[3.13] Cyclone Coc Ball lightning. 14k-17k eHp + 4-5k arcane cloak + fortify. Great dps/clear speed.
This is a Hierophant version of CoC Ball lightning.
This is the first guide I ever wrote, but the build is so good i thought i had to share it. Please let me know about ways to improve/clarify things, I will try to be as detailed as possible.
I have a crappy internet, so I wanted to make a very tanky build to compensate the deaths by lagspikes/crashes and somehow reach lv100. It ended up becoming a very strong build, the best I have ever played, but not a league sarter and far from cheap. I recommend it for people who like to spend a lot of time improving their character and min/maxing. I will nonetheless include cheaper alternatives for gear wherever possible.
Path of Building has a lot of trouble calculating Ball Lightning + Cast on Critical Strike dps, due to cooldown + APS and Ball Lightning AoE mechanics. I will try to give some numbers, but the build kills endgame bosses before they have time to do much of anything, which is more than enough dps for me.
Don't pay attention to the dps numbers, these are way off. 1M would not let me farm endgame content, the build does way more.
This is a search among CoC Ball Lightning builds, sorted by dps. My character's name is WhskeyJack. It is not really accurate
It gives me Pain Attunement which i don't have (it is instead Corrupted Soul from the Glorious Vanity jewel). And it doesn't factor in cooldown reduction for CoC cast rate, so it counts Ball Lightning at my normal cast speed of 0.45s instead of its 11 casts per second. Neither does the dps boost from our Arcane Cloak nor from our 200%ish increased Aoe count, or even the 120% spel damage from 2X sadist.
Worth noting that no other CoC BL build comes close in terms of tankiness, we get more than twice the amount of eHP than the best dps builds, without counting our defensive buffs.
Updates to come :
_Bossing/clearing videos when I can get decent internet.
_Some Dps numbers if I find a way to make Path of Building work with Ball Lightning.
CoC Assassin gives a lot of crit, but we can reach max crit chance without. Its defense mechanic, elusive, is only really effective together with Acrobatics, which doesn't scale well with ES. And life builds have a lot of trouble reaching 10Khp, much less 14k+.
The Ascendant version has a lot of block chance through Necro ascendancy and Bone Offering, which we can get elsewhere. It also has stun and chill immunity, + endurance charges from Juggernaut, also availablee to us by other means.
Both classes get to use more dps auras and Pain Attunement for the ES versions.
Hierophant brings a lot of survavibility: 1k4+ shield, lots of mana/mana regen, 10% MoM, life leech and ailment immunity.
It also gives us good dps boosts to make up for using less auras:
130% increased AoE (meaning more hits from each ball lightning before they get out of range from target), improved Arcane Surge effect for 14% more spell damage, and transfiguration of mind for 100+ increased spell damage.
+Extremely tanky, with 14K-17k eHp + a 4-5k cloak, and crazy regen. Can facetank nearly anything.
+Immune to stun and elemental ailments, also has very strong regen vs poison/bleed.
+Great single target dps, Maven and A9 Sirus go down in a matter of seconds.
+Great clearspeed with near 200% cyclone movespeed and 250% regular speed + exploding mobs.
+Easy bosses, we dps while we dodge dangerous attacks. No loss of dps while dodging.
-Arcane Cloak is only up 70-85% of the time. But you can either deal with the downtime with merely 'okay-to-good' dps or only pop it for tough enemies. I have yet to meet a boss I can't dps down during the 7.7 seconds the buff lasts.
-Not budget friendly, nor a proper league starter.
-Can't use HeadHunter, we need the CDR on belt.
Coc mechanics: https://www.reddit.com/r/pathofexile/comments/e5pyr8/the_cyclone_cast_on_critical_strike_cooldown/
This is a far better explanation on CoC that what I could manage. You only need to know that with 3.13 the cooldown can be brought down to 0.9s, via 20% CDR boots, which allows us to go up to 11 APS. As you are putting this build together, be mindfull of your Ball lightning cooldown/Attacks Per Second ratio, it is better to have slightly lower APS than goind over the cap.
*Mind over Matter transforms mana into a big chunk of our eHP pool.
*Transfiguration of Mind gives us increased spell damage for each /increased mana node/affix we take.
*Sanctuary of Though, Arcane will and possibly Watcher's Eye give us more Energy Shield based on our mana pool.
*Arcane cloak gives us added lightning damage, also based on our mana pool.
*Helmet enchant gives us HP regen, also based on our mana pool.
All these put together make mana extremely valuable for our build. Instead of investing in life/ES to improve survavibility we put as much as we can into mana and get all these extra stats.
*Gives us more Ball lightning casts per second
*Brings down Arcane Cloak's cooldown to 2.11s, for very little buff downtime.
*Brings down Vortex's cooldown to 0.76s, allowing us to curse enemies more consistently.
Skill effect duration:
*Puts Arcane Cloak's duration up to 7.7 or even 9.9s.
*Gives us perma 70% increased effect lv 20 Arcane Surge, for ailment immunity, lots of mana regen and 34% more spell damage.
*Extends Wave of conviction's duration, giving us no downtime on the debuff.
Glancing Blows + Life/mana/Es on block, Gives us great defences.
Increased AoE, gives us a lot more damage through Ball Lightning mechanics. It also gives us a bigger Cyclone AoE for QoL, and makes for bigger Vortex/Wave of Conviction/Blade Blast, wich means debuffs affecting more enemies/missing less often.
We stack a lot of multiplicative damage modifiers.
To undersand the impact of multiplicative modifiers, take a 100dps spell, and add 1000% increased spell damage, you get 1100 dps. If for example, instad of 1000% spell damage you get 500% + a total of 300% multiplier (which requires a lot less stat investment), you get 1800 dps.
_We use cyclone with cast on critical strike. We aim for 99% crit chance (90% + diamond flask) and 100% hit chance via weapon enchant, as well as 62%+ CDR and 11 APS This allows us to cast up to 11 Ball lightning per second.
_To maximize the number of hits/second each of these ball lightning projectiles will inflict, we use slower projectiles and a massive amount of increased Aoe (around 200%).
A regular ball lightning build with 60% increased AoE and 21/23 slower projectiles gets roughly 12 hits per cast (up from 6 hits without it). Note that it depends on the enemy's positioning and hitbox size, not an always exact number. I couldn't find any reliable sources on the internet for this, since some said that there is a cap at 12 or 13 casts per second, but I have run some tests and found a noticable difference in dps between 60% and 200% increased AoE, but I can't give you an exact value. Definitely a few more casts per second though.
_We have a good amount of %increased damage (general damage + lightning damage and spell damage).
100%+ from Transfiguration of Mind, since will get more than 330% increased mana. 90%+ x2 from weapon and shield, 30%+ on each ring, 20-60% ish from gems, depending on wich alternate gems you get, 80% from tree, 100-140% from large cluster jewels.
_We will evidently stack a lot of crit multiplier, since we will have invested a lot in critical strike chance to take advantage of the cast on crit mechanic. This mostly comes from jewels, I sit at 530% crit multi + 40% against rares and unique enemies from Assassin's Mark.
_We have then some 'more' damage multipliers, from Arcane Surge (34%), support gems (75%+, the multiplier from slower projectiles doesn't work, since the hits from ball lightning are not considered projectiles). 109%+ more damage.
_We stack a lot of resistance reduction,
-90% from Elemental Weakness + Conductivity curses, 70%+ lightning penetration from the support gem + cluster passives and boot enchant, -9 to -12 resistance from helmet, and -25% from wave of conviction.
_We also get multiplicative damage in the form of "increased damage taken".
35% from Algor Mortis gloves, 10% from Unnerve, 8-10% x2 from Bottled Faith and Cinderswallow Urn.
_We also get 10-11% chance for projectiles to be supercharged from alternate quality Ball Lightning,
supercharged projectiles deal 50% more damage and get 50% more AoE, hard to get a precise calculation but is around 75% more damage for those boosted projectiles, I would estimate.
_And finally, we get 25-30% chance to deal double damage from medium cluster jewels and the Pressure Points notable.
All this multiplies the base damage of Ball Lightning (25 to 468 at lv 21, 246 average damage), to which we add roughly 700+ lightning damage via Arcane Cloak at 7k+ mana
350 damage at 0.5 added damage effectiveness, the buff lasts 7.77 to 9.9 seconds, with a cooldown of 2.1s. It can be up most of the time if you spam the key, or when only you need it.
_We have between 60% and 67% Mind over Matter. 30% from the passive itself +10% from ascendancy, +10% from Watcher's Eye +10 to 17% from body armour.
_We stack as much life and mana as we can, at the corresponding ratio. 65% MoM means we get 6500k mana for 3k500 life, for an effective HP total of 10K. It is possibe to reach 11k or even 12k eHP depending on gear and what jewels you choose.
_We then bolster this already big eHP pool with Energy Shield. We get ES from the "get x% of maximum mana/life as extra maximum ES" mechanic.
20% mana to extra ES from Hierophant ascendacy, +3% from Arcane Will, and possibly another 10% from Watcher's Eye. We get 20% of life to extra ES from Glorious Vanity and another 10% from crafting bench on chest. We can also use Discipline for our aura, depending on what kind of Watcher'Eye jewel we get.
_Damage distribution: Corrupted Soul makes it so our ES takes only half of the damage. Of the remaining 50%, depending on how much MoM% you have, your life takes only 20% to 17.5% and the 30% to 32.5% remaining damage goes into your big mana pool, a third or more of which is recouped via the Dynamo passive and Harvest implicits on jewels. This makes your life and mana regen mechanics way more effective, as those only have a small fraction of damage to compensate. As long as you have ES, your life and mana will not move an inch, making ES on hit/leech very important with this build.
_Our huge mana pool gives us a pretty big arcane cloak buff, between 4k and5k damage absorption, for a duration of 7.77s to 9.9s (if you invest in potency of will and Exceptionnal Performance) on a 2.11s cooldown. We can reach 20k+ eHp this way, a usefull skill to pop before a Sirus teleport for example.
_We have some pretty good damage mitigation with:
* fortify from the Overlord passive
* 3 endurances charges from Enduring Focus
* sap on hit with our gloves for less damage dealt by enemies
* chill from Vortex, reducing enemies's action speed
* 75% block/60%+ spell block. (Not real block since we use glancing blows, but still -35% damage on those hits).
There is also the possibility of using Evil Eye on a medium cluster jewel, but this works only if you don't take Unwavering Stance as your stun immunity. Evil eye blinds enemies and so gives us around 50% chance to dodge.
We then have a TON of regen mechanics:
_aroud 800+ mana regen/sec with arcane surge (wich can be up 100% of the time if you spam arcane cloak) and 700+ life regen from helmet enchant and tree. This is huge when you consider that you only have around 3k5 hp, it only takes us 5s to go back to full life without other sources of regen active.
_ life/ES on hit
18 life on spell hit and 30 ES on hit from watcher's eye might not look like much, but we cast 11 ball lightning per second, each one of those hitting every 150ms. On bosses it is more than 70 hits/second, so 1260+ life/s and 2100+ ES/s.
_%Life/ES/Mana on block from our shield, which is big with 75
%/60%+ block chance.
We get life leech for spell damage from ascendancy, ES leech from cluster jewel, amulet annointement or a lucky glorious vanity. We can also get mana leech from attack damage together with overlord on a large cluster. Our cyclone alone doesn't do much damage, but with the added damage from arcane cloak, it can deal more than the 300K dps I need to cap it at 1k500 mana leeched/second.
_We can also use the invincibility potion, A.K.A Cinderswallow Urn, but only with an Onslaught ring, since unreliable Onslaught messes up with our optimal APS.
This might look over the top in terms of regen, and you can skip some parts of it for more dps, but it allows us to facetank things like Shaper beam, Sirus 'die' and teleport attacks or Kosis on 100% delirium t16 juiced maps.
_We also have stun/ailment immunity, and good Dot defence.
Stun immunity either from stacking harvest implicit on jewels, the unwavering stance passive or boot enchant. Against DoT we have good regen, + some chaos res and Shakari pantheon against poison, and corrupted blood immunity. We get ailment immunity with arcane surge from ascendancy, whose duration exceeds Arcane Cloak duration + cooldown, so it can be up 100% of the time. If you forget to refresh it, you still get the buff on hit.
Stat priority is always thus:
_Resists until capped
_Dex until your reach 111 or 114pts for slower projectiles lv20 or 21
_Slot-specific, mandatory affixes
_Mana (gives us eHP, mana regen, life regen, added damage and %incresed damage for %increased mana, so try to get high values)
Maximum power charge for crit, no need to get a S-tier prefix for that, we generate charges quickly enough. You can also get a crit multiplier suffix if you don't need the slot for resists.
Enchant: Ball lightning enchants aren't very good, the only other viable option is "arcane cloaks spends another 15% of current mana" giving us a nice dps boost and a tougher defensive buff, at the cost of 700+ life regen.
Budget option: Crown of the Inward Eye, cheap to get with enchant, enough to try and get a good double corruption on it.
The crafted prefix can be replaced with 8% increased life and mana, for less eHP but a bit more damage.
Enchant: Bis would be 15% increased effect of life modifiers/200% increased attribute requirements. This would require a lower level base to be usable but puts us at 67% MoM. 8% is good enough for a 66% MoM, "+1 mana/life per 2% quality" are cheaper alternatives.
Budget option: Cloak of Defiance, gives a lot of mana and mana regen, and you can get power charge generation on a cluster jewel with the Stormrider passive, and use Devastator together with Overlord on a large cluster jewel for exploding enemies, Unspeakable gifts on megalomaniac or Asenath's Gentle Touch as gloves.
Gives us a huge damage boost, some resists, also sap which reduces enemy damage. Aim for 35% increased damage. It is cheap enough to find one with a nice corruption, like spell or attack crit.
Enchant: Gloves enchants are mostly underwhelming, I prefer a nice corruption.
Cooldown reduction is mandatory, and an S-tier one together with awakened cast on crit and belt CDR put your ball lightning cooldown at 0.9 seconds, allowing us to go to 11APS, against 10 APS for a tier 1.
Budget option: there isn't, much. You can skip Tailwind for much cheaper boots, but it will force you to find other sources of APS.
Elemental penetration is very strong against most bosses and BiS.
80% stun avoidance, together with 20% on jewels from Harvest implicit would save you 3 passive points, but lone bosses then risk stunning you. We have low HP so we get stunned pretty easily, I don't recommend it.
Added lightning damage pales in comparison with what arcane cloak gives us.
Increased attack speed if you've killed recently loses us a lot of dps on Bosses without adds.
We have to use a sceptre if we want both fortify from the Overlord passive, and caster affixes.
Hits can't be evaded is mandatory, and saves us a lot of investment in accuracy rating.
Your hit chance rolls twice, once for the hit to actually land, then once again to see if the crit lands. This puts a 100% crit, 90% hit chance build at 81% crit chance, or a 100% crit 95% hit at 90% crit, wich is a big difference.)
Attack speed and crit chance are the next most important affixes. The higher values you get, the less you will have to invest in attack speed and crit elsewhere.
Spell trigger is nice but not mandatory and hard to get like this, without eating up 2 suffixes. You can put some crit multi and use CWDT instead. I
Mana and spell damage last, but not least.
You can swap one of the regen on block suffixes for a 12% to block spell damage if you want to reach the 75% cap. Shield is your first line of defense and mana has less regen mechanics, so I would say get rid of life. I's up to you but I already have 60% spell block, I don't feel like losing life regen is worth a 35% mitigation for 15% of spell hits. It can be worth it if your spell block chance is lower though.
Assassin's Mark is very strong, it is costly to reach max crit without.
Life on spell hit is difficult to get on the same ring as the curse, but worth it.
Onslaught ring is BiS, allows us to use Cinderswallow Urn without our APS droping drastically against bosses. If you can't get one, you can get another Shaper ring and double life on spell hit instead, but I recommend giving up on Onslaught through other means.
Get one with your aura of choice, since you can't touch your mana pool.
Whispers of Doom frees up 4 passive skill points, I don't feel like there are many better options.
Adjacent animosity is the usual choice for other CoC ball lightning builds, for the 10 reduced projectile speed. I need to find out if the reduced damage as projectiles travel further applies to Ball lightning, since we have a lot more AoE than regular CoC BL builds, our projectiles deal damage for longer.
Budget alternative: Essence Worm + a rare Crusader amulet with lightning penetration and crit multi.
CDR is mandatory. The third prefix after mana and life is up to you, reduced extra damage from critical strikes is a nice defensive alternative, since crits are about the only things capable of putting a dent in our eHp pool.
Increased AoE is good.
Crit chance against unnerved enemies can help, but it works better with a more reliable source of unnerve than a 4 second cooldown blade blast. Perhaps use a curse cluster jewel with master of fear.
Try for a lv21 gem, as it greatly improves its AoE.
Alternate quality: divergent for movespeed. We have already lots of increased AoE, knockback sounds good on paper but makes you run after mobs and stun avoidance while casting is nice but chancy to rely on.
Awakened cast on critical strike
Is mandatory for the CDR it brings.
Divergent ball lightning
Alternate quality : Divergent is BiS, by far.
Lv21 is nice but the damage boost is small compared to arcane cloak.
Cyclone's channeling cost is 2 mana thanks to ascendancy, so we won't have problems keeping it up.
Alternate quality: Anomalous, no other usefull option.
lv20 + 20% quality is enough.
LV6 awakened BiS, but not high on the priority list. A lv20 regular gem works.
Slower projectiles support
Try for a lv21. Nothing usefull quality wise, since Ball lightning's damage is not considered as coming from projectiles.
4 link arcane cloak:
This setup basicaly turns our ball lightning from a 5-link spell to a 7-link.
We get 34% more damage from arcane surge boosted with ascendancy, and 700+ added lighning damage from arcane cloak.
Try for a 21/23 gem, it is a core skill.
Alternate quality: Divergent is a viable alternative. It depends on wether you fell the buff's duration or its effectiveness to be the most important for you.
Lv20 is enough.
Alternate quality: Anomalous is BiS, giving us more mana regen. We don't need increased duration since the buffs already lasts longer than Arcane cloak + its cooldown.
Try for a 21/23 gem. No good alternative options.
Try for a 21/23 gem. No good alternative options.
Awakened Hextouch Support and Whispers of Doom are mandatory to use Conductivity and Elemental Weakness on top of Assassin's Mark from your ring. Regular quality is best for both and lv21 is better but not so important.
Leveling Vortex reduces its cooldown, together with our CDR on boots + belt we get it down to 0.76s. Bind it to your movement key and enjoy cursing enemies while running.
Use these spells with a lv1 Cast When Damage Taken support if you can't get the weapon enchant. Don't forget to adjust the gem levels accordingly. I don't recommend using lightning golem with CWDT,since itwill not be up all the time,resulting in some dps loss. Get APS elsewhere and use something like culling strike instead.
Divergent is BiS, giving us more block chance at 20% quality. Can be put on a CWDT link if you don't like self-cast, but it refreshes itself easily.
Anomalous is BiS.
You can use other auras like zealotry for more damage/crit chance or Wrath. It depends on what kind of watcher'eye jewel you get your hands on. Pick your amulet accordingly.
I feel like DIscipline is the best aura if you can get an ES on hit watcher's eye. Since ES take most of the incoming damage, its regen is very important. But i have played without and the builds still works well, only sometimes you will have trouble keeping your ES full.
For movement, I like Flame Dash + faster casting to teleport out of trouble. Shield charge + Faster Attacks helps when there are no mobs around to replenish your Quicksilver flask, it can also be used with fortify support if you can't get Overlord on a cluster jewel.
Vaal Righteous Fire is great to burst down bosses. Most of our eHP is mana, and we have high regen so the activation cost is very low for us.
PASSIVE SKILL TREE:
This doesn't look like much, since most of everything is on cluster jewels. I will put a version without for levelling/putting the build together.
Passive choices comments:
Dynamo prevents your from being low on mana right after you pop arcane cloak.
Battle rouse is very strong. Your mana takes 33 to 35% of incoming damage, this passive negates a third of it. Plus you get some nice life and mana nodes and an extra jewel slot on the way.
The nodes north of the Witch starting point are all good, mana, crit, spell damage and a jewel socket, but not as important. You can reallocate those if you find options you like more.
Another option if you lack resists and attack speed is to use 2X Might of the Meek + Unnatural Instinct east of the Scion's starting point.
We get +36% to all resists this way, +35% attack speed, +20% movespeed, some spell damage, mana and life. It also gives you acces to a bolstered life wheel with +10% life nodes.
Overall this option is easier to reach resists and APS cap, be we loose a lot Dps via jewel sockets, and mana nodes.
Sadist is very strong with +60% ele damage. We get chill from vortex, shock from our lightning damage and ignite with some added fire damage on our belt jewel or a ring. Idealy we would want 2 of these, but we would need to find another source of ES leech. Instead we use a second cluster jewel with Scintillating Idea + Storm drinker + any suffix notable, Widespread Destruction being the best. The third large custer jewel is for The Overlord passive, giving us fortify on hit. Try to get Fuel the fight with it, for mana leech and attack speed.
We can get up to 6 of these. I think they are the best source of crit chance, since we need it for both Cyclone and Ball Lightning. Getting spell crit chance AND melee crit chance nodes/affixes is far more costly than general crit%.
Quick getaway doesn't look like much, but without it we would have to get the APS elsewhere and it gives us crit chance. Movespeed is a nice bonus.
For the second notable, pressure points gives the most dps as long as you have more than 200% crit multiplier or 400% increased damage. Basics of pain comes second and precise commander last.
If you have enough crit, this jewels gives us endurance charges, boosting our survavibility. One or two increased endurance charge duration implicits from Harvest help a lot with keeping charges up.
You can also consider a curse medium cluster, with Master of Fear for better unnerve and swap out Blade Blast for something else like culling strike. The second notable on this could be Evil Eye, for some dps + blind.
Implicit priority: Stun avoidance until capped, % of damage recouped as mana, endurance charge duration, power charge duration.
Get your attack speed up to match your Cooldown reduction.
Then adjust life, mana and crit multiplier according to your preference between damage and tankiness.
This is a good example if you lack crit, this gives you 140% additional crit chance together with the Zealotry aura.
10% MoM is mandatory. 10% of maximum mana as extra ES is very strong.
Other good mods are:
_ES on hit and + spell block w/ Discipline, my personal choice for survavibility.
_Crit chance, lightning damage and lightning penetration w/ Wrath
_Lightning pen and increased damage taken w/ Zealotry
_% damage taken gained as mana w/ Clarity
Gives us mana, mana regen, life regen, 30% AoE and 20% skill duration. You can swap it with a regular jewel if you want to invest in Potency of Will and add another 25% skill duration, for a 8.5sec Arcane Cloak.
Get a Doryani version. Put it near the Paint Attunement passive, wich you will take as it is transformed into Corrupted Soul. If You are lucky you can get a good notable in place of Arcane vision, like 20% mana or 30% spell damage + lightning pen, or event better: ES leech, freeing you a large cluster jewel slot for a second one with Sadist on it.
A good spot to get some added fire damage to take full advantage of Sadist and Cinderswallow Urn?
Best flask against bosses, everything it does is good. Less usefull during mapping since you will be mostly breezing through packs.
Makes you near invulnerable during mapping, and gives a nice damage boost if you have some added fire damage somewhere. Use The Wise Oak instead if you don't have an Onslaught ring.
Mandatory with glancing blows. Prioritize spell block since attack block is easy to max out.
Mandatory flask for crit builds. Same goes for curse immunity.
Really helps with cyclone's movespeed.
Sanctuary of Thought
This last can be swapped with conviction of power if you lack power/endurance charge generation. You will need to find a spot for a freeze immunity flask though.
Arakaali improves leech/regen
Lunaris/Solaris swap for mapping/bosses if you feel you have enough regen.
Shakari, together with our high regen makes poison unnoticable.
We dps while moving, so we can focus on avoiding dangerous stuff.
To maximize dps against bosses, try to put your target as far as possible from you, on the edge of your cyclone AoE. This allows each cast of ball lightning to hit several more times.
Arcane cloak is key, it gives us a lot of damage, life and mana regen, as well as lots of damage absorbtion. It also gives us a stronger Arcane Surge buff. During mapping you can pop it as soon as it is ready, you will still crush packs during its downtime. Against bosses, try to keep it ready and use it right before you start to dps.
If you use self cast tempest shield, one tap at the begining of a map is often enough, but keep en eye on it and refresh if necessary. The buff is pretty graphic and it is easy to spot its absence.
Last edited by KETTR1CKEN on Mar 23, 2021, 7:04:43 AM
Last bumped on Apr 14, 2021, 2:27:48 PM
on Mar 21, 2021, 9:43:25 PM
yo can u plz put a video up asap, this sounds like a mad build i can use as a 2nd char in 3.14 (assuming the nerf hammer doesn't come in - i doubt it will for this build)
ty in advance
on Mar 30, 2021, 11:02:54 AM
Thanks for the build, think I'll give it a shot.
I'm looking forward to reading your leveling tips when you add them, seems like it would be tricky to build this out, especially at league start.
"I have come here to kick ass and chew bubble gum... and I'm all out of bubble gum." ~ Roddy Piper (They Live)
on Apr 11, 2021, 12:17:42 PM
=( no leveling build
Last edited by nicolanarchie on Apr 14, 2021, 2:33:02 PM
on Apr 14, 2021, 2:27:48 PM