[2.4] 100% Fire Critical Bladefall Totems Chieftain
Playing this build in EHC, level 71 currently. Generally seems very strong, but lab traps have been scaring the hell out of me. I alt F4ed out of map trial because touching a saw blade always took a flask charge and I just couldn't sustain.
Any tips on surviving lab traps with no hp regen? I'm quite scared of doing Merc Lab now, though the monsters there will hopefully give enough leech. I'm mostly concerned about the endgame Ascendency trials where you really don't have a way to sustain or refill flasks a lot of the time. |
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" With essences you could make a spell damage bow and master craft global crit multi. Might be better than the harp depending on how many increases you get from the tree. |
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" Yeah lab is a pain in the ass with no life regen. Might want to spec out of ZO when running labyrinth. I finished my trials fortunately before I made this character. |
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" Well you dont need death opus for this build, death harp will do fine. Crafting a bow which gives you more value than 150 critmulti seems difficult. The extra arrow(s) from death bow are also a nice cherry on top. |
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Update now that I'm 83: ZO is a bad idea for this build.
I specced out of the whole MoM, EB, ZO combo and grabbed Deep Thoughts in the Witch area for mana. I also run Clarity, in addition to HoF and AA, and use Rallying Cry. With all that, mana is no issue at all, and I get around 400 hp/s regen. This makes me very difficult to damage, and basically immune to degen. Without needing to worry about ES, I switched over to an armor/ES body armor high in armor, making me almost as tanky against physical as I was with MoM. The build as listed with MoM, EB, and ZO is tanky, but annoying to play, and CRITICALLY weak to some situations. I wouldn't consider it HC viable, because it's one of those builds that's strong 99% of the time but then dies hard when you encounter a mechanic you're vulnerable to. That's fine in SC, but in HC dying 1% of the time means a pretty short lived character. Fire ground, desecrated ground, bleed, Lab traps, poison, and anything else that deals DoT will at best drain your flasks like crazy and at worst kill you using this build. As soon as I got into mapping I started getting into very bad situations and Alt-F4ing pretty regularly, culminating in finding that endgame lab traps are not possible to deal with. That said, the 100% fire conversion and using a bow to dual curse and build frenzy charges are super strong mechanics. I highly recommend the offensive portion of this build, though I did end up speccing out of crits and crafting a deafening woe 5L bow, which seems like more efficient damage to me. Lots of good fire damage and spell damage nodes to pick up instead. Last edited by Green9090#0803 on Oct 25, 2016, 3:47:50 PM
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