Reap?

I'm thinking LL Ignite Elementalist based on Reap.

The little information I've seen points to Reap being high risk high reward skill...58-84 base damage on lvl 1, but 25 health cost too...so it might easily cost you 200 health per cast when lv20 fully supported, but unless it scales badly, it'll beat even frost bomb for base damage.

Reap being physical, you have little incentive to take Bastion of Elements, so instead you might go golems and Shaper of Storms+Shaper of Flames. Back it with ES, auras in Prism Guardian to get permanent LL and Stone Golem which will probably get you enough life regen to counteract Reap spam.
I am interested in Scion for Reap as a starter. Some reasons why it is bad idea?
Its not a bad idea, as long as you can handle the rather typical and painfully slow Scion start and focus on scaling the dot portion of the skill.

Glad/Necro looks like a solid approach just to get a major part of your defense and dmg avoidance covered by going max block and also benefitting from life gain on block baked into Bone Offering for some sustain.
Other than that you´ll need good regen and leech later on.

Keep in mind that the dot debuff will only last for 1 sec without any scaling, which means you have to keep hitting the target or invest into some skill effect duration to allow stacking this debuff more easily and also being more mobile.


Since we dont have numbers yet its hard to tell how good Reap is going to end up. Id suspect you could reach about 1M dot fairly easily on a budget and possibly up to 5M dot with good gear.
But thats just me playing the guessing game - take it with a heap of salt ;)
Thank you for your opinion. I am somewhat like new player so I dont truely understand why that Necro you mentioned. There are offerings, aura and minion boosts, what do I need from these?
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PefCandry wrote:
Thank you for your opinion. I am somewhat like new player so I dont truely understand why that Necro you mentioned. There are offerings, aura and minion boosts, what do I need from these?


Necro is all about this line:
"Your Offering Skills also affect you - Your Offerings have 50% reduced effect on you".

A lvl20 Bone Offering provides 35% attack/spell block and 594 life gain on block, reduced by 50%. So you´ll get about 17% attack/spell block and close to 300 life on block.
Glad adds 15% attack/spell block for a total of 32% attack/spell block without any investment besides the Bone Offering gem. If that Offering is sitting in a trigger wand and is casted automatically every 8 seconds, you want to link it to increased duration so its lasts longer than those 8 sec and also add a Desecrate gem so the Offering has corpses to consume at any given point in time.

Any shield would add on average 25% attack block (give or take depending on the shield base) by default. You could then add Tempest Shield gem if you wanted for another 3% attack/spell block.
At this point you´d be looking at about 60% attack and 35% spell block which is already pretty solid. You could invest some points into Sanctuary and/or Arcane Guarding wheels and you´d be very close to cap your block with little investment.

Next step could be annointing Command of Steel for a tiny bit attack block, but the selling point here would be the increased dmg per attack block. So you´d be bolstering your defense a little bit and turn it into dmg at well.
Since its generic dmg it will scale absolutely everything.

If you can farm up the currency to buy/craft a "recover 5% life on block" shield your life sustain would be pretty decent. Assuming some 6k life, that would be another 300 life recovered on block for a total of 600 life on block with Bone Offering.
So blocking would not only prevent you from taking dmg but also heal you at the same time and make you kind of immortal as long as you dont take a 1shot and your block fails to avoid that 1shot.
Means you can just stand in all sort of BS and just dont care - as long you pay enough attention to manually dodge the big hits.
Last edited by Orbaal#0435 on Apr 15, 2021, 6:31:04 AM
Does the physical damage of your weapon even increase the damage of the spell? or are the numbers on the spell itself and % increases from nodes the only physical damage it causes?
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sustineo wrote:
Does the physical damage of your weapon even increase the damage of the spell? or are the numbers on the spell itself and % increases from nodes the only physical damage it causes?


The only time your actual weapon damage matters for a spell is when you have Battlemage from some source.
Hello guys, I tryed follow your ideas and I got here:

https://pastebin.com/fvPgYGdL

I feel like defences in yellow maps are quite poor and honestly dont know how scale dmg/defence more.

If somebody can tell me what did I wrong (or what i have done well) I will be very glad. (honestly dont even know if my skill gems are set up right)
ur resistances are not capped? they should be 75 or higher (cold, lightning, fire)

annoitment on your amulet

i think the points upper the scion are not worth (path the savant, area nodes)

u can invest the points in written blood and arcane swiftness
I changed a few things, but its not a bad approach overall.
Here is my take: https://pastebin.com/ngmdBRsL


Worst decision you made was picking Glancing Blows. That keystone gets you killed and is flatout terrible for this build, also you dont need it.
My setup gets you to 81% attack & 72% spell block (Rumis up) wihtout Glancing Blows. Thats real block preventing all dmg, not just 35% of the dmg and will feel much better.

Also I changed Haste to Malevolence for the more dmg over time and some skill effect duration, allowing you to drop one duration wheel.
And I swichted Iron Will in your Reap setup to Intensify providing you a lot more AoE while clearing and more spell dmg when you are bossing. Should overall feel better.

Get the oils you need to annoint your amulet and you should be good to go for now and as already mentioned: cap your res!
I know you are capped, when you have your endus up but thats not good enough. Partially because I dropped Warlords Mark for Vulnerability as curse for way more dmg.

Besides that: Ignore all nodes says "Overwhelming phys dmg reduction". This is only affecting hits but not dots. So its borderline useless for you.


Cheers
Last edited by Orbaal#0435 on Apr 20, 2021, 9:23:41 AM

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