[3.11] CoC Ball Lightning Assassin - 20M+ Shaper DPS/10k ES/fortify - League Starter Guide Included

Hey to all,

I changed to this build, seems to be very power and solid,

I need some help on my aps plz,

I have my scepter with 1.5aps,
I have on my cyclone aps 6.62aps with elusive,
I´m still at level 80 so I will reach retribution soon,
With this node I will reach 6.84aps,
Is this enough or I need more attack speed,
If I get harrier I can reach 7.25aps,

Is this correct to do or I need slight more attack speed or it´s Ok?
I also have 15% cooldown recovery on y belt,

Ty in advance guys,
Hi. is this sceptre good for craft 'cant evade?'

Is crit chance for spells good mod?
"
naxus123 wrote:
Hey to all,

I changed to this build, seems to be very power and solid,

I need some help on my aps plz,

I have my scepter with 1.5aps,
I have on my cyclone aps 6.62aps with elusive,
I´m still at level 80 so I will reach retribution soon,
With this node I will reach 6.84aps,
Is this enough or I need more attack speed,
If I get harrier I can reach 7.25aps,

Is this correct to do or I need slight more attack speed or it´s Ok?
I also have 15% cooldown recovery on y belt,

Ty in advance guys,

Your aps should be 7.56 or lower. This does not mean that it must be close to 7.56. Lets say your aps is 7.25. 7.25/7.56 = 0.96, so your dps is lower than the optimal one by 4%. This is obviously not a big deal.

"
6neji6 wrote:
Hi. is this sceptre good for craft 'cant evade?'

Is crit chance for spells good mod?

I think your sceptre is good enough.
I don't think crit chance for spells is the best mod in the suffix slot, but it certainly helps.
Last edited by N0esy on Apr 10, 2020, 4:55:29 PM
Hi everyone (and Noesy in case you find this useful for your original post),

Using Noesy's PoB in his original post, here's the relative impact of Sceptre mods.

This assumes this base and constant mods:
- Karui Base
- T1 Crit Chance
- Attack Speed (anything really, but for this exercise set at 13% increased)
- Hits can't be Evaded (crafted)

Here's the list of incremental mods and their DPS impact, from best to worst. Taking the top value of the specified tier for the calculation.

Obviously these compound if you have more than one of these.

[T1, Prefix] (+100-109%) Spell Damage = +14.2% DPS
[T1, Prefix] (+90-99%) Lightning Damage = +12.9% DPS
[Crafted, Prefix](+55-66%) Spell Damage = +8.6% DPS
----------------------------------------------------------------------------------------------
Note: Noesy has found that Spell Dmg and Lightning Dmg can not co-exist
----------------------------------------------------------------------------------------------
[T1, Prefix] +1 to Level of all Spell Skill Gems = +7.4% DPS
[T1, Suffix] (+35-38%) Critical Strike Multiplier = +7.0% DPS
[T1, Prefix] Adds Lightning Damage To Spells (3-10 to 126-133) +6.7% DPS
[T1, Prefix] +1 to Level of all Lightning Spell Skill Gems = +6.4% DPS
[T1, Prefix] Gain (11–13)% of Lightning Damage as Extra Chaos Damage = +6.3% DPS
[T1, Suffix] (+27-30%) Lightning Damage = +3.9% DPS
[T1, Suffix] (+100-109%) Critical Strike Chance for Spells = +1.9% DPS

And Influenced Mods:

[T1, Suffix, Crusader] (+8-10%) increased Damage per Power Charge = +9.1% DPS
[T1, Prefix, Crusader] Adds (2-6) to (73-77) Lightning Damage to Spells / Damage Penetrates 4% Lightning Res = +7.5%
[T1, Prefix, Crusader] Damage Penetrates 8% Lightning Res = +7.0% DPS
[T1, Suffix, Crusader] Wrath has (+34-40%) increased Aura Effect = +7.0% DPS
[T1, Suffix, Crusader] Zealotry has (+34-40%) increased Aura Effect = +6.2% DPS

Thus an example of the GG non-influenced Sceptre (~+25.0% DPS):

- [Prefix] T1 Spell Damage
- [Prefix] +1 to Level of all Spell Skill Gems
- [Prefix] Hits can't be Evaded
- [Suffix] T1 Crit Chance
- [Suffix] T1 Crit Multiplier
- [Suffix] Attack Speed

In reality, this build does so much damage you won't notice the difference between one of these mods vs. another. But if you are min/maxing, this might help.

The three additional takeaways here are:
- Crit Chance For Spells is a pretty weak mod given the higher crit chance this build already runs with. Plus with flasks down, this mod won't help you with critting on cyclone (attacks vs. spells) more.
- With 3 open mods, multi-mod crafting Hits can't be Evaded and Spell Damage is your safest bet.
- Otherwise, slam a Crusader orb if you have an open mod (but make sure you leave room to craft Hits can't be Evaded). You have a 52% chance to hit a good prefix and 57% chance to hit a good suffix. Much better than your odds slamming a normal exalt.



Last edited by kentishtown on Apr 10, 2020, 11:31:34 PM
Hi

Does crusader sceptre mode chance to inflict lightning exposure on hit works with cyclone/ball lightning ?
"
LeChifre wrote:
Hi

Does crusader sceptre mode chance to inflict lightning exposure on hit works with cyclone/ball lightning ?

yes, it works. However, lightning exposure does not stack with wave of conviction, and the lighting exposure inflicted by wave of conviction is stronger.
Thus, the benefit of the mod is to be able to inflict lightning exposure actively, rather than relying on CWDT trigger.
The militant faith timeless jewel should change something on the tree passive or it shouldn't? When I have the Templar Dominus it changes my Pain Attunement to Inner Conviction and changes some other passive skils too.
Yes it shoud. Inner conviction is what you want to have. Also you want melding not to change by the jewel.
Hello,
i am not good in theory and need your help.

i have some cluster jewels and i would know your opinion.

medium cluster jewel:
55 % crit chance + 20 % increased damage

large cluster jewel:
50 % spell damage

what is "better" ? (i have too this cluster jewel : Megalomaninac Medium cluster jewel : darting movements / overloard /(one useless skill = totems)

are there any points from skilltee we can take to add them to cluster jewels?


I would be very happy to hear your suggestions.

sorry google translation.
"
koloss2000 wrote:
Hello,
i am not good in theory and need your help.

i have some cluster jewels and i would know your opinion.

medium cluster jewel:
55 % crit chance + 20 % increased damage

large cluster jewel:
50 % spell damage

what is "better" ? (i have too this cluster jewel : Megalomaninac Medium cluster jewel : darting movements / overloard /(one useless skill = totems)

are there any points from skilltee we can take to add them to cluster jewels?


I would be very happy to hear your suggestions.

sorry google translation.

How many points are you going to spend to take these passive skills? I don't think your cluster jewels are worth the skill points given that the standard passive tree offers you good scaling.

The best thing you can do is to load your character in PoB and check if these cluster jewels are worth it.

If you simply want DPS or ES, you don't need cluster jewels. I recommend Overlord because it grants fortify, which is only accessible via cluster jewels.
Edit: I found a good use of cluster jewels, but this is recommended at level 96 or later. I'll add this information to the guide soon.
Last edited by N0esy on Apr 11, 2020, 1:42:47 PM

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