions

plain garnet
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I was assuming I could use mana strike for this, which would feed me more than enough mana

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Maybe that's not the play, though

proper hawk
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dont think you actually need the mana from mana strike unless the procs from the unique cost mana

plain garnet
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I was operating under the assumption that the procs would cost mana, yeah

gritty pagoda
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Ok but can we make this into a pen nib shatter strike build

proper hawk
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the costs are low enough actually that even if it does charge the cost im not sure you need mana strike

nimble shoal
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Ranged mana strike, don't really need to care much about FC mana cost

proper hawk
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firebrand would give nice buffs though

nimble shoal
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Firebrand is way too slow

plain garnet
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Mana Strike also offers Rune Sap, which if you're attacking fast enough is a lot of bonus spell damage

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I considered shatter strike but concluded it would cost way too much mana without also using mana strike

nimble shoal
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Yeah, and not really much benefit to SS here

proper hawk
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I feel like the crit multi from firebrand is enough to justify the slower speed

unreal blade
proper hawk
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plus the flat damage

unreal blade
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frostclaw is 5.7 mana plus it has a chance to restore 12 mana, so it's effectively less.

plain garnet
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The restore 12 mana is only on direct cast, though, right

unreal blade
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no

plain garnet
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?

proper hawk
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yeah its only on direct cast

unreal blade
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the node works

proper hawk
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is it bugged? they specifically changed that

unreal blade
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i know it says direct, it works

proper hawk
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what the hell

plain garnet
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That's a bug, then, and I'm not gonna rely on it

weary hamlet
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I'd say it's just strictly worse in all situations

unreal blade
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then you have 15 mana every 3 sec from runemaster, and 3 mana per melee hit from spell blade. it should be plenty without mana strike.

plain garnet
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Would be a shame if it was just outright worse.

weary hamlet
unreal blade
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yeah i know

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triple the implicit will result in pretty high spell damage via glamdring

weary hamlet
unreal blade
plain garnet
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Feels like you wouldn't want to scale the damage of firebrand in this scenario? You just want a fast utility melee attack to proc the spells off the spear and the 50% chance to cast frost claw via melee through the tree and skill nodes

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I'm no mage expert, just spitballing here

unreal blade
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well you do have the implicit melee damage for firebrand to work with. just depends if you'd rather have some armor and a bit of ward gen or a bit more damage from your utility skill. depends on how defenses feel.

plain garnet
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If it turns out I need less mana returned from Mana Strike I can always shunt a bunch of that into ward generation via the skill tree

unreal blade
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90 crit multi is hard to pass up on firebrand vs mana strike not really doing anything.

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rune sap is nice and all, but vs the flat/multi

plain garnet
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I guess it comes down to the mana costs of the procced spells and if I can get enough attack speed elsewhere

harsh abyss
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So you can juggle mana strike and firebrand to do both

plain garnet
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Could, yeah. Feels like I'm low on available skills to do that, though

unreal blade
unreal blade
harsh abyss
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Mana strike has a faster base attack speed, according to LEtools : 1.692 vs 1.467

Maybe not that much of a difference, but that probably scales with all sources of attack speed to it may end up being meaningful

harsh abyss
unreal blade
harsh abyss
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That's just with the tree though, there's also a lot of other sources of attack speed that you can snag

proper hawk
unreal blade
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how does the weapon speed play into this? it's a slow 2h which would bring differences closer, right?

proper hawk
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no, base weapon attack speed is a multiplier

unreal blade
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right it's 0.94 so it would bring down the total speed

proper hawk
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yeah but it brings them both down by the same proportional amount

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it wont change the gap between them

unreal blade
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sure, just when the numbers get small i don't really care anymore.

nimble shoal
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Also I'm not sure why LE Tools lists the default attack speed for firebrand. Its use duration is 1.5 seconds. It's slow as hell last I remember trying it.

harsh abyss
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I feel like with small numbers the difference would feel MORE meaningful

proper hawk
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mana strike is just fast

harsh abyss
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Use duration .65 vs 1.5

nimble shoal
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Yeah, idk how LE Tools calculates base speed

harsh abyss
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Yeah, not sure why the base speed for firebrand says 1.4 uses per second, that makes no sense

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At that difference though, you're getting more than 2x as many mana strikes

plain garnet
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I don't know if I understand the correlation between use duration and attack speed

unreal blade
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took the AS from my spark spellblade and factored the AS from firebrand and mana strike both at their tree's max speed.

proper hawk
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yeah thats more accurate

nimble shoal
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Use duration is related to how long it takes to use the skill one time

proper hawk
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1.5s use time is so far off its not even funny. Ive used firebrand a fair bit, its not 1.5s lol

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not even close

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like literally just use the skill one time and youll see thats not the case

nimble shoal
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How exactly it's related, not sure

nimble shoal
proper hawk
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sure, point is its very obvious its not 1.5 seconds, thats absurd

harsh abyss
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Well, some quick testing hopping in game, the attack speeds do feel pretty similar

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1.5 seconds is definitely not truth

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Though maybe that has an effect on the amount of scaling you get from attack speed?

nimble shoal
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Yeah so maybe the base speeds are the right ones

proper hawk
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maybe the 1.5 seconds is total animation time if you dont cancel the end of it with another action?

harsh abyss
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Okay, VERY rough testing, tossing on a 20% Increased Attack Speed piece of gear has a larger affect on Mana Strike attack speed than Firebrand attack speed

proper hawk
harsh abyss
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I'm doing that right now

proper hawk
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oh nice, im curious what your results are

plain garnet
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The goal, realistically, would be as much attack speed as possible to ensure uptime of the elemental essence stacks

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Ideally a high melee attack speed roll via weaver's will on the item

nimble shoal
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If the base speeds listed are right, all else equal, you'll get 15% more mana strikes than firebrands

proper hawk
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yep, though firebrand gets ias on tree slightly easier so the difference will likely be a few percent smaller most of the time

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like niches calculation above

plain garnet
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20% vs 27% on their respective trees

proper hawk
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yeah only a couple of percent

harsh abyss
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Mana strike can also get 28%

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if you go for Mana Storm

proper hawk
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oh yeah i forgot about that

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but you wouldnt go for mana storm just for 8% ias i dont think

nimble shoal
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Yeah, but those increases on the tree are additive, so pretty minor

harsh abyss
nimble shoal
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I didn't bother with mana storm on my planner, but mainly because I focused on cold scaling

harsh abyss
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Fair

plain garnet
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With the amount of flat spell damage and elemental damage available on the spear it's definitely worth taking mana storm

nimble shoal
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It's not a ton of flat spell for stuff that's not frost claw, though I guess it's not bad still

plain garnet
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We don't know the ranges yet, but 51 flat damage is close to what you'd see on a high level wand or scepter base

harsh abyss
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Damn it, I think I'm going to have to farm a world splitter for my mana stacking mana strike build

nimble shoal
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Is it possible to give mana strike a mana cost?

harsh abyss
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I'm not sure if Mana Storm counts, but the main thing would be the +1% crit multi per 10 max mana

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As far as I can tell it's the only way to scale damage off of max mana

nimble shoal
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Ahh yeah

proper hawk
nimble shoal
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Yeah I am pretty sure it's just a mana consumption

harsh abyss
#

yeah

plain garnet
#

How is spell damage calculated? I assume it is:

((base spell damage + flat spell damage) * total amount of increased relevant spell damage) * each individual source of more damage

unreal blade
harsh abyss
plain garnet
#

Right.

nocturne temple
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was using the ehp calc after u mentioned this, telfuns with 2 t5 dodge affixes (helm/body) gets u easily to like 25%, added 10k ehp lmao

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nice recommendation ❤️

harsh abyss
nimble shoal
plain garnet
#

Dodge is a great defensive mechanic, you just can't rely solely on it

nocturne temple
nimble shoal
#

Other stuff can mean the different attacks peak slightly differently of course

plain garnet
#

It couples very nicely with other mitigation methods to smooth out the damage you take

harsh abyss
#

Yep, I love ways to get 20-30% dodge on builds that have other main defenses

nocturne temple
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idk if this is good or not

unreal blade
plain garnet
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I learned the hard way in PoE that 95% evasion =! 100%

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So you need some other kind of way to not die on top of your dodge

nocturne temple
#

does DR thats not armour apply to DoT/

plain garnet
nimble shoal
viral fox
silk pewterBOT
#

:white_check_mark: This character build is verified

Game Cycle / Version:

Harbingers of Ruin / 1.1.7

Class:

Mage (25) / Sorcerer (56) / Runemaster (25)

General:

▸ Health: 1,081, Regen: 19.02/s
▸ Mana: 383.6, Regen: 16.24/s
▸ Ward Retention: 336%, Regen: 84/s
▸ Attributes: 9 Str / 1 Dex / 90 Int / 1 Att / 1 Vit
▸ Resistances: 167% / 59% / 57% / 154% / 89% / 94% / 63%
▸ EHP: 1,520 / 1,311 / 1,288 / 1,777 / 1,520 / 1,520 / 1,357

Defenses:

▸ Endurance: 20%, Threshold: 216
▸ Armor Mitigation: 36% (1,822)

Damage Types:

Fire / Spell

Buffs:

▸ None

Used skills:

Meteor (20)
Frost Claw (20)
Teleport (21)
Flame Ward (20)
Focus (20)

Used unique items:
unreal blade
plain garnet
#

If I can get enough attack speed elsewhere and the mana isn't a concern, firebrand is probably the better choice here. A bunch of flat spell damage and crit multi, good ward on hit/ward per sec

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I am curious about the ward/hp balance this patch. One of the devs mentioned they were addressing that.

harsh abyss
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Yeah, we don't really know. Maybe tweaks to ward generation/formulas, or just improvements to health-related stuff

plain garnet
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I'd like to see a lot of buffs to hp builds, because ward is outright better in every way right now

harsh abyss
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My guess would be nerfs to "missing health gained as ward" stuff and then buff to hp related things

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The new ward formula is pretty decent and not that overpowered

plain garnet
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Yeah I'm expecting Exsanguinous to be nerfed

unreal blade
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ward is in a decent state right now, life needs buffs.

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i watch people playing sentinels with 4k+ life and still get hit for 75% of their health regularly. they leech it back, but man that is a yo-yo i don't like playing with.

harsh abyss
plain garnet
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You just need so much more investment into hp via affixes to match what ward can get by just stacking int, which also increases damage (usually)

unreal blade
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i'd like to see endurance buffs. life totals could probably use a small bump also, but endurance i think is the better place to focus.

plain garnet
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To get good HP numbers you need %life everywhere it is possible to get it

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Ward builds can instead use those affixes for int or other utility

unreal blade
#

also endurance doesn't work on ward, so it's a fine place to tune

plain garnet
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I'd agree that Endurance is a good place to look

harsh abyss
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I'd like to see endurance threshold specifically buffed

plain garnet
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I ran a marksman build last league that picked up a ton of endurance and endurance threshold plus ~50% dodge and it felt really solid.

unreal blade
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a life build with a good amount of dodge and foot of the mountain feels as tanky as a good ward build. they just need to make that accessible without the boots/dodge.

nimble shoal
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It doesn't say, so I assumed additive, but if it's multiplicative that's a big win for firebrand

unreal blade
#

isn't all AS multiplicative?

nimble shoal
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No

harsh abyss
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I'm pretty sure it's additive

plain garnet
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I have no idea how the attack speed calculation works

unreal blade
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how do you calculate it then if it's additive

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1.692 + 0.27?

harsh abyss
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It's like anything else. Add all additive increases together, then multiply by multipliers

nimble shoal
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You add all your "increased" speed modifiers together before multiplying, same as damage calc for "increased damage"

plain garnet
#

My assumption would be:

(Base speed * all combined sources of increased attack speed) * weapon speed

unreal blade
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err i guess it'd be 1.467 + 0.27 for firebrand. used mana strike base by accident.

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would all AS be additive though?

plain garnet
#

No idea

nimble shoal
harsh abyss
#

anything that's more probably specifies it, except weapon attack speeds. Those are a multipler (and averaged if you have 2 weapons equipped)

nimble shoal
#

Weapon base attack speed is a more/less attack speed multiplier wearing a hat

plain garnet
#

Yes

unreal blade
#

yeah that's a bit different than nodes or gear affixes with AS though

nimble shoal
#

Yeah, almost all attack speed you stack will be additive, which means diminishing returns

plain garnet
#

the tools calculator includes all of the attack speed together as an additive, including any rolls on the spear itself

nimble shoal
#

Which is why the 20% increase vs. 27% increase doesn't matter much once you have a lot of increased attack speed

unreal blade
#

oh i was already doing it additively, combining all AS improvements then multiplying them against the base. it never crossed my mind that you'd multiply each AS improvement with each other.

#

as i see it, you have 3 parts of the calculation: weapon speed * skill speed * sum of AS improvements

harsh abyss
#

With any other More modifiers if the specific thing has them

unreal blade
#

can you show me an example of a more multiplier for AS?

harsh abyss
#

Not offhand but I think there are a few out there

unreal blade
#

mana strike and firebrand both say increased

plain garnet
#

Flurry has some more attack speed multis.

harsh abyss
#

I think Puncture does too

nimble shoal
#

They are pretty rare outside of the one attached to your weapon base speed

plain garnet
#

Unless my math is super wrong I'm seeing like 4.5 attacks/sec with firebrand if I have a perfect T7 attack speed roll and all the attack speed passives on a 0.94 attack speed spear.

Mana Strike with the same setup is 5.21/sec

nimble shoal
#

That one harbinger hammer has one, too (less speed)

unreal blade
#

so in this example, with say 200% increased AS, it'd be:

0.94 * 1.692 * 3.2 = 5.08 attacks per sec (Mana Strike)
0.94 * 1.476 * 3.27 = 4.51 attacks per sec (Firebrand)

a difference of 12.6% in favor of MS

#

now we have to keep in mind the weapon's stacks are rate limited

#

you can only get 3 stacks per second, and the 'barrage' only goes off every 3 seconds minimum

plain garnet
#

Right. Max of 9 charges/3 sec

gritty pagoda
plain garnet
#

That wording suggests to me that you can frontload the charges; you're not limited to 3/sec, just 9 every 3 sec

gritty pagoda
unreal blade
plain garnet
#

The spear won't gain charges until the cooldown expires, yes.

#

There's other reasons to care about attack speed, though, like proccing frost claw natively

unreal blade
#

would make it a little better for dodging hits/etc. but if you are standing there blasting, the rate gain is academic.

plain garnet
#

Yeah you're constantly moving, you're very rarely standing still blasting

harsh abyss
#

With 5 attacks per second, you could feasibly have 2.5 native frost claw procs per second

plain garnet
#

That's a lot of claws

unreal blade
nimble shoal
#

Maybe a question to look at is how much investment do we need to hit 3 aps for each skill

#

I'm too lazy to calculate that on my phone 😂

plain garnet
#

Not a ton if you're also using enchant, I'd say

harsh abyss
#

Yeah

#

Plus passives and weapon tree stuff, probably not too much

nimble shoal
#

Without enchant weapon up, unless you have 100% uptime on it, or close

harsh abyss
#

I feel like anyone is going to try and get that uptime to 100% just for QOL

unreal blade
#

just with enchant weapon active you're at 2.38 per sec with mana strike. wouldn't need too much more.

plain garnet
#

Uptime on enchant is not hard to maintain tbh

harsh abyss
#

I mean, you need just over 100% total IAS

nimble shoal
#

If enchant weapon isn't needed to hit the cap, might just drop the spec entirely

harsh abyss
#

Because if you have 1.6ish attacks per second base, 100% IAS is 3.2 attacks

gritty pagoda
#

c:<

nimble shoal
#

True, we can hit that with a good WW hit and passives

gritty pagoda
#

trigger ALL the spells

unreal blade
#

and be permanently oom

harsh abyss
plain garnet
#

I think with good enough gear you just drop enchant weapon entirely and go whole hog on procs. Take the 42% chance for frost claw to cast elemental nova and take the elemental nova tree, too

gritty pagoda
#

currently I"M BLASTING EVERYTHING

harsh abyss
#

If only we could freaking roll IAS on staffs 😢

plain garnet
#

That said, enchant also offers a chance to cast icicle on hit too

unreal blade
plain garnet
#

Does it? I never considered that.

gritty pagoda
#

🤔

unreal blade
nimble shoal
#

Yeah, the FCs procced by the spear get >400 flat just from the spear itself

unreal blade
#

you can access 25 flat fire while getting the other good stuff in enchant weapon

plain garnet
#

Right, so Frozen Sparks in the Enchant tree would add to this

#

Or the 25 flat fire

unreal blade
#

you'd only be able to access 20 flat lightning or 20 flat cold

gritty pagoda
#

dex stacking with those boots that give flat cold dmg from dex?

unreal blade
#

yes if you can manage the negative resist

nimble shoal
#

No need for more flat, we want %inc and crit stuff

unreal blade
#

and it probably double dips for glamdring frostclaw

harsh abyss
#

I just wish Glamdring interited flat attack damage from the triggering melee attack if it was triggered. That would be awesome and I could use it for my mana stacking mana strike build

plain garnet
#

Unless I'm reading this wrong, don't you get both?

gritty pagoda
nimble shoal
plain garnet
gritty pagoda
#

but also the weapon itself can give us all the %increased we need

unreal blade
nimble shoal
plain garnet
#

Ah, damn.

harsh abyss
#

That node really needs to get updated

gritty pagoda
#

can someone re-link the spear

nimble shoal
#

Yeah mega outdated node lol

harsh abyss
#

It's horrible since the implicit change

plain garnet
gritty pagoda
#

oh god I didn't realize that node doesn't work with adaptive damage

unreal blade
harsh abyss
#

yeah

#

Power crept to death

plain garnet
#

God that sucks lol

nimble shoal
#

It was always bad, but nowadays it's not even worth picking up as a cute 1 pointer

unreal blade
gritty pagoda
#

ok yeah the spear with lets say we get 100% increased ele dmg with spells as a weaver roll, thats 600% increased with the triggered spells

plain garnet
#

Can't get ele damage on a spear atm

gritty pagoda
#

shit

#

wtf can a spear roll

plain garnet
#

Can roll individual elemental increased though

#

lightning% or cold%

harsh abyss
#

Increased poison damage, every mage's favorite 😝

nimble shoal
#

Nothing great, just attack speed and individual elements

unreal blade
#

i'd take attack speed and t5 or higher crit dmg reduction 🙂

nimble shoal
#

And crit multi, which is probably what I'd want

harsh abyss
#

Yeah, crit multi is always good

nimble shoal
#

Or even flat cold

gritty pagoda
#

that does make me think about a dot build with it

nimble shoal
#

But tripling the crit multi from it 🔥

plain garnet
#

480 crit multi for spells procced from the essences lol

harsh abyss
#

Yeah, that would be insane

unreal blade
#

hm yeah i guess you'd prioritize stuff that affects the casts, so not AS

nimble shoal
plain garnet
#

I'd argue you still want a fat IAS roll.

harsh abyss
#

You'll prioritize whatever the weaver gives you and you'll LIKE it

unreal blade
#

crit multi and defensive crit multi plz 🙂

nimble shoal
#

Weaver Discord emote when? groleshades

plain garnet
#

But realistically anything that gives damage would be nuts. Imagine 480% crit multi and an extra 1152% increased lightning damage

gritty pagoda
harsh abyss
#

Getting high WW on these items is probably gonna be a huge pain though

gritty pagoda
#

T7 of that is like 200% -> triple that -> 600% on the triggered spells ez

#

cause its just chance to ignite on hit not chance to ignite on melee hit

unreal blade
nimble shoal
gritty pagoda
#

wait

#

spears can get damage over time

harsh abyss
#

Just a casual 1920% frostbite chance

plain garnet
#

correct

unreal blade
#

oh no

#

spears don't have shred lmao

harsh abyss
#

Yeah they do, it's a suffix

plain garnet
#

I'm glad I started this discussion.

gritty pagoda
#

suffix for armor shred

unreal blade
#

i'm looking at suffixes on LEtools

#

it ain't there

harsh abyss
#

Did you actually click on a spear?

gritty pagoda
unreal blade
#

oh you have to click on a base first

harsh abyss
#

It won't show if you don't select the item

#

yeah

gritty pagoda
#

my new plan is T7 Dot damage and T7 ignite chance and we be setting the world on fire

#

cause with a dot I really don't care about which of the 3 spells get triggered

plain garnet
#

I think there's a lot of incredible meme builds you can do with this.

harsh abyss
unreal blade
gritty pagoda
unreal blade
#

900 frostbites in a barrage

plain garnet
#

wtf

nimble shoal
#

That's more than 5 frostbites for sure

plain garnet
#

Also note spears have lightning/cold pen available on them, too.

gritty pagoda
#

actually

#

if theres some way to convert all this dot chance to time rot chance I feel obligated to try this on vk

plain garnet
#

Perfect T6 roll, tripled, is 100% ele pen

gritty pagoda
#

given one of the devs said using time rot for a dot build is gonna be a thing

nimble shoal
#

Depends on how the time rot rework goes, if it still has 12 stack cap there might be better options

gritty pagoda
#

fair

nocturne temple
#

health per second =/= health regen right?

#

for example, the focus node that heals 6 per sec, that healing wouldnt apply to vessel

harsh abyss
#

The focus node is a heal, so healing effectiveness from any source applies

#

But yeah, you're correct, healing is different from health regen

nocturne temple
#

dang

weary hamlet
vapid rune
#

With S2 pretty close does the Mage and it's masteries get a lot of changes, too?

rotund bloom
#

Won't know until patch notes, but I wouldn't expect much

weary hamlet
#

we don't know but hopefully they address some of the more degenerate builds

#

some of the current sorc stuff is downright silly

plain garnet
#

What are the contenders for nerfs, you think?

#

I can't speak for sorc builds, but ballista falconer is super degenerate

weary hamlet
#

SO, FC, Arcane Current (just delete it), Fragment

#

yeah ballista falconer isn't any better

plain garnet
harsh abyss
#

Yeah arcane current is terrible. Not only busted for multi-hit stuff, but also mega bad performance. I tried it on lightning meteor and just had to unspec it because of the lag every time I hit a pack

nimble shoal
#

I think arcane current is largely a frost claw problem... though that performance thing does make it prime for a hit

#

I still have no idea why FC changed to multi-hit gets halved freeze rate, but still full ailment chance

harsh abyss
#

Yeah, I feel like all of the mage-related nerfs you mentioned are related

#

FC is mainly a problem because 25 hits (spark charge). Arcane Current is a problem because VO and high cost FC. Fragment is a problem because of high spark charge application (Arcane Current)

rapid hinge
#

i think the nerf to multihit spell spark charge is fair

#

but i'm afraid if you nerf everything related to it, then spark charge will become shit

plain garnet
#

I don't think I understand what makes arcane current so busted.

rapid hinge
#

for example ballista/wraithlord...

plain garnet
#

OH there are two skills named arcane current lol

#

Base class Mage has one, and there's a second deep in the Sorcerer tree, ok.

#

Yeah it does kinda feel like FC shouldn't be able to apply ailments as easily as it does

rapid hinge
#

that is true, FC is the absolute best skill in the game in the category of "fast multihit skill"

#

and it's not even close

nimble shoal
#

Yep, I truly believe it not getting a "50% less ailment chance" effect was an oversight

rapid hinge
#

hmm maybe not sure, i dont have much experience with primalist and acolyte

harsh abyss
unreal blade
nimble shoal
#

I mean yeah, that contributes. That probably shouldn't be so sustainable

nimble shoal
#

But I don't really care how they fix it, as long as they fix FC

plain garnet
#

We were talking yesterday about using the new essence weaver spear to proc a bunch of FC casts (and smite/storm bolt) that each have like +600% chance to ignite just from the spear alone

rapid hinge
#

give FC a reduced ailment effectiveness, AND BUFFING OTHER SKILLS is the most reasonable thing to do imo

#

the 1.1 mana recovery nerf was a very good direction

harsh abyss
#

I say go nuclear and make Volley of Glass incompatible with On Through the Snow, but I'm a frost claw hater

rapid hinge
#

you might be letting the hatred take you over 😂

spare pendant
plain garnet
#

If you roll 3 FC casts with the spear, that's 15 hits that all apply 6 ignites, plus the storm bolts + smites, for a total of 126 ignites from JUST the spear with a T7 ignite chance proc on it

nimble shoal
harsh abyss
#

I don't mind that because it's effectively a 400% cast speed increase, but it definitely make FC feel like big power creep

rapid hinge
#

it surely is

#

😂

weary hamlet
#

spark charges are not and had never been balanced around getting applied 50 times per second

#

or they would have the damage of ignite

unreal blade
harsh abyss
#

Yeah, I don't think Enigma would even need nerfs if FC wasn't applying so many of them

weary hamlet
#

nah enigma is stupid by itself, it already was a problem before they even made AC

plain garnet
#

Enigma is for sure a problem imo

weary hamlet
nimble shoal
#

Enigma definitely is a bit strong. I wouldn't hate to see it turned back to its intended function, +1 per int

weary hamlet
#

*non-channeled lightning blast with literally zero points allocated in its tree

plain garnet
#

Adding that much flat damage to spark charges alone is what makes it bonkers

harsh abyss
weary hamlet
harsh abyss
#

Yeah, I can agree with that, it reduces the flavor of the skill

plain garnet
#

It isn't unreasonable to have like 130 ish int on a good build, and it's possible to go way higher than that. 260 flat damage to spark charges is insane

harsh abyss
#

Also 5x hits from one node for minimal downside is alway kinda iffy

harsh abyss
#

Kinda limits the build space for them

weary hamlet
unreal blade
plain garnet
#

There definitely needs to be a way to build spark charges, but putting a huge chunk of the power budget for them into one unique

#

Feels like bad design

harsh abyss
#

It's a pretty niche build in general, the unique keeps it from being too much of an auto-include

#

You can still totally have spark charges on any build, but they don't become the focus without enigma

weary hamlet
unreal blade
weary hamlet
#

enigma and criterion are pinnacle unique design in their eyes, mike said as much

harsh abyss
plain garnet
unreal blade
harsh abyss
#

At least the LP system makes it so "BIS" is ever-evolving

unreal blade
#

but the ceiling is much lower for spellblade spark than sorc spark

rapid hinge
#

ceiling is not that high for sorc spark either

#

that's why ultimately spark build needs static orb setup for bossing

unreal blade
rapid hinge
#

else the boss fight would just take 2 hrs

rapid hinge
#

abberoth and build ceiling doesnt belong in the same sentence man

unreal blade
#

yes the limit of the build is much higher than spellblade version

#

do you know what veterans boots are

rapid hinge
#

i do

#

im curious what make you think the limit of FC sparkcharge for sorc is much higher than for SB?

#

im genuinly curious no trolling

unreal blade
#

sorc version has far higher defenses and damage than spellblade version. spellblade version is just extremely easy to play. no management just attack.

rapid hinge
#

😂

#

sry im dumb

weary hamlet
#

except that it has a choice of another one or two items to use

#

depending on build

rapid hinge
#

what about defense?

#

what makes sorc defense much higher than SB ?

unreal blade
#

i run 9-10k ward on my SB with 50ish% armor DR and a few other sources of DR. i can face tank aberroth except beams/ground dots. sorc is just better.

unreal blade
#

and you get 1 sec immunity from wrongwarp

plain garnet
#

I feel like a lot of the fix for this is in making On Through the Snow incompatible with Volley of Glass

weary hamlet
#

the fix is removing volley of glass

unreal blade
#

i've built an incomplete version of frozen's FC spark just to give it a try and i could see the power right away, both offense and defense. i just didn't like dealing with mana (meteor or focus) and having to moderate casts (to stay high on mana).

weary hamlet
#

FC is already one of the most bloated skills in the game design wise, it doesn't need to invalidate even more other skills by its mere existence

unreal blade
plain garnet
#

I'd say leave it in but give Volley of Glass a 50% ailment chance modifier

weary hamlet
#

they could also give meteor shrapnel homing so it all hits one target while they are at it

#

fair and balanced

spare pendant
#

lol dude

#

im just about to be finished with a meteor zero to hero

#

its like, truly meteocre

#

good enough but not something id recommend

harsh abyss
#

🪦

#

I like Meteor a lot, but it's definitely not as good as some other skills at this point

weary hamlet
#

I played plenty of meteor throughout the patches and it's always been kinda mediocre

#

cause FC is also a better meteor than meteor

harsh abyss
#

I wish it was worth building in other ways than the "meteor storm" version

unreal blade
harsh abyss
#

Like if the Stardust branch had other more modifiers that prevented having additional meteors or something

weary hamlet
#

with the belt

unreal blade
#

what we need is on through the snow for meteor. 25 meteors per cast!

weary hamlet
#

just bake the belt into baseline meteor

#

50% chance to recast for free

#

sounds about balanced

#

can proc off itself of course

harsh abyss
#

I want like... a node locked behind 3 points in the bigger aoe node that makes it so you can only cast 1 meteor but it does significantly more damage

weary hamlet
#

guess what

unreal blade
weary hamlet
#

nah the aiming is fine except for extra meteors from the meteor shower

harsh abyss
#

Nah, targeting is fine, especially when you take the big AOE node

weary hamlet
#

but their fall area isnt really that bad

harsh abyss
#

It hits basically the whole screen anyway at that point

#

I prefer to build 1 meteor instead of meteor storm just because I like it better, but the meteor storm is just too good to not get unfortunately

frozen lodge
#

Ward still gonna be the only viable defense in this next expansion?

unreal blade
#

life is getting buffs

#

if nothing else, from idol crafting, but probably more

harsh abyss
frozen lodge
#

Thats good to hear

harsh abyss
#

We'll have to see patch notes to know for sure

frozen lodge
#

I always try meteor every patch but end up dying to lag or whatever before endgame

#

Buuut doesnt seem too good from what everyones sayin

#

Unfortunate

harsh abyss
#

Yeah, I like meteor as well but it often doesn't feel super good

unreal blade
#

ward probably remains main defense for mages in general, as it should be, but maybe some life builds come back. mana defense builds should get a buff from idol crafting also.

proper hawk
#

honestly mage's best defense is hybrid, reactive ward is nuts

harsh abyss
#

Yeah, reactive ward is great

proper hawk
#

also meteor actually seems pretty good, dr3adful is doing another zero to hero build with it

unreal blade
#

he said above he wouldn't recommend it, but it wasn't awful

harsh abyss
#

It's probably better if you optimize it more. Zero to hero builds are pretty streamlined

proper hawk
#

oh i should have scrolled up

#

yeah maybe I have a lower standard

spare pendant
#

Nah nah nah

unreal blade
#

Z2H builds also rely a lot on skills/passives. they don't get to a great level of gear.

spare pendant
#

Guys

#

Remember I am basing it on day 1

#

This is entirely for cycle starter stuff

harsh abyss
#

Yeah

spare pendant
#

I've seen good Meteor builds

#

Just don't play it day 1 and your fine 💀

frozen lodge
#

Ah thats not so bad then

harsh abyss
#

Wait until you craft a Vilatria reforged staff 😝

proper hawk
#

also tbh it just looked really fun so that might be skewing my impression of it lol

unreal blade
spare pendant
#

Remember I have an insanely high standard for this. It has to get to 10/10 harbingers while also doing decent damage while also not being squishy while also having good clear while also on a shoestring budget where I usually don't spend my favor, I end up with like 80k in the end

#

And also within like 8-14 hours of total gameplay

frozen lodge
#

Mages builds zzzz something something frostclaw

spare pendant
#

This is the strictest of the strictest

#

Remember if I have a mediocre time with the build, imagine a new player who is prone to mistakes and lack of knowledge

#

If I'm not doing well with it, it's gonna be straight up awful for a new player

harsh abyss
#

I'm curious how my channeled LB build is going to fare in the endgame, I've never really tried to push it that far

proper hawk
unreal blade
#

standing still and relatively low ward gen is probably an indicator of it not going super far, but it's probably decent

#

are you doing runemaster for fortress armor/ward?

spare pendant
#

I think crit channeled LB could be fine

#

But you need to run another skill for clear

#

And remember

#

Cast speed does nothing for you

proper hawk
#

Zerax's build uses halo effect for clear i believe, it used to work

spare pendant
#

Also as well, we don't have anything like doedres tenure unfortunately

unreal blade
#

yeah spark nova should be decent clear. i saw the video in his build from before halo effect broke and it looked ok.

spare pendant
#

So a neat trick btw

#

Don't go telling everyone this OK

#

You can run the node that turns off lightning blasts mana cost when you are at 0 mana, and that makes the channeling free. Then you pair that with double font of the erased and now all of a sudden your not as squishy anymore

#

Just something interesting I've found

proper hawk
#

yeah the free channelling is the basis of Zerax's build, didn't know about the double font tech though

unreal blade
#

video from his guide

spare pendant
#

Not taking shattershock?

harsh abyss
#

Shattershock is next on the list when you havve more than 20 points. It doesn't affect Spark Nova, so Frontloaded is better for your damage overall

proper hawk
#

as a damage mod dependent on the enemies state, its not inherited by sub-skills unfortunately

harsh abyss
#

Indeed

#

I'm planning to rebuild the guide, there are a bunch of new things that'll affect the build, especially with set crafting and other funzies

#

I've been waiting for Halo Effect to be fixed before I do that

#

But, while channeling and standing on your Glyph of Dominion, you should be basically invincible

#

I really like the "hold right click and wave your cursor around the screen" play style 😝

proper hawk
#

I was thinking of doing a variant with focus and mana guide for the pop of ward after 2 seconds

harsh abyss
#

Yeah, I have a feeling that build is gonna be strong. I'm probably going to experiment with it as well on the same character, since the passive trees will be mostly the same

unreal blade
proper hawk
#

like, traversal focus channelling for 2 seconds while moving between packs, channel LB on everything, repeat

harsh abyss
weary hamlet
#

btw they promised to buff it, might try it again next patch

harsh abyss
#

I'm hoping they change the Runes of Disintegration node to be a "less damage taken" modifier instead of ward/sec, and make it any channeling instead of JUST disintegrate

weary hamlet
harsh abyss
#

Yeah, but Font of the Erased only gives you ward when your current ward is less than your missing health, which is... basically never

#

And %increased health and mana are useless for the build

#

And you don't get 'mana spent gained as ward' because once you hit zero mana (basically instantly), you don't spend mana any more

#

Oceareon or Red Ring are obviously probably better rings, but I didn't want to showcase rarer stuff. Part of the value of the build is that it's super easy to get started.

weary hamlet
#

eh the rings arent terribly rare tbh

#

maybe not cycle starter common though

#

but still

proper hawk
#

I think font is probably quite good for a hybrid build where it lets you recover very rapidly to a baseline level

harsh abyss
#

Yeah, I'm going to try and focus and do a "starter" and "endgame" version of the build to showcase both. Not enough builds do that, I think

weary hamlet
#

ill probably be starting on sent anyways

proper hawk
#

rive FG looking kinda sweet rn, can't wait for patch notes to ruin my hype

weary hamlet
#

they already spoiled a real fire conversion for rive right?

harsh abyss
#

IDK patch notes are gonna likely be a huge win for almost all sentinel builds that don't want to be forced to use volatile reversal 😝

proper hawk
#

a fire conversion? I only know about the void conversion

#

I actually really like VR, i dont like it as a double damage button though lol

weary hamlet
#

ah yeah no that's for vengeance

#

triple damage button*

#

more like quadruple for dots really

proper hawk
#

yeah im glad they are fixing it I just hope they adequately compensate sent for it

harsh abyss
#

If the past is any indicator, sentinel is probably gonna be HELLA broken this patch

proper hawk
#

I have all the class channels muted except mage, maybe I oughta unmute the sent channel lol

weary hamlet
#

their idea of compensating it is probably adding 300% more damage at basline to all sent skills

harsh abyss
#

I mean... that'll do it. Though I feel like defense is the most needed

weary hamlet
#

300% more health, armor and block stats

proper hawk
#

Funnily enough quadrupling block and armour wouldn't even do that much

proper hawk
#

ah

harsh abyss
#

But somehow I doubt it will be

unreal blade
#

i was mostly referring to the ward gain

proper hawk
#

I'm pretty sure the ward chance will be on the set affix tbh, but probably nerfed at anything other than t7, and maybe even then

unreal blade
#

i mean just wear the ring

harsh abyss
#

Yeah, that's decent as well. I don't put too much value on it because the Runemaster Ward/sec affix is so insanely strong. 150 ward/sec on your chestpiece is incredible.

proper hawk
#

LB channel is 8 casts per second right?

unreal blade
#

plus spark novas

harsh abyss
#

LB channel lasts as long as you hold it down

#

It's 8 casts per second, which is 16 hits per second with spark nova

unreal blade
#

surely this is more wps than liath's with glyph

proper hawk
#

so 120 avg ward per second with the ring, honestly less than I was expecting

unreal blade
#

though liath can get 3LP pretty easily

harsh abyss
#

Yeah, it really depends on the other things you get. The invoker ring is a great leveling/start ring but it'll be outclassed eventually by legendaries

unreal blade
#

the 13 flat lighting likely better than the 75% inc lightning on liath

harsh abyss
#

One interesting note is that Sorcerer could theoretically boost the build with another ~6 spark novas per second with Distant Spark

#

But then you lose all the fun RM boosts

proper hawk
#

thats neat but i don't see not going RM

unreal blade
#

i'd say invoker is significantly better than unslammed liath, and probably better until you get a really good liath slam.

harsh abyss
#

Yeah, for the channeled LB, RM is just too good

#

I also like Ward/sec as a defense option, which RM is king for

weary hamlet
proper hawk
#

yeah mana strike spark charge was the last time I had experimented with it, absolutely insane

unreal turtle
#

What are the top like 3 spell blade variants right now ?

harsh abyss
#

Probably Frost Claw, Frost Claw, and ShatterStrike (Frost Claw)

proper hawk
#

lol

#

pretty sure crit shatterstrike is a top build on SB, not sure what others

harsh abyss
#

Bloody Nib shatterstrike is also pretty popular

abstract scaffold
proven haven
harsh abyss
#

Lol yeah

unreal blade
# unreal turtle What are the top like 3 spell blade variants right now ?

Shatter Strike crit is a glass cannon with highest damage, not very durable, and slightly extended melee range. Dragorath Spark/Mana Strike is tanky, easy to play with solid damage and clear. Firebrand/Flamereave is lower damage than the others, slightly more clear and durability than shatter strike.

#

there's probably other variations of shatter strike that are probably still high dps, but i'm not familiar enough with them to talk about them.

proven haven
#

idk if just me but I always felt like SB kinda paired well with low life tech for tankyness

nimble shoal
#

I did bane of winter SS for 1.1, it felt pretty solid for regular game content. idk about pushing corruption with it, though

unreal blade
nimble shoal
#

I think I just used a boneclamor or something and it was fine

unreal blade
#

we're talking higher corruption, more complete builds, or at least i am.

weary hamlet
#

these days in some builds you don't need to use either

proven haven
# weary hamlet eh its not particularly great on sb, historically sb mostly used vessel

The thinking was more that you don't get as much of the spell cast -> ward, if you are doing that, you also don't get as much mana -> ward (I guess mana strike could scale but it feels meh), then you have the reactive ward synergy with LL you can manual proc with any spell + TH, or teleport convert, etc.

Plus you probably stack int which is ward retention, goes well with LL

But yeah maybe vessel is lower cost, LL is a couple items for 10k ish ward late game but idk 🤷‍♂️

You don't really do much health stack though so ehh. Idk it seemed okay to me

unreal blade
#

mage also doesn't scale health regen very well, so vessel seems questionable

mental pulsar
#

should i be swapping from frost claw to glacier instead?

harsh abyss
viral fox
#

hi all, what you think of this build? still working on blessings

silk pewterBOT
#

:white_check_mark: This character build is verified

Game Cycle / Version:

Harbingers of Ruin / 1.1.7

Class:

Mage (25) / Sorcerer (56) / Runemaster (26)

General:

▸ Health: 1,075, Regen: 19.16/s
▸ Mana: 388.47, Regen: 16.24/s
▸ Ward Retention: 336%, Regen: 85/s
▸ Attributes: 9 Str / 1 Dex / 90 Int / 1 Att / 1 Vit
▸ Resistances: 167% / 76% / 57% / 116% / 89% / 94% / 63%
▸ EHP: 1,703 / 1,703 / 1,443 / 2,173 / 1,703 / 1,703 / 1,520

Defenses:

▸ Endurance: 20%, Threshold: 215
▸ Armor Mitigation: 48% (2,843)

Damage Types:

Fire / Spell

Buffs:

▸ None

Used skills:

Meteor (20)
Frost Claw (20)
Teleport (21)
Flame Ward (20)
Focus (20)

Used unique items:
obsidian agate
#

this is just regeneration, and not like sources of mana gain on hit right

#

like from mana strike for ex

harsh abyss
#

Correct

tribal veldt
#

shadow wizard money gang, we may be entering a dark age...

#

perhaps the passive tree has gotten some goodies to compensate but ee-yikes

harsh abyss
#

Mages potentially in shambles

#

But we'll need patch notes to see for sure

tribal veldt
#

I was clinging on to pure ward like a rat on a drowning ship

#

now hybrid with Hp or even pure Hp is the way

harsh abyss
#

I think pure ward will still be possible. It's just not gonna be absolutely nutty like it has been in the past

#

It just won't be the default for every single mage build

tribal veldt
#

I'm probably less screwed than the nerf suggests because I don't really build around passive ward

#

but yeah gotta rewire my brain a little

harsh abyss
#

Mage might also not get hit that hard because they already capped some of the stuff that were outliers in the RM tree

#

I'm hoping (non low-life) Ward/sec builds don't get murdered, I feel like no one (except me) even uses them right now

gritty pagoda
#

EHG can try to pry a well rolled opulent focus from my hands

#

and then good luck cause i glued it to my hands

tribal veldt
#

friendship with opulent focus ended now guacamole bowl is my best friend

gritty pagoda
#

which one is guac bowl

tribal veldt
#

rotmind

gritty pagoda
#

ah

tribal veldt
#

you know the build is cooked when my bis starts being weird ass bad uniques

rapid hinge
harsh abyss
#

int gives 2% ward retention now

#

I think that's the main one

rapid hinge
#

💀

harsh abyss
#

Also they talked about moving major ward sources from the tree to gear, no details on that though

rapid hinge
#

kekw

gritty pagoda
tribal veldt
#

they specifically called out Int as doing too much for just stacking a ton of it

#

which is fair, but a lot of bad builds are getting caught in the crossfire omegalul

harsh abyss
#

I mean that's fair, especially for some builds

#

Spell crit chance, flat crit, increased damage, ward retention, flat damage, cooldown reduction, ward decay threshold...

#

It's got a lot going on

rapid hinge
#

yeah int is very strong that's fair

tribal veldt
#

okay don't include increased damage that doesn't count lmao

harsh abyss
#

??? Increased damage is actually huge

#

Stacking 150 int is 600% increased damage

tribal veldt
#

yes but every class has it for their primary attribute

#

it's not an int specific benefit

harsh abyss
#

But it IS a benefit that it gets

tribal veldt
#

ugh semantics

gritty pagoda
tribal veldt
#

I take no responsibility for the purple juice drinkers

gritty pagoda
harsh abyss
#

I just want patch notes ASAP so I can know what the changes are

gritty pagoda
#

Gregory several days

unreal blade
#

ward seemed to be in a fairly good place, life just needed buffs.

harsh abyss
#

Yeah, we'll have to see what the total patch notes look like. With the new ward formula it may not even hit most builds that hard, as long as they werent stacking 100+ int

#

Maybe there will also be other ways to actually build mage now instead of int stacking being way overloaded.

unreal blade
#

isn't that every good mage build right now except maybe shatter strike which already has survivability issues?

harsh abyss
#

I guess my thought is maybe they had to reduce the value of Int so that they can provide power in other ways and T7 int wont be the BIS affix for every mage.

unreal blade
#

we'll see if they made up for it elsewhere but i'm not confident, since this patch is so endgame and sentinel focused

nimble shoal
#

Ward has been cracked for a very long time

rapid hinge
harsh abyss
#

Also, potentially a lot of power from idol crafting

rapid hinge
#

oh yeah 4 affixes idols gonna be huge

unreal blade
#

well i tried to reply, but for whatever reason the server is blocking my post. just was saying if we don't see compensation somewhere (and we aren't expecting it), this leaves the good mage builds still capable of high corruption, while harming all mage builds that were decent but maybe had weak defense. seems like the opposite result of what was likely desired.

scenic sail
# unreal blade and despite all that, there's what a handful of really solid endgame mage builds...

My mage build is certainly more defense than most, damage dealt to mana before health + seed of ekkidrasil + 60% endurance is still going to be super powerful. I use ward in addition to these defenses, but these changes will make multiple defenses more of a necessity.

I think reducing ward retention per intelligence is a mistake though, if they wanted to nerf ward, I would've preferred they nerfed the ward generation, not retention based on int. I guess this will mean int stacking is signifcantly weaker overall, which is fine for my build personally but I'm not sure it's better for the mage class, I think that's a big loss overall for an already weak class.

#

I guess other classes might have seen big nerfs as well though

unreal blade
proven haven
#

INT is damage + defense

#

When I level an int stacker I literally prioritize it above everything, including resists early on

harsh abyss
#

Yeah, I really think thats the thing. Make Int not BIS for literally every mage build

plain garnet
#

I think one of the core problems is a general lack of availability on the ward retention stat, except for Int which gives you tons of it

#

A 16-Int ring giving you 64% is crazy. The stat is basically unavailable except on specific uniques, the relic prefix for flame ward, and some mage idols

harsh abyss
#

Yeah, wouldn't surprise me if we saw new suffixes for rings that are like ward retention and/or decay threshold

uncut comet
#

Any opinions on the maxroll glacier leveling guide?

harsh abyss
#

It's a popular one, but I'd wait for patch notes before seeing how valid it is for 1.2. I don't THINK it will see too many nerfs, but ward as a defense is getting nerfed and we kinda need to know how bad before we know how good any mage builds will be.

uncut comet
harsh abyss
#

It may not be that bad since they said they want to move power from passives to gear, so we may see improvements in other ways, and int-stacking will just become less valuable.

scenic sail
# uncut comet Any opinions on the maxroll glacier leveling guide?

It's ok advice, but not something that you should stick to like it's a necessity. Glacier is good all by itself and works with virtually any other skills in the mage skill tree. As long as you take the critical rejuvination point, which is the main appeal of the entire skill, everything else is subjective after that. If you need mana but don't want the skill to cost 40+ mana you can take Lesser Glacier. I always recommend static collapse which makes glaciers ranged, it makes the skill so much more versatile and more fun, then you can add damage with gear, spark charges or meteors with the harbinger of stars belt, which is what I prefer to do. Just keep in mind that spark charges should NOT be used in combination with harbinger of stars unless you have tons of potions and or tons of mana and meteors should strictly be on single meteors (not the multi-meteor option) until you have atleast 1,500 mana. I've posted a few videos on reddit of my build, I still think it's the most versatile, powerful sorcerer build in the game, and yes I've seen the FC builds.

proven haven
#

for bossing it's just oneshot either way with static orb, so doesn't really matter

#

but for clear, it seems a bit more delayed and inconsistent

scenic sail
#

clearing monos it's way way better.

proven haven
#

I don't think so

#

also much lower stable ward / I think less defense

#

I guess you got the seed helm

scenic sail
#

Less defense?! LOL, dude, I'm at 2k corruption, what's your highest, I'm just curious?

proven haven
#

???

#

Is that your measure ?

#

going beyond 1K is pointless, so I don't

scenic sail
#

Yes, because if you're not capable of completig monoliths comfortably at high corruption, then what are you talking about?

#

It's certainly not pointless, do you not know of Item Rarity in this game?

proven haven
#

are you serious?

#

Yes I am aware of how corruption scales, I am the one that made the videos and did the math on most of that stuff

scenic sail
#

I'm 100% serious, what are you talking about? Item rarity is super important to improve the quality of the items that drop. The higher corruption you are, the higher the item rarity. Lower corruption means lower drops.

proven haven
#

are you MG?

scenic sail
#

Ok, so if you're build was better, you would be at higher corruption and you wouldn't have a problem with it, which was my point.

#

My build is far more defensive than yours without a doubt.

proven haven
#

How high did you get in HC?

scenic sail
#

70% damage dealt to mana before health means a lot when you have 2,200 mana and 60% endurance.

#

I can't play HC and I have no interest in it. my computer lags far too much with specific bosses to even remotely entertain that, plus I don't want to play HC, it's a complete waste of time.

proven haven
#

ah, well if you don't play in HC then you can't really talk about defense

#

I'm trolling a bit tbh with that one, because the 2K corr comment is a bit weird

#

the question though, are you MG or CoF?

scenic sail
#

It's not weird, if you could actually survive at that corruption, then you would, but you can't, so that's enough evidence I need that your build is far worse. I'm Tier 12 in both, though I strongly prefer merchants.

proven haven
#

my guy

scenic sail
#

defensively you can't even come close to my build, I don't even know what you're talking about.

proven haven
#

it's not about surviving

#

its about optimized farming

#

XP scaling is reduced to 0.05x after 1K corruption

scenic sail
#

Ok, and item rarity is not, so your point is moot.

proven haven
#

item rarity is almost irrelevant for CoF vs Favor gains

#

sure it matters for exalts, but you get more than enough

#

the limiting factor is mostly uniques with LP

#

at 300c or so yeah, rarity is absolutely not high enough

scenic sail
#

Didn't you just say earlier that corruption affects prophecies? If corruption affects prophecies then higher is better, why is this confusing to you?

abstract scaffold
#

Max corr isn't a very good measure of build strength. Any build that can reach 1k corr can get to 2k just by brute forcing it without really changing your build at all

proven haven
#

corruption does affect prophecy LP chance, yes

#

however there is massive diminishing returns

abstract scaffold
#

There's just generally no point in going beyond 1k corr other than just saying you have

proven haven
#

At 1K corruption I basically never drop below 8K ward

scenic sail
proven haven
#

Also, there are guys running my build with worse gear than I have well past 2K corruption

#

its honestly trivial

#

I just don't think it's optimal

#

My optimization is based on max favor per hour

scenic sail
#

If your only defense is ward, then yes we have nothing to talk about, you have absolutely nothing to claim over my build in terms of defense. You just don't seem to understand the items in this game very well if you think you have good defense.

proven haven
#

how much armor do you have?

scenic sail
#

I honestly don't care at all, and I switch between the armor blessing and the endurance blessing regularly

proven haven
#

???

proper hawk
#

lmao

proven haven
#

you don't care?

scenic sail
#

endurance blessing if I'm wearing exile boots, since endurance is included with foot of the mountain

abstract scaffold
proven haven
#

I have something like 4K or whatever armor, which I forget but its like 50% DR or something

#

a lot.

scenic sail
proven haven
#

And I have DR on the most deadly ailments

unreal blade
proven haven
#

because unlike you, I DID play HC with this build

#

where defense matters

#

and I DID get rank 1 arena with it

#

and spent weeks speed farming 800C, in HC SSF

abstract scaffold
proven haven
#

I am not saying that to flex or anything, it's not like this is competitive

scenic sail
#

Defense also matters a lot in the endless arena. It's a great test of defenses. If you want to go ahead and give your build a try, you can clearly beat my 650 waves because one player did with frostclaw.

#

If you can beat me there, then I will admit that you have better defense, but I highly doubt that you can.

proven haven
#

650 is not a lot

scenic sail
#

I guess you could just copy the #1 guys build, he's using the boots with int and basically everything with int.

proven haven
#

boots with int?

#

you mean exile boots?

scenic sail
#

Uhhh yes, it is dude, it's a shitload, I think it's like the equivelant of 3.5k corruption, which is a lot for a sorcerer

#

No, the mirage boots with dodge rating while channeling

proven haven
#

...? I already did 420 in HC before my build was even optimized

#

that build is still alive

#

650 in Softcore is not a lot

nimble shoal
#

There's someone with 1479 running that forgeguard reflect build lol

scenic sail
#

Well good, then go ahead and put your name on the list. Talk is cheap. All you've done is boast about being good at HC, big deal.

proven haven
#

Also the mirage boots suck unless you can really make use of the channeling full time

#

Blood boots give 12 STR aswell, which is 48% armor

#

I am not good at HC... That's literally the first ever HC character I made

#

my point is that the build is good

#

I am not that great

scenic sail
#

There are a lot of builds that have significantly better success at the endless arena for different reasons, but the reason why the mage class is the lowest is because it runs out of both damage and defense at the higher levels.

proven haven
#

it does, yes, but you can mitigate some of the more dangerous forms of damage

#

fire for example had some scary damage sources

#

so imo fire mitigation is higher value than say, poison

#

which FC cleanses for free

#

infinitely

#

Go record yourself getting more than 300K favor per hour with your build

#

or even close to that, and I would be immensely impressed

scenic sail
#

Yes, FC has lots of advantages and disadvantages, like mana generation, which is a major limitation when the enemies have 2x more health and deal 2x more damage, hence the 2k corruption to test the build. You're talking like, "oh it's not that big of a deal, I could do it if I wanted to" <-- Yea, be my guest, go ahead and see how well you survive at 2k corruption. I have only seen mediocre frostclaw builds at 2k corruption, flick showed me his and while he was honest in saying it wasn't ideal, it wasn't ideal for damage, it was really poor for defense and the issues you have at 1k corruption become significantly more clear with harder enemies.

proven haven
#

It's a good build for sure, but I don't know if it fits as "#1"

scenic sail
#

I've shown my build at 1,600 corruption easily clearing as fast if not faster than your build.

unreal blade
scenic sail
#

190% movement speed is what I have when I put on my speedy gear. I can wear a number of weapons, armors, rings, gloves, etc and still be perfectly fine. I even showed my build doing 1,100 corruption with literally 0 LP items just to prove this point. Glacier + meteor is far more versatile and forgiving than frostclaw. You just see enemies and click on them, nothing is difficult and the items are not really specifically required, only the HoS belt is required for the meteors auto cast of course.

proven haven
#

Also the HC thing, I was just saying, if I can get to 420 arena in HC without even coming close to risking death 650C with unlimited retries is not much of a challenge

scenic sail
#

I clear 2k corruption with 190% movement speed, I've never seen a frostclaw build even close to that.

#

True, it should not be a challenge, you can probably take over the #1 spot on the arena ladder if you try hard enough, so don't just talk to the talk, give it a try!

unreal blade
#

do you recall when you were using leech and exanguinous together? This is another such case.

#🧙┃mage message

proven haven
#

I absolutely can, but I am not super interested in spending several hours putting all my various spread out items on legacy onto a character, then running arena, and uploading a video just to prove some guy on discord xD

scenic sail
proven haven
#

great, so I've already effectively done 2200C in Hardcore

scenic sail
#

You think you're better or smarter than you are.

proven haven
#

according to this chart

scenic sail
#

Why would you think I care?

#

What difference is HC to you?

proven haven
#

I don't. I am not mechanically great at the game, I don't have some secret knowledge

#

I just disagree that the glacier meteor is better

#

that's it

#

the HC to me is that you are talking about defense

#

with unlimited retires you can struggle your way to a bunch of corruption or arena waves

#

Also, in SC I didn't really play the pure FC version of the build

#

I did a hybrid

#

my HC character I went full int stack

#

Anyway, it's dinner time for me, good chat. Not trying to be hostile or rude or anything here, hope it didn't come across that way, it's just fun to discuss the nuances of builds we are passionate about

scenic sail
# proven haven I just disagree that the glacier meteor is better

Like I said, I've shown my build speed clearing monos faster than your build with overall worse gear. I can clear monos at 1,100 corruption with 0 LP items and I've shown that as well. Seed of ekkidrasil, endurance, ddtmbh, and even the harbinger of stars belt has up to 18% damage reduction on it, but you seem to be oblivious to all of these things.

proven haven
#

cheers guy

scenic sail
#

Enjoy your dinner

rotund bloom
#

Not a random being an ass to Frozen 😭

south yoke
#

send link for the build

patent island
#

I have a question about Runemaster. I haven't looked at any guides, just reading the skills and trying to make something work. Currently I am investing heavily into elemental nova... I have noticed that if you JUST cast elemental nova, you get the same cycle at the start of a map:
Fire, Lightning, Cold
Lightning, Cold, Fire
Cold, Fire, Lightning

My issue is that those three spells are fine and all... but I really prefer the other set of three that the elemental nova gets set into once you trip it with one spell.

So, currently, at the start of every map, I pay very close attention, and go exactly like this:
nova (Fire), then some frost spell, just to trip the cycle, so that I can cast the other three versions of the triple elemental spells:
Lightning, Fire, Cold
Fire, Cold, Lightning
Cold, Lightning, Fire

Okay, now that all of that is outa the way... is there a way (other than doing what I am doing right now) to set in stone the cycle that I prefer for elemental nova? I saw in the Runic Invocation skill tree that there's a point for Immutable Order... but my problem with that is I actually DO like to switch from AOE to single target.

Thanks in advance, and sorry if this is a commonly asked question, I looked but didn't see anything on it.

harsh abyss
#

So basically, you're asking: Is there a way to change the 'default' order of elements that ele nova gives you? There isn't, unfortunately

patent island
#

bummer

proven haven
scenic sail
proven haven
#

my res wasn't even capped in that run, but I had 5K+ armor

#

60% ish phys DR

scenic sail
#

I have armor gear lying around, I can try it on and see how I do.

proven haven
#

check my planner, I do special setup for hard content

#

it wasn't super optimal, I realized I forgot to take the 25% cdr

#

which is a big deal

scenic sail
#

Was this in legacy?

I too haven't played mage much since November, I had a blast playing minions and ended up sticking with the falconer build, it's like a more extreme mage, endless potions and mana and way more damage, and less tankiness.

And yes, the endless arena takes hours every time, it does become a test of preparedness. I always die to what I can tell is enraged enemies, but I hardly ever see anyone else encounter these, which was why I was recently asking this in the dev chant. Apparently it's completely random, but I seem to see them quite often when using AA.

rapid hinge
#

650 waves is hard

#

omegalul 😂

#

Nice joke m8

spare pendant
#

Frozen just dumped on him by getting to 1k lmao

rapid hinge
#

i wonder what he will try to sus out this time

hidden moon
#

xdd

proven haven
scenic sail
# proven haven yea legacy, I used my 1.1 character, but I never played after the refresh. After...

Hrm, interesting, well that might explain what I'm seeing as a big difference here. Unfortunately for the sake of a direct comparison this is clearly not the same as the cycle arena ladder. I could tell something was different when I saw your intentional death at the end, literally no one even attacked you and that seemed unrelatable to me. One major difference I can see for sure between these two is that your boss enemies have no ward, which is quite different obviously from what we see now in the arena. And for some reason it looks like none of these enemies ever get enraged, so maybe that's another modifier that doesn't get applied in legacy, I'm not sure.

#

I went through my gear last night and found my armor and for the most part my gear remained pretty much the same. I have about 500 less mana, but 2k more armor

proven haven