Soul of Arakaali + Blood Rage + Immortal Call



Global increases to recovery aren't visible ingame AFAIK, so does this interaction work like I think it should?
Perception is reality.
Last edited by widardd#5398 on Aug 24, 2017, 8:02:01 AM
Last bumped on Dec 29, 2017, 7:26:47 AM
bump, same question
Interesting. If it did, it could help RF builds too.
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Sinthetick wrote:
Interesting. If it did, it could help RF builds too.


This one's a nope; RF itself never stops dealing damage over time (the fact that a player is out-regenerating that damage doesn't mean the damage isn't being dealt), which invalidates the condition on Soul of Arakaali regardless of whether Blood Rage is being blocked or not.

As for the base question: I suppose it depends on whether "Stopped taking damage over time" means "you are no longer suffering any damage from active DoT effects" or "a DoT effect has expired on you". The latter sinks it, while the former means it should work just fine mechanically so long as the damage is actually being nullified outright, not just overridden a'la RF regen builds. I can't come up with a way to test that on the fly here at work, but perhaps someone else can?

Do note, however, that you can't simply rig a lvl 1 CWDT > iCall and have this work, in the case that it works at all. In order for the bonus to apply you need to have taken DoT damage recently - if iCall is tripping often enough from other incidental damage that Blood Rage never gets a chance to actually deal its DoT effect, then you'll not see your bonus recovery, either.

EDIT: Okay, so yeah. You CAN use Arakaali 2 on RF builds if you have a Dousing flask - hit your flask, cancel your RF, immediately re-engage it. You stopped taking DoT damage from RF for a moment, so you'd get your extra recovery so long as you weren't under any other DoT effects at the time you did so. Muhbad, and probably a trick RF builds are already aware of, but just wanted to self-correct the implication that RF can't use Arakaali 2. Whupps.
She/Her
Last edited by 1453R#7804 on Sep 25, 2017, 3:29:00 PM
Immortal Call expends all endurance charges, making the player invulnerable to physical damage for a short duration.

I was thinking invulnerable to all damage. Blood rage is 'physical damage over time', so it could work for that. I would love to see statistics on what pantheon powers are getting unlocked. I bet this one would be the equivalent of noise.
From a few simple tests (rf to 1 hp, full regen time with blood rage active ~17 sec, full regen time with blood rage active with selfcast ic every 4 sec ~10 sec) I can say that it is working as intended.

Tested again with a clock it's 18 sec vs 13.5... which is just as it should be (as we get +50% regen in both cases for the first 4sec after rf expires)... though can't do a precise check on flask hp (which should be 1.5k after ic to 1k without ic)

If anyone can balance blood rage degen to ~0 hp/s and test hp flask I would be very greateful!
Last edited by Fedotsinichkin#5041 on Sep 25, 2017, 5:00:54 PM
Wow thats very strong!
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widardd wrote:

Global increases to recovery aren't visible ingame AFAIK, so does this interaction work like I think it should?

If you think "that's a 50% increase to recovery of life and energy shield, regardless of the source of recovery gain, and frenzy charges on top of that for good measure, at the cost of 4% physical degeneration outside the short period that Immortal Call provides immunity to physical damage", you are completely right.

(Immortal Call has an internal cooldown of 3s, so unless you have a lot of endurance charges to extend its 0.4s base duration, there will be times when you suffer the degeneration effect.)

It stacks with other methods of increasing recovery such as e.g. the Trickster Patient Reaper (and Scion baby version) that increases recovery rate.

To make it work perfectly you need Blood Rage socketed before Immortal call in the CWDT in order of socket execution; all spells in the same CWDT are processed in the same frame, but their execution order matters for this purpose.

It is a strong combination for builds that:

a) Don't mind running around with 4% degen most of the time
b) Recover a lot, yet not so much that they don't desire more
c) Are willing to devote 3 of their linked sockets to it
d) Are willing to pay the opportunity cost of not using another of the major gods

That last one, d, is worth recalling as all of the major gods provide very strong effects covering different weaknesses. Unless your build gets a major benefit from either the recovery boost or the reduced DOT damage taken, one of the others is probably preferable.


But when used properly it works very, very, well. It is together with the Scion's baby trickster ascendancy what I use to make my regeneration flametank recover huge amounts of ES/s.

See e.g this demonstration video I made of the recovery mechanics for my flametank build. (Link to which in .sig)
Last edited by Pi2rEpsilon#4367 on Sep 25, 2017, 7:29:31 PM
ppl in my guild have been using this. Seems... well, interesting I guess you could call it lol.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Pi2rEpsilon wrote:

But when used properly it works very, very, well.


I have an aegis necro that has by default 1200 ES + 600 life on block, paired with this pantheon I get:

1800 ES and 900 Life on block.

When I look at how much life on block rare items get, I think it's fair to say this is as gamebreaking as VP. ;)

The degen can be annoying though, I usually disable this CWDT for the map and just activate it for the scary guardian, for example.
Perception is reality.

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