Kenzorz's Balls Deep Ball Lightning! [Patch 1.2.4.]

I DON'T PLAY THIS CHARACTER ANYMORE ON 2.0.0 AND THERE WERE WAY TOO MANY CHANGES TO THE TREE TO MAKE A TREE FOR THIS CHARACTER THAT WORKS AS WELL AS BEFORE



Just wanted to share my life based crit Ball Lightning build that I've been playing the hell out of in Rampage league that is probably my most enjoyable build yet since my Glacial Cascade (Ambush league) build. This build is softcore viable (can be hardcore viable with a lot less crit multi and more defensive stats but then it's not the same build then is it?) and deals good DPS even with a 4L, the only unique that is necessary is a Voll's Protector.

Random unimportant background info about my character
On Ambush league my first character there was a Vaal Pact Storm Call Templar that I got to around Lvl 75, as I started running maps in groups I began to run into this problem where my Storm Call while it deals great damage, it doesn't even get a chance to hit mobs before everyone else in my party destroys them. Not long after that the prototype Ball Lightning was accidentally put on the live servers and I saw ZiggyD's video where he was experimenting with the experimental version of Ball Lightning and I thought, this would be the perfect skill to make up for my Storm Call build's main weakness of delayed damage.

GGG said they would release this skill in either the next patch or two and I waited, and waited and waited and even made a new character, my Glacial Cascade Witch who got to level 89 over the course of around 3 months and Ball Lightning still wasn't released. Finally towards the very end of that league they finally released Ball Lightning but I did not have the time to play nor did I feel like picking up my Templar again when the leagues were about to end.

So instead of picking up my Storm Call Templar again, I theorycrafted a few builds and was really looking forward to making a crit power charge Storm Call build in the next league even with the 4% crit chance on all lightning spells and then suddenly a wild passive tree rework (and lightning spell crit chance buff all around) appeared. I had an initial build planned out with this new passive tree as I experimented with it further as I was leveling and spending over 30 Orb of Regrets my build began to look more and more like my old Glacial Cascade (Ambush league) build as I found it simply works best this way (not saying there isn't more efficient builds).

I still wanted to make a Storm Call character but as I was leveling I found Ball Lightning is really good for leveling and then I just stuck with it because it's such a fun skill.

tl;dr This was originally supposed to be a Storm Call build but Ball Lightning just does everything better pretty much.


Pros and Cons

Pros:
*Good AoE DPS
*Good single target DPS
*Long range
*AoE size means you can throw Ball Lightnings through a gap and still deal damage against mobs that are on the other side of the wall, an example of a boss this is good against is the Lvl 76 Academy map boss.
*Reliable crit chance meaning great synergy with Vaal skills.
*Shock!
*Has a lot of spare sockets
*Passive tree isn't really specialised in any element so it allows for versatility, plug any spell in the sockets for good results!
*Can start using Ball Lightning early on in the leveling process, it's pretty good for leveling with.

Cons:
*Extremely prone to reflect deaths when half asleep, it is important to always keep a Surgeon's Topaz Flask on you. Not hardcore viable unless you alter the build a lot but then it's not the same build anymore lol.
*Corrupted Blood isn't a problem if you keep life leeching but the second you stop, you better get ready to use a bleed flask twice: first time to stop the initial 20 stacks and the second time to stop the restacking from your Ball Lightnings still hitting the Corrupting Blood mob.

Map mods to reconsider
Elemental Reflect: it's doable but you'll have to take it slowly and probably remove a damage support gem or two.

-Maximum resistances: It's doable but you have to be extra careful and keep your eyes peeled out for elemental reflect since you will take a lot more damage against it.




"
Passive Tree
1.3 tree as close to my old build as possible, 111 points used

Bandit rewards:
Normal: Help Oak (for +40 Life)
Cruel: Kill all (for +1 passive point)
Merciless: Help Alira (for +1 Power Charge)

Leveling


This is a rough outline of what areas of the passive tree you should aim for at different stages of the leveling process. Begin taking any nearby power charges whenever you have access to a Voll's Protector.

20 points
40 points
60 points
80 points (take EB whenever you feel like you're starting to have mana problems)
100 points


Useful gem setups for leveling:

Cast when Damage Taken + Warlord's Mark + Decoy Totem
Trap + Cold Snap




"
Gear

"Fashion is important too!"

Before you ask, yes I still have my gear. It's just not verified because it shows up like that when used in forum quote boxes.

My Gear



"
Flasks
Main Flasks


Sometimes switching between these flasks:




Gear stats to look for
Stats for each equipment slot is listed in order of priority. Refer to the Forsaken Masters section for any master crafts that are relevant.

tl;dr version of this section: Get life, resists, strength, dexterity, spell crit, spell damage, mana regeneration.

Chest Armour: Voll's Protector, aim to get a 5L at least and use a 4L for the leveling process.

Weapon: Needs Spell Damage, Critical Strike Chance for Spells, and a prefix slot for crafting Lightning Leech with Catarina.
Shield: Needs Spell Damage, Critical Strike Chance for Spells and if possible, life and resists.

Helmet: Life, resists and any Strength and Dexterity you need to equip your gear/gems.
Gloves: Life, resists and any Strength and Dexterity you need to equip your gear/gems. When possible, try get gloves with Vorici's special "increased life leech rate" mod.
Boots: Life, resists, movement speed.

Amulet: Global Critical Strike Multiplier, mana regeneration and any Strength/Dexterity you need to equip your gear/gems. You can use an amulet with Vorici's special "increased life leech rate" mod if you like but you sacrifice some stats that only amulets can roll such as critical strike multiplier and mana regen (although you can craft mana regen with Elreon)
Rings: Life, mana regeneration and any resists/Strength/Dexterity you lack.
Belt: Either a Leather or Heavy Belt base with life and resist mods.

Note: Strength adds base life too so there's nothing wrong with having a lot of strength on your gear!


Forsaken Masters Crafting
This section will outline master crafts that are useful for this build. Look up a crafting guide if you're not sure what I mean by prefix/suffix.

Catarina Lvl 6: She can craft 1% Fire/Cold/Lightning Leech on weapons. This mod is a prefix and is mandatory for the build. If you find a really good weapon you plan to use end game, save the craft slot for this mod.

She also can craft spell damage or cast speed which you can use for weapons you intend to only use for leveling. In addition, she can craft cast speed on shields if you do not need the craft slot for anything else.

Try to get Catarina to Lvl 6 ASAP if you do not have anyone trusted to craft the leech mod for you.

Haku Lvl 5: Can craft a good amount of life, resists, strength/dex on any piece of armour or shield that is lacking it. Life is a prefix mod, resists and attributes (strength/dex/intelligence) are suffix mods.

Tora Lvl 5: Can craft life and resists on belts as well as movement speed on boots that lack it. Movement speed is a prefix.

Vorici Lvl 4: Can 4 socket and 4 link your gear easily.

Elreon Lvl 5: Can craft life and resists on accessories.

Vagan: Can craft global critical strike multiplier on weapons but it's generally not needed.


Flask to look for

Mandatory Flasks:

Surgeon's Topaz Flask: used to protect yourself from elemental reflect, and since it has the Surgeon's mod you can constantly refill it.

Surgeon's Eternal Life Flask: used as a means of recovering from damage when you're not under pressure. Eternal Life flask was chosen because it heals a large amount of life quickly.

Seething Divine Life Flask: used as a panic button, and should be spammed when taking a lot of damage while under a lot of pressure. Divine Life Flasks heal more than Eternal Life Flasks but are slower but since it's a Seething flask speed does not matter.

Flask of Staunching: can be additionally crafted on any of the above 3: needed to remove bleed damage such as Puncture and Corrupted Blood.

What these flask mods do:
Surgeon's: Recharges 1 charge when you deal a critical strike.
Seething: 66% Reduced Amount Recovered + Instant Recovery.

Optional Flasks:

Surgeon's x Flask of Warding: The combination of Surgeon's and Warding allows you to keep yourself immune to curses almost all the time.


Uniques that can be considered
Helmets

Geofri's Crest: could be good for boosting a secondary skill and especially if you feel like using self cast Arc in your skill set, Arc chains 6 times at Lvl 21

Rime Gaze: gives Lvl 15 Concentrated Effect to make whatever gem you socket in here essentially a 5L, if you really wanted to use a secondary skill that would benefit from that.

The Three Dragons: Makes Ball Lightning more likely to freeze than without this helm relying solely on Herald of Ice's cold damage.


Chest Armour
None, Voll's Protector is the core of this build.


Gloves

Atziri's Acuity: Extremely expensive GG unique otherwise get them if you can and it'll likely solve any reflect problems as well as boosting overall survivability by a lot.

Maligaro's Virtuosity: Crit gloves synergises with this crit build simply enough. I don't use them because I sacrifice life, resists and other stats and don't feel I need the extra damage, they're still a good choice though!

Null and Void (Rampage unique): I have never tried these since I cannot sacrifice my glove slot but they seem like a interesting defensive choice if you have all the stats you need already on other equipment slots. For anyone who doesn't know what these gloves do

Shadows and Dust (Rampage unique): similar stats and purpose to Maligaro's Virtuosity except with an interesting Rampage passive, could be good.


Boots

Gang's Momentum: Could have interesting synergy with The Three Dragons and Herald of Ice's cold burn.

Windscream: If you have sockets for curses, Windscream allows you to double curse!


Weapon

Apep's Rage (wand): Even without any spell crit chance on this weapon, it still is a huge DPS boost for any self-cast spell build. Chaos damage also doesn't hurt against reflect!

Divinarius (dagger): Synergises very well with the build but I don't use it because I need a rare dagger for the lightning leech. If you have life leech from some other source feel free to use Divinarius.


Shield

Saffel's Frame: while you lose a lot of crit chance and some spell damage, the maximum resist and spell block will help you out a lot against reflect.


Amulet
None are worth the slot, just get a rare amulet.


Rings

Berek's Grip (legacy unique): would synergise quite well since this build shocks frequently and sometimes deals enough damage to freeze.

Gifts from Above (legacy unique): Gives a lot of crit chance and a life regen ground effect when you crit, both very useful to this build.

Voideye (legacy unique): Good for Arctic Armour.

Yes it sucks these are all legacy uniques.


Belt

Doryani's Invitation (Lightning): A more expensive means of obtaining Lightning Leech without having to worry about crafting it on your weapon.



"
Gems

My Gems
Main skill:
This is the entire point of the build but using different AoE skills also work since my passive tree isn't really specialized in any element. Support gems are in order of priority.

Ball Lightning + Spell Echo + Lightning Penetration + Increased Area of Effect + Increased Critical Damage + Added Chaos Damage

Supplementary skill(s):

Vaal Storm Call + Spell Echo + Lightning Penetration
For this 4-link setup, you can either link Added Chaos Damage for more stable damage and DPS per Vaal Storm Call or you can link a second Vaal Storm Call.

Vaal Storm Call is an optional part of the build but I really enjoy using it as it hits really hard when it crits (I have about 50% crit chance on it with my 7 power charges up), it is also a good fall back method for when you need to kill a rare mob with elemental reflect since the bolts hit at most 2 mobs at a time instead of the hitting the entire pack like Ball Lightning does.

Spell Echo is used because it works with Vaal skills and casts them twice, so instead of a regular Vaal Storm Call slowly striking 1 mob at a time with the lightning bolts, when supported by Spell Echo it strikes 2 mobs at a time or strikes at an isolated mob really fast.


(OLD LINKS) Storm Call + Spell Totem + Faster Casting + Lightning Penetration
A completely optional part of the build, Storm Call totem adds decent supplementary damage and is useful against rares when you need that boost in single target damage. Having a spell totem is also useful to use against elemental reflect. Feel free to replace Storm Call with any other kind of spell totem you prefer. A Glacial Cascade totem fits well with this build too.

(ALSO OLD LINKS, I'M NO LONGER USING FLAME TOTEM)
Flame Totem + Greater Multiple Projectiles + Faster Casting + Added Chaos Damage
As with Storm Call totem, this is a completely optional part of the build. I use it because it adds a lot to my single target DPS.

Auras and Buffs:

Clarity: necessary for keeping your mana up.
Purity of Lightning: mandatory for mitigating reflect damage.
Herald of Ice: It's a very nice boost to all your spells' DPS and gives you slight chilling/freezing ability without the use of a cold spell.
Herald of Thunder: Another nice DPS boost for spells, also complements the use of Lightning Penetration linked to Ball Lightning.

Arctic Armour: Extremely useful for mitigating physical and fire damage. It's pretty much free damage mitigation.

Mobility:

Lightning Warp + Reduced Duration
This will be your main form of movement pretty much always. Feel free to link Faster Casting in there if you do not yet have a quality Lightning Warp or enough cast speed. Faster Casting is not needed at all with 20% quality Lightning Warp.

Defensive Trigger:

Ice Spear (Lvl 16) + Cast when Damage Taken (Lvl 15) + Elemental Proliferation + Shockwave Totem (Lvl 15)
Useful for freezing packs when you take a big hit, since my build has a lot of critical strike chance and critical strike damage it synergises very well with Ice Spear allowing it to do enough damage to freeze mobs for a few seconds. Also since Ice Spear is a single target ability you don't have to worry about it triggering against elemental reflect and killing you since the damage reflected from a single mob will not be enough to kill you. Shockwave Totem helps by pushing enemies away from you and acting as a decoy and since it's high level it can take a few hits too.

(OLD, I AM NO LONGER USING THIS SIMPLY DUE TO LACK OF SOCKETS)Cast when Damage Taken (Lvl 1) + Enduring Cry(Lvl 5) + Immortal Call(Lvl 3) + Increased Duration
Replaced my totem setup with this since I felt like I was using my totem much, really helps against multiple bursts of physical damage.


Other options to consider!
Offense

Arc: while this build isn't optimal for Arc, Arc hits less targets than Ball Lightning and doesn't deal multiple continuous hits per cast so you're safer against elemental reflect. Decent fallback method against those mobs I guess.

Fireball: You could link this in 4L to power up the ignite damage for use against elemental reflect mobs, throw one Fireball crit and watch things burn without worry about reflect.

Flame Totem: My build already has a lot of cast speed and crit, Flame Totem would be great for additional DPS. I would support this with Greater Multiple Projectiles, Faster Casting and either Added Chaos Damage or Faster Projectiles depending on whether you want longer projectile range or not.

Glacial Cascade (Totem): Good DPS and freezing potential.

Vaal Ice Nova: This skill will be able to clear screens easily especially when it crits.

Vaal Flameblast (Trap): A good pack clearer and boss nuke I suppose.

Vaal Spark: as long as you get your power charges up before launching this skill, there's a good chance you'll land a crit and destroy rares/bosses instantly with it.


Defense

Arctic Breath (Cast when Damage Taken): Chilled ground is a very powerful defensive tool and this skill synergises with your AoE passives.

Ball Lightning (Cast when Damage Taken + Blind): Ball Lightning hits multiple times and makes blind more likely to be applied.

Cold Snap: Since this build runs on power charges, you can cast Cold Snap whenever you like! or put it on a Trap. Cold Snap's base freeze chance got nerfed so I wouldn't use this on my Lvl 15 CwDT setup over Ice Spear.

Decoy Totem: Either casting the totem yourself or linking it to Cast when Damage Taken gives you some space to breathe when you're being overwhelmed by mobs.

Ice Spear (Totem): The crit chance is pretty much 100% or very close to it making for very reliable freezes (as long as you deal enough cold damage.

Summon Skeletons (Cast when Damage Taken): Acts as a distraction for mobs, giving you a second of breathing space every time this CwDT setup is triggered.

Tempest Shield: If you have high block chance Tempest shield supported by links such as Blind or Mana Leech can be helpful. Also with Herald of Ice, Tempest Shield's crits can possibly freeze or at least chill things.



Curses

Enfeeble: Great for those hard hitting bosses.

Temporal Chains: Great for mob pack control and giving you more room to dodge boss attacks.

Warlord's Mark: The extra life leech is very useful for almost any build.


Why not x support?
Ball Lightning

Knockback: it's a decent choice but simply put, it's annoying and desyncs shit like mad.

Life Leech: 1% Lightning Leech does the job well enough.

Faster Projectiles: Faster Projectiles means the Ball Lightnings spend less time zapping mobs and just flying away.

Lesser/Greater Multiple Projectiles: Kind of shitty that this is a hidden, unexplained and unintuitive feature but Ball Lightning cannot shotgun with LMP and GMP so all you're doing with these supports is increasing AoE coverage (when it's already got good AoE) and severely lowering your damage.

Slower Projectiles: Slower Projectiles means less distance travelled and the balls just move too slow making clear speed actually worse despite the damage increase.

Added Ligthning Damage: Many other supports take priority.

Concentrated Effect: Again a shitty hidden, unintuitive feature but Concentrated Effect does not increase damage like you would expect, since the zaps from the ball are considered non-AoE projectiles.

Faster Casting: Other supports take priority and Added Chaos Damage is a safer option as a 6L against elemental reflect.

Increased Critical Strikes: other supports take priority and there is no need for this when you have 7 power charges, a passive tree that also grants a lot of crit chance and gear that grants it.



Vaal Storm Call

Increased Duration: deals less damage than with a 4L except it lasts longer, I think more damage over a shorter time is more valuable. Alternatively having 2 Vaal Storm Calls linked to a 3L is longer duration when used one after the other or higher damage over a shorter time when used together.

Trap/Remote Mine: Spell Echo is far better and unfortunately you can't use Spell Echo with Trap or Mines

Concentrated Effect: I'm not sure how this interacts with Vaal Storm Call to be honest.

Increased Critical Damage: other supports take priority in a 4L.


Herald of Thunder

Curse on Hit: While it is pretty convenient it takes up a 4L with Reduced Mana and the lightning strikes do not strike that fast, it's better to just self cast the curse. Also you can't self cast this curse without proccing Herald of Thunder's on kill effect.



Video
Bottom video is the most recent.

Lvl 77 Shipyard Map

Lvl 78 Courtyard Map

77 Shrine map with Elreon mission Patch 1.2.4. introduced Herald of Thunder and severely buffed Vaal Storm Call's lightning strike speed


Stat Screenshots
NOTE: I am honest with all these stat screenshots (unless stated otherwise, also some screenshots might be outdated), I do not pull any of that "equipping impractical gems/gear just for the sake of faking my stats so I can post on the forums" bullshit.

Normal DPS




Increased AoE replaced with Faster Casting




Pre-Herald of Thunder patch Ball Lightning DPS

Ball Lightning DPS tooltip:






Vaal Storm Call





Flame Totem





Life, Mana, Attributes


Defense Tab
Normal:


Demonstration of possible stats with flasks:



Example of my build working well for other non-lightning spell:
Trying Glacial Cascade
Swapped out Increased Area and Lightning Penetration for Concentrated Effect and Faster Casting everything else (gear, build, links) is the same.

Solo DPS:


DPS when partied with an aurabot:


(nevermind the 3% cast speed loss, didn't realise I was using a lower level Faster Casting)

"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
Last edited by Kenzorz on Jul 26, 2015, 11:54:19 AM
Added video.
"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
I run almost the same setup but with Faster Casting instead of Added Chaos- I've always just assumed FC was better.

What's your opinion on the two gems?
"
Valentia wrote:
I run almost the same setup but with Faster Casting instead of Added Chaos- I've always just assumed FC was better.

What's your opinion on the two gems?


Faster Casting definitely is more DPS, however it just makes elemental reflect more risky than it already is whereas Added Chaos Damage is still a substantial boost to DPS except without that added risk.
"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
Last edited by Kenzorz on Sep 12, 2014, 11:14:30 AM
Updated all sections.

Won't be doing a "Ball Lightning vs x skill" section like in my other guide because it's pointless. Apples and oranges.
"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
Last edited by Kenzorz on Sep 13, 2014, 11:20:10 AM
Why don't you get the power charge bandit reward? Even if you don't want to get 8 power charges, you could get that instead of the power charge in the Templar area and save a skill point.
"
Polarization wrote:
Why don't you get the power charge bandit reward? Even if you don't want to get 8 power charges, you could get that instead of the power charge in the Templar area and save a skill point.


or maybe you could read properly and see that I did take the power charge reward and the Templar power charge since it's right next to a big part of my tree?

and max power charges without certain uniques is 7.
"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
Last edited by Kenzorz on Sep 14, 2014, 11:03:40 AM
Video looks good.

I also tried to make a crit storm call, using ice spear to generate charges, freeze enemies in place, and curse on hit. It was just too terrible to keep playing. Got to L58 and couldn't take it any more. I agree that ball lightning is the best substitute for it.

Some thoughts:

I wasn't really able to tell, but how useful are vaal storm call and the storm call totem? What about replacing them with vaal haste?

Have you thought about using staff for +3 light and replacing added chaos with empower? (You could also take serpent stance)

What about getting double curse and using a 6L ice spear or freezing pulse or cascade to generate charges and curse? Then you could drop voll's.

If you drop the templar life and aoe nodes you could get vaal pact. If you add a life leech to your ball lightning, you could go insane with crit chance/mult on gear, potentially reaching more DPS while having instant leech.
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
"
MatrixFactor wrote:


Some thoughts:

I wasn't really able to tell, but how useful are vaal storm call and the storm call totem? What about replacing them with vaal haste?

Have you thought about using staff for +3 light and replacing added chaos with empower? (You could also take serpent stance)

What about getting double curse and using a 6L ice spear or freezing pulse or cascade to generate charges and curse? Then you could drop voll's.

If you drop the templar life and aoe nodes you could get vaal pact. If you add a life leech to your ball lightning, you could go insane with crit chance/mult on gear, potentially reaching more DPS while having instant leech.


Vaal Storm Call is really useful, it makes for a good single target rare/boss killer (since each bolt essentially deals the damage of a regular Storm Call) and when it crits every bolt from that one Vaal Storm Call cast will crit. It also has a low soul cost so you can spam it pretty much every pack even with 2 Vaal Storm Calls so it's decent for multi target too.

Storm Call totem, I honestly don't use it much at all (it even shows in my Lvl 77 Shipyard video, I think I used it like twice in that video lol) the build works fine replacing it completely. I intended for Storm Call totem to help my single target DPS but Ball Lightning and Vaal Storm Call do that job well enough.

Vaal Haste is alright for the build but I just dislike the huge soul cost. It's fun spamming 2 Vaal Storm Calls over and over.

Swapping between a power charge generator skill and your actual main skill is a really clunky playstyle and doesn't necessarily mean you're dealing as much DPS as your tooltip says since:
1. you can't always generate charges
2. the charges do not generate quickly unlike with Voll's that gives 1 charge per hit instead of per cast.
3. every time you lose your charges, you have to spend time generating it again and that really hurts you clear speed.

Double curses is fine if you have a equipment slot free for Windscream or Doedre's Damning.

I've tried Vaal Pact with my Ball Lightning (and even tried it with Life leech gem) when I was around Lvl 80, it didn't work out so well. Vaal Pact is good for big hits (e.g Storm Call), Ball Lightning deals multiple smaller hits so even on crit each hit heals like ~10 life it's really not worth all the points.
"so you can see who has more PvPenis" - Chris Wilson
"Everyone can at least be exposed to Leo's PvPenis" - Chris Wilson
Last edited by Kenzorz on Sep 14, 2014, 1:39:27 PM
"
Kenzorz wrote:

Swapping between a power charge generator skill and your actual main skill is a really clunky playstyle and doesn't necessarily mean you're dealing as much DPS as your tooltip says since:
1. you can't always generate charges
2. the charges do not generate quickly unlike with Voll's that gives 1 charge per hit instead of per cast.
3. every time you lose your charges, you have to spend time generating it again and that really hurts you clear speed.

Double curses is fine if you have a equipment slot free for Windscream or Doedre's Damning.


I agree, my idea is more to combine a power charge generator with double curse on hit. So with one spell cast you're achieving three things: power charge, double curse. I was thinking something like Spell - PCoC - GMP - CoH - Assn mark - Ele Weak/Warlords.

What make this reasonable is that even though pcoc won't be that great on its own, with assassin's mark you get 30-40% chance to get charges on kill. I was able to maintain 6 charges using ice spear and no ele weakness. The problem with ice spear is that it's not reliable for delivering curse to all targets. Other spells are better at that but don't pcoc as well.

How about using warlord's mark curse in reflect maps?
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265

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