[Build in Progress] [HC] Heartbound Loop CWDT

http://www27.zippyshare.com/v/zBk0vHCe/file.html



video presenting my templar with mentioned loop. As you can see, he's not suited to this at all but he can still handle the loop with flask popped from time to time. With higher armor values, some additional regen or leech this is perfectly sustainable.

I tried using immortal flesh, but I have hard time calculating if it works at all(is heartbound loop proc considered an attack?). My physical reductions are too weak(i have 4k armor so without charges I block around half of damage, reducing damage from 1050 per loop to 525) and it's hard to spot differences. But, with higher armor(I'm gonna get 10k which will reduce HB dmg per minion by 3/4) Immortal flesh could result in ~85dmg per minion - barely noticeable(assuming it works).

Edit: figured a way to test it out. Character with hp in between 349 and 389(minimum roll on IF is -40 phys dmg) If it survives HL proc with Immortal flesh on - it works. Can be achieved by reserving aura off life

What's more, after adding second heartbound loop this will remain sustainable. Both rings will proc separately, and two small hits are easier to mitigate than one strong.

I created build centered about it but to be fully effective I'd need some nodes from subclass so I have to wait for Ascension

Tl;dr incorporate more armor, block, dodge, life gain on hit + leech + vengeance, regen and suddenly this loop doesnt seem difficult to keep up at all

To test: interaction with aegis aurora. Why? Different wording(scold's briddle doesnt proc it). Heartbound loop is "damage taken" so it might be possible that aegis will proc. In the worst case the damage cans still be blocked/dodged so that's something. And if it in fact procs, then we will see new immortal build come to life
Nothing here
Last edited by trolldemort on Dec 3, 2015, 1:23:34 PM
The damage from HBL is not considered an attack. It is a hit though.

Aegis won't proc. You cannot block this damage, therefore you cannot proc Aegis Aurora.

In your video you don't wear 2 HBL rings, the kill speed is really really low, especially on the ledge. Also the loop is not very fast.
http://www.roadatlas.eu
Just passing by to say...
Holy smokes, this is some seriously amazing theory-crafting!

Kudos for everyone involved in creating such interesting uses for a ring that I only managed to suicide @ /hideout with.
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prawda wrote:


In your video you don't wear 2 HBL rings, the kill speed is really really low, especially on the ledge. Also the loop is not very fast.


As I said, characted used to present this loop isnt suited to this. Kill speed is low because I use low level molten shell without any single node increasing fire damage. Moreover molten shell isn't linked with support gems.

As for loop speed - its speed is dependent on the duration of srs. In theory one could use cwdt + skele + skele + less duration and army of bones jewel to make it faster. Again - I dont have suitable character to test it.

The last thing: using armor and endurance charges makes the whole loop sustainable by reducing damage taken from ring, but at the same time it makes cwdt proc less. In fact, while doing test runs I had to restart whole loop, broken during bigger fights. Minions sometimes die too fast and we are limited by cwdt cooldown
Nothing here
Last edited by trolldemort on Dec 16, 2015, 6:36:27 AM
have you thought about adding to the mix golems / spectator?

not by themself.. but imagine you take X damage from the skeletons dying... and every 6 sec you get a full refill of life from golem recasting? (can be max lvl in that time)... or something similar with spectators ( thought we dont know the values of life they have)
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
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The_x_ile wrote:
have you thought about adding to the mix golems / spectator?

not by themself.. but imagine you take X damage from the skeletons dying... and every 6 sec you get a full refill of life from golem recasting? (can be max lvl in that time)... or something similar with spectators ( thought we dont know the values of life they have)


I assume you are talking about spectre? How summoning spectre or golem is supposed to refill life?


Nothing here
if you resommun them.... with necro agis and 2% of minion life when they die (woek if you reach your limit and resommun them)
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
Update:

I tried COC variant. 4link - coc + cyclone + molten shell + skeleton. One heartbound loop, character level 60. 6 endurance charges, 4 power charges, 2k hp, 3k armor.

Maybe it's due to low amount of fire damage nodes on tree and lack of spell damage on items, but this combination is seriously disappointing. coc + cyclone + firestorm + ice nova allows me to go through act 4 cruel without much problems. When I switch to molten shell version I have troubles killing white mobs in dried lake despite the fact that one molten shell has more damage than both of those spells combined(in theory at least).

After taking a look at molten shell's progression its obvious that its power lays in latest levels, but I wonder if it's worth going further with this testing. If this character becomes usable around level 70 then I could just switch to regular coc or rf spellcaster which seem to be way better and easier to use.

Hereby my shell fakener status is DOA from now on.
Nothing here
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The_x_ile wrote:
have you thought about adding to the mix golems / spectator?

not by themself.. but imagine you take X damage from the skeletons dying... and every 6 sec you get a full refill of life from golem recasting? (can be max lvl in that time)... or something similar with spectators ( thought we dont know the values of life they have)


Yes of course I have tried Golems. They are also included in the short code I have written to simulate the behavior and calculate the criticality vs healthiness. Golems definitely help to increase the "healthiness", but 6s is really long. If you want to mix something, that gives high loop speed (skeletons) with something that generates a lot of life, the best option is Zombies with Montreguuls Grasp. You can generate some corpses with desecrate ground. The specs are better there than with golems. But in the end, you always get in trouble with available skill gem slots.

Spectres are like Zombies. You need corpses. I have also tried Guardian, the idea was to have an item, which drops on guardian's death and constantly resummon on the dropped item. Unfortunately Guardians work different, because they just disappear and can appear again, they are never seen as "dead" by the game, once you cast a new one.

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trolldemort wrote:
I tried COC variant. 4link - coc + cyclone + molten shell + skeleton. One heartbound loop, character level 60. 6 endurance charges, 4 power charges, 2k hp, 3k armor.


I have also tried this one, it was a real disappointment. The cwdt cooldown does not match the behavior of CoC cycloning. However this approach brought up the idea to me, to go via "Vengeance". The hit by HBL can proc Vengeance, which can crit, and with CoC can summon new Skeletons (or whatever). But as I already pointed out here, it is far from being sustainable (criticality > 1)
http://www.roadatlas.eu
Why not life regen + huge life pool ? 25% life regen on 10k life pool 2500 life per second. Woudnt work ?

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