[3.6] Occultist CWDT Auto Cast Mobile Spell Turret - Red Map / Delve 275+ Viable

Hey, I am encountering problems getting your build to loop. The skeletons refuse to recast, or if they do, far longer than 4 times/second. I'm not sure how to fix it. Please help.

https://pastebin.com/Jh9EJgkf
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CruorLue wrote:
Hey, I am encountering problems getting your build to loop. The skeletons refuse to recast, or if they do, far longer than 4 times/second. I'm not sure how to fix it. Please help.

https://pastebin.com/Jh9EJgkf


You have 100% reduced skeleton duration instead of 98%. you need to get 5 jewels total for 88%, then get another 10% from less duration 20q

I'll be updating the tree for 3.6 soon.
https://www.youtube.com/@esvbanARPGs
Last edited by Horvath on Mar 23, 2019, 6:51:32 PM
Updated build guide. I am currently playing a chains of command build with explode on kill implicit, so do not have any new videos, but this build got a ton of buffs.
https://www.youtube.com/@esvbanARPGs
WoW thanks! im loving it so far. I was working with cold spells. I Might switch it to your new model.

Do you think there is way to make it so you cast spark and can clear the map before you ever see mobs?
No Problem.

Spark needs proj speed, duration and fork to go past the maximum projectile distance (150). I think Soulrend or fireball will have better clear. Spark build will have trouble with single target as well. The good single target lightning spells are all channeling (storm burst, divine ire)

GMP + dying sun fireball has good offscreening.
Soulrend should also have very good clear.
Another player had good success with frostbolt / ice nova / Cold DoTs in betrayal league.

I looked at your cold setup, you should use LMP or volley (on an elder wand) with your frostbolt when you get better ES gear. It will double the damage of your ice nova / vortex.

With good enough ES gear, you can drop shield and use Sire of Shards to make build like spark nova.





https://www.youtube.com/@esvbanARPGs
Last edited by Horvath on Mar 24, 2019, 2:05:07 AM
I swapped into the new fire variant you posted, but i don't think its been optimized yet. (still has unearth socketed with no payoff). Would you suggest any threshold jewels or helm enchants?
you can put whatever you want in for unearth. Should probably put a flamedash there, need it for synthesis league.

Helmet enchants won't benefit the build that much unless you're going volatile dead or cremation.
https://www.youtube.com/@esvbanARPGs
Hi, and thanks for cool build!

I have had some major troubles getting the loop to work correctly with the chaos setup. I was only able to get the skeleton duration down to 2.64s which is not very fast. Anyway, I just noticed the "increased skill effect duration" on Malevolence-aura and I am pretty sure this will break/slow down the loop significantly. Without the aura, I get expected skeleton durations and the loop also works correctly.

This leads me to the question, if I want to use the Malevolence-aura I need to counter that with another "To Dust"-jewel with opposite duration?
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klek wrote:
Hi, and thanks for cool build!

I have had some major troubles getting the loop to work correctly with the chaos setup. I was only able to get the skeleton duration down to 2.64s which is not very fast. Anyway, I just noticed the "increased skill effect duration" on Malevolence-aura and I am pretty sure this will break/slow down the loop significantly. Without the aura, I get expected skeleton durations and the loop also works correctly.

This leads me to the question, if I want to use the Malevolence-aura I need to counter that with another "To Dust"-jewel with opposite duration?


Ah, yea I missed that in my chaos PoB. Without some other item in to reduce skill effect duration, the immortal call will also last too long. I think it would be easier to switch the aura to Zealotry.
https://www.youtube.com/@esvbanARPGs
How do you guys like the chaos version?

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