[3.2] Crit Blade Vortex Zerphi - 25000+ Life/second heal rate

since you use blood rage, does the Araakali pantheon CWDT + immortal call trick proc even more life gain from the flask?

"
CoolColJ wrote:
since you use blood rage, does the Araakali pantheon CWDT + immortal call trick proc even more life gain from the flask?



no
IGN: Márkusz
My builds: thread/1600072
( •_•)>⌐■-■
(⌐■_■)
Is this HOGM viable?
"
nightcodex wrote:
Is this HOGM viable?


of course, its deep to it's core pvp build.
"You have great power. You're right to be proud. It's unfortunate you have to die now, but I will honor you with 45% of my strength."
Man i really wish a equally strong alternative to zerphi flask in a temporary league =/
you should try it with


the retardness goes beyond the sky
"
DarkWap wrote:
you should try it with


the retardness goes beyond the sky


ive been doing it for a while
IGN: Márkusz
My builds: thread/1600072
( •_•)>⌐■-■
(⌐■_■)
From the Patch Notes today:
"
Zerphi's Last Breath now recovers life over 4 seconds instead of instantly. It now heals you for 450-600% of the mana cost, down from 800%. Divining existing versions of Zerphi's Last Breath will set it to these values.
"
...

Zerphi’s Last Breath is a mana flask, so naturally it’s effect would end when you reach full mana, but since 3.0 Mind over Matter applies to Damage over Time effects, so you can consistently keep your mana depleted by running Blood Rage or Righteous Fire

...
"

not if you have [tone] 25000+ Life/second heal rate and Zerphi’s working and attacking and not get damage example from mobs - it is possible got full mana - wrong?
Zerphi’s not working ok true
http://twitch.tv/katmpb
Last edited by KatMPB#3702 on Mar 2, 2018, 6:10:57 AM
I tested what we have right now, the mana gain corrupted implicits (which have the same wording as zerphi will get), and those stack both in amount and speed, and they don't turn off at full mana, which is the best (wrost?) scenario.

IF zerphi will work the same way, we might be looking at a zerphi buff:

1. the heal is not capped by maximum life, previously because it was instant you could only heal up to your maximum life per attack/cast, and the amount over that was lost. Now as over time you can stack mana cost higher and benefit from it if you are taking very high damage.

2. you can sustain DoT effects much better now, previously if you had a very strong DoT on you which dealt your whole life pool between two of your attacks you died to it, but now if you have enough heal amount you can even be immune to it. This allows you to sustain Blood Rage and Righteous Fire without any drawback at all, you won't drop from full life at all after stopping attacking for 2-3 seconds depending on how much you heal.

3. you won't be completely vulnerable when moving or if stunned, you cannot be locked down in a position as before, you can be much more mobile, but the longer you move and not attack the more vulnerable you get over time.

the drawback:
your heal has a 4 second build up time until it becomes maximised, so you have to know when you gonna take damage and start attacking a few seconds before. Also if you use blood magic you drop significant amount of life at the start, so thats when you are the most vulnerable.

IGN: Márkusz
My builds: thread/1600072
( •_•)>⌐■-■
(⌐■_■)

Report Forum Post

Report Account:

Report Type

Additional Info