SlyTruth

Rathma Instinct - Blood Lance

Jul 1st, 2023 (edited)
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  1. ---------------------------------------------------------------------------------------------------------------------------------------
  2. RATHMA INSTINCT - BLOOD LANCE
  3. ---------------------------------------------------------------------------------------------------------------------------------------
  4. Build link: https://d4builds.gg/builds/461847f0-b8f8-4afa-aaa4-209e94768a41/
  5. Changelog: https://pastebin.com/xtgvrhMm
  6. Leveling guide: https://pastebin.com/FzjyxtRS
  7. Gameplay video at level 100 (NM Tier 60 - Eternal Realm): https://www.youtube.com/watch?v=Fjs1EmbQdAE
  8.  
  9. This guide assumes you're already lvl 50 or higher. Please use the leveling guide if you want to follow guidelines for leveling with a blood overpower build.
  10.  
  11. ---------------------------------------------------------------------------------------------------------------------------------------
  12. Summary
  13. ---------------------------------------------------------------------------------------------------------------------------------------
  14. Definition of the "Rathma Instinct" term
  15. Definition of the "Cooldown Engine" term and technique
  16. Important points about attack speed
  17. Main purpose
  18. Overpower
  19. Skills choices
  20. * Active skills
  21. * Passive skills
  22. * Why are those skills not used?
  23. Book of the deads
  24. Paragon board
  25. * Overview
  26. * Legendary Nodes
  27. * Glyphs
  28. * Pathing
  29. * Glyphs leveling order
  30. Legendary Aspects
  31. Uniques (none mandatory)
  32. Gear
  33. Malignant Hearts (season 1)
  34. Endgame
  35. Switch between Blood Lance and Blood Surge
  36.  
  37.  
  38. ---------------------------------------------------------------------------------------------------------------------------------------
  39. Definition of the "Rathma Instinct" term
  40. ---------------------------------------------------------------------------------------------------------------------------------------
  41. "Rathma Instinct" is a term I invented and gave its name to the build. It means "a state in which you are able to keep the effect of the Rathma's Chosen aspect up at all time as soon as your first overpower trigger happened". Basically, it means that your stats, gear affixes and skills allow you to trigger an overpower every 4 seconds or less. Usually, to atteign Rathma Instinct, you will need attack speed, basic attack speed, essence cost reduction and resource generation affixes on your gear.
  42.  
  43.  
  44. ---------------------------------------------------------------------------------------------------------------------------------------
  45. Definition of the "Cooldown Engine" term and technique
  46. ---------------------------------------------------------------------------------------------------------------------------------------
  47. The "Cooldown Engine" is a combination of skills and aspects that, used in a given setup will bring you cooldowns to 0 very fast. You need 3 skills and one aspect to use it:
  48. -> Skills: Abhorrent Decrepify - Ghastly Blood Mist - Blighted Corpse Explosion
  49. -> Aspect: Aspect of Explosive Mist
  50.  
  51. You don't need to have Blighted Corpse Explosion on your skill bar, it will automatically be triggered by the Explosive Mist aspect. Every dot generated by Blighted Corpse Explosion has a chance to be a lucky hit, and Abhorrent Decrepify has a chance on lucky hit to reduce all of our cooldowns by 1 second. Finally, Ghastly Blood Mist generate a corpse every second. So using Blood Mist in a large group of enemies with this setup can let you always have Blood Mist at the ready to get out of CC/go fetch some blood orbs to stay healthy, while still being able to spam your core skill
  52.  
  53. In addition to this, you can put Bone Storm into the mix with the Shielding Storm Aspect (that gives you some barrier everytime your Bone Storm touches something) and you will be almost invincible while using the technique.
  54.  
  55. While this process kinda slows you down, it is very usefull in dire situation. Note that Abhorrent Decrepify on its own allows you to have a chance to reduce cooldowns on lucky hits, so it provides a "lesser" Cooldown Engine on its own.
  56.  
  57.  
  58. ---------------------------------------------------------------------------------------------------------------------------------------
  59. Important points about attack speed
  60. ---------------------------------------------------------------------------------------------------------------------------------------
  61.  
  62. This build heavily relies on attack speed. It's its attack speed that allows it to get back essence fast (from 0 to full in less than 2 seconds of basic attack), its attack speed that makes it trigger overpower more often in a given time window etc.
  63.  
  64. With such a high speed, there are two things that may be obvious but are important to keep in mind:
  65.  
  66. - You can hold a skill button to chain cast it, no matter if it's on a mouse, a keyboard or a controller. This way, you're guaranteed to cast your skills at your full speed.
  67.  
  68. - The number of attacks is not limited by the animation speed of the skill used. It means that when you're at your max speed and you see 1 Hemorrhage full animation, no matter how fast the animation was, it's possible that you actually hit twice or more during this time.
  69.  
  70.  
  71. ---------------------------------------------------------------------------------------------------------------------------------------
  72. Main purpose
  73. ---------------------------------------------------------------------------------------------------------------------------------------
  74. It is an overpower Blood Lance tank build. Basically we want to atteign Rathma Instinct to become an overpower triggers machine gun. The sole purpose is to be able to stay healthy while being able to trigger overpowered Blood Lances as many times as possible and as fast as possible. Literally everything else is irrelevant.
  75.  
  76. Overpower being influenced mostly by our health and fortify level, the build favors generating essence as fast as possible over raw damage to be able to spam Blood Lance and trigger its blood orb spawn and overpower more frequently.
  77.  
  78.  
  79. ---------------------------------------------------------------------------------------------------------------------------------------
  80. Overpower
  81. ---------------------------------------------------------------------------------------------------------------------------------------
  82. For reference, the damage formula for overpower damage is divided in 2 parts:
  83. - the "base damage part" that includes the skill damage and all applied damage multipliers
  84. - the "overpower part"
  85.  
  86. The "classic" damage bonuses like "damage to vulnerable enemies", "damage when healthy", "damage on crowd controlled enemies" etc. seem to have no effect on the "overpower part" of overpower damage (even the simple "+% damage" from the paragon board).
  87.  
  88. Thanks to the combined data from Atchooo, MarioVX and myself and the awesome mathematics work of MarioVX, we've been able to define the precise formula for the overpower portion of damage:
  89.  
  90. Gross damage: gross_dmg = skill_mult * (Life + Fortify) * (1 + OP%).
  91. Net damage: net_dmg = gross_dmg /(0.948 + enemy_lvl * 0.029) (approx.).
  92. The latter is not overpower-specific, it applies to all damage you can deal from any source.
  93.  
  94. skill_mult is taken from the following table:
  95. +-------------+-------+
  96. | Skill | Mult |
  97. +-------------+-------+
  98. | Hemorrhage | 0.487 |
  99. +-------------+-------+
  100. | Blood Lance | 1.441 |
  101. +-------------+-------+
  102. | Blood Surge | 0.628 |
  103. +-------------+-------+
  104. | Blood Mist | 0.299 |
  105. +-------------+-------+
  106. | Blood Wave | 0.297 |
  107. +-------------+-------+
  108.  
  109. The skill values are per damage tick. Blood Surge can tick the same enemy two times by default (draw-in, nova) and three times with Blood-bathed (draw-in, nova, echo), Blood Mist ticks 12 times.
  110.  
  111. ---
  112.  
  113. Additionally, here is a list of damage multipliers given by passive skills, aspects or paragon nodes that have been tested and do/do not apply on overpower damage (last update patch 1.1)
  114.  
  115. **Effects that apply**
  116. Skills:
  117. Imperfectly Balanced
  118. Amplify Damage
  119. Coalesced Blood
  120. Tides of Blood
  121. Supernatural Blight
  122.  
  123. Glyphs:
  124. Amplify
  125. Control (additional bonus only)
  126. Dominate
  127. Essence
  128. Deadraiser
  129. Revenge
  130. Scourge
  131.  
  132. Aspects:
  133. Exploiter's
  134. Grasping Veins
  135. Untimely Death
  136. Conceited but not with Temerity's barrier (thanks @Narelion for their double checking)
  137.  
  138. Legendary Paragon node:
  139. Bloodbath
  140.  
  141. **Effects that do not apply**
  142. Skills:
  143. Death's Embrace
  144. Death's Reach
  145. Fueled by Death
  146.  
  147. Glyphs:
  148. Abyssal
  149. Control (main effect)
  150. Corporeal
  151. Exploit
  152. Imbiber
  153. Territorial
  154. Sacrificial
  155.  
  156. Aspects:
  157. Cadaverous
  158. Blood-bathed
  159. Blood Seeker
  160. Blighted aspect
  161. Conceited
  162. Edgemaster
  163. Expectant
  164. Inner calm
  165. Retribution
  166. Undaunted
  167.  
  168. Legendary Paragon node:
  169. Blood Begets Blood
  170. Scent of Death
  171.  
  172. Uniques:
  173. Fist of fate (gloves)
  174. Penitant Greaves
  175.  
  176.  
  177. ---------------------------------------------------------------------------------------------------------------------------------------
  178. Skills choices
  179. ---------------------------------------------------------------------------------------------------------------------------------------
  180. Active skills
  181.  
  182. -> Initiate's Hemorage (early) / Acolyte's Hemorage (once Blood-Drinker glyph's bonus is active - see paragon board section)
  183. Fortifies and gives blood orbs. The build is focused on attack speed so you'll be generating plenty of blood orbs that will help stay healthy, and the fortify part is important since it increases overpower damage. Note that it has a very small chance to fortify for 100% life everytime you use it, and we'll use it A LOT.
  184. Once the bonus from the Blood-Drinker glyph is active, blood orbs will give fortify. Starting then, switching to Acolyte's Hemorage is more interesting because it gives even more speed, and the huge amount of attacks provide more than enough blood orbs to stay topped off both in terms of health and fortify. The speed itself will bring a faster essence generation.
  185.  
  186. -> Acolyte's Reap
  187. Used in different situations
  188. - More than 5 enemies for a faster essence generation than hemorage
  189. - "On cooldown" for damage reduction if needed
  190. - To generate a corpse if needed for corpse tendrils
  191. - Right before a guaranteed overpower trigger to gain even more attack speed on top of Rathma's Chosen effect and enter Super Rathma Instinct
  192.  
  193. -> Supernatural Blood Lance
  194. Only spender and the core of the build. We want to make it overpower as often as possible. While being our most powerful tool, it will also help us stay healthy since the overpower cast will span a blood orb. No need for more than one point since it is its OP damage that will count and not its normal damage.
  195.  
  196. -> Ghastly Blood Mist
  197. Blood Mist has 3 usages:
  198. - It gets you out of crowd control effects
  199. - It allows you to move freely and invulnerable between enemies when you are injured to be able to reach blood orbs you generated
  200. - Combined with Rathma's Vigor, it does a tremendous amount of damage all around you since every tick will overpower.
  201. While this last point should not be the main focus, it can be a nice move when it happens and can be a good boss opener (be careful to use force walk to not waste Rathma's Vigor on an auto attack).
  202. In addition to all of this, it spawns corpses for Scent of Death and the Cooldown Engine later on, and every overpower trigger reduces its cooldown so it will always be here when you need it.
  203.  
  204. -> Abhorrent Iron Maiden / Abhorrent Decrepify (once Rathma Instinct is reached)
  205. Free healing and essence with benefits, that's pretty much it and that's exactly what this build needs. The fact that enemies take damage when they hit you is a cool bonus but won't really matter.
  206. Once you reach Rathma Instinct, you can replace it by Abhorrent Decrepify to use the Cooldown Engine since essence won't be an issue anymore.
  207.  
  208. -> Corpse Tendrils
  209. Give a bit of crowd control and has multiple functions:
  210. - slow every enemies around
  211. - group them
  212. - stun them
  213. - has 35% to drop a blood orb per enemy hit
  214. It helps with survivability but grouping mobs also helps doing a lot of damage to them since it will be easier to aim all the Blood Lances at the group. On top of that, it doesn't consume the corpse, so if need be, you can use the same one again and again. Finally it can generate a big amount of blood orbs which combined with the Blood-Drinker glyph will provide a huge amount of health and fortify.
  215.  
  216. -> Blighted Corpse Explosion
  217. This skill will never be on your skill bar, but it is part of the Cooldown Engine.
  218.  
  219. -> Bone Storm
  220. - Allow near invincibility while using the cooldown engine
  221. - Increase damage reduction
  222. - Increase crit chance so the Grasping Vein aspect will be nearly guarantted to be efficient
  223.  
  224. Passive skills
  225.  
  226. -> Imperfectly balanced
  227. Its damage boost also impacts OP damage and the essence cost increase is not an issue due to the attack speed of the build.
  228.  
  229. -> Death's Embrace
  230. Melee oriented build -> the damage reduction is good to have even if the damage bonus does not apply to overpower.
  231.  
  232. -> Amplify Damage
  233. Iron Maiden being free we don't mind spamming it so Amplify Damage will basically give +% dmg all the time. Even when we start using Decrepify, it will be used on every encounter. Its damage boost also impact OP damage.
  234.  
  235. -> Coalesced Blood
  236. Healthy = more damage? Yes please.
  237.  
  238. -> Tides of Blood
  239. Overpower boost, doubled when healthy, a must.
  240.  
  241. -> Inspiring leader
  242. More attack speed means more essence generation + more fortify + more Blood Lance = more overpowered Blood Lance. So... yes.
  243.  
  244. -> Stand Alone
  245. No minions = 18% damage reduction minimum all the time.
  246.  
  247. -> Memento Mori
  248. Same logic. We're going to sacrifice both or skeletal warriors and mages, let's get their bonuses as high as possible.
  249.  
  250. -> Rathma's Vigor
  251. More health, more overpower, you know the drill. Plus it allows us to make Blood Mist overpower and also trigger the Rathma's Chosen aspect more often at the beginning of a fight.
  252.  
  253.  
  254. **Why are those skills not used?**
  255.  
  256. Active skills
  257.  
  258. Corpse explosion (outside of the Cooldown Engine)
  259. We don't want to use anything else than Hemorage or Blood Lance for damage as the first one spawns blood orbs and gives essence, and the second one uses this essence to spawn even more blood orbs and overpower. Using Corpse Explosion is just a waste in this build because either it will just slow us from getting to the next overpowered Blood Lance.
  260.  
  261. Bone Storm (outside of the Cooldown Engine)
  262. It would need to be used preemptively to be efficient with the damage reduction.
  263.  
  264. Blood Wave
  265. Does not provide anything that is not done better by other skills we already take:
  266. - Blood orbs are given by Hemorrhage and Corspe Tendrils
  267. - Slow is given by Decrepify
  268. - Knockback is useless because we want our enemies to stay close
  269.  
  270. Passive skills
  271.  
  272. Necrotic Carapace
  273. We just don't generate corpses beside once in a while with Reap, and we get blood orbs so fast in comparison that this is just useless (since blood orbs also fortify with the Blood-Drinker glyph).
  274.  
  275. Hewed Flesh
  276. We are not corpse dependant.
  277.  
  278. Drain Vitality
  279. Not needed with the Blood Drinker glyph
  280.  
  281. ---------------------------------------------------------------------------------------------------------------------------------------
  282. Book of the deads
  283. ---------------------------------------------------------------------------------------------------------------------------------------
  284. Sacrifice Skirmishers
  285. -> Adding crit chance in combination with the Grasping Veins aspect (see bellow) will help increasing our damage a lot. While you're waiting to be able to crit almost all the time under the Grasping Veins effect, sacrificing defenders may be more interesting, but even then, the resistances being almost useless for now at least until Blizzard changes them in season 2, Skirmishers seem like the better choice overall.
  286.  
  287. Sacrifice Bone Mages
  288. -> Increase overpower damage by 40%. What more needs to be said?
  289.  
  290. Sacrifice Bone Golem
  291. -> Adds more attack speed. May be swapped for Blood Golem sacrifice if fast enough to enter Rathma Instinct, or use Blood golem as a minion early game for more tankiness if needed.
  292.  
  293.  
  294. ---------------------------------------------------------------------------------------------------------------------------------------
  295. Paragon board
  296. ---------------------------------------------------------------------------------------------------------------------------------------
  297. **Overview**
  298.  
  299. Basically we go through as many boards as we can just grabbing the bonuses to OP damage, life, speed and resistance on our way.
  300.  
  301. **Legendary nodes**
  302.  
  303. - Bloodbath: Increase our overpower damage significantly
  304. - Scent of death: The damage reduction is nice to have and can even be used on bosses thanks to reap
  305.  
  306. No other legendary node is used since their bonuses don't apply to overpower damage.
  307.  
  308. **Glyphs**
  309. - Blood-Drinker: used at the perfect spot in Blood Begets Blood, it boosts the overpower damage, blood orbs healing and willpower nodes around it. As soon as its bonus is unlocked, blood orbs will provide fortify and the build can switch from Initiate's Hemorage to Acolyte's Hemorage for even more speed. You should use it in the starting board until you've unlocked its spot in Blood Begets Blood
  310. - Dominate: increases overpower damage. It should be used in the Scent of Death board for maximum efficiency, but you should use it as soon as you can (after Blood-Drinker) since it's that glyph that will give you the bigger damage boost.
  311. - Amplify: used in the starting board. One of the rare effects increasing OP damage, so we take it.
  312. - Control: used in Bloodbath. With Corpse Tendrils and the Decrepit Aura the additional bonus from this glyph will be in effect almost all the time.
  313. - Territorial/Essence: used in the Bone Graft board. Your choice whether you prefer more defense with Territorial or more offense with Essence.
  314.  
  315. **Pathing**
  316. - First put the blood drinker glyph in the starting board. As soon as possible, get the required intelligence to get its additional bonus
  317. - Once you unlock your first additional board, choose Bloodbath and head straight to the legendary node.
  318. - Next head right and unlock the Control glyph, make a detour up to get some maximum life % nodes, and then unlock the Blood Begets Blood board. In it, head towards its glyph socket and some overpower damage % nodes. Put the Dominate glyph in here while you're gathering enough intelligence to get the Blood-Drinker glyph additional bonus at this position. Once you do, put the Blood Drinker glyph here and switch the Dominate glyph to the first board.
  319. - Head up to get some maximum life % nodes and up again to unlock the Bone Graft board but don't unlock anything there yet: you just need to unlock it first so its bonuses requirements will be easier to atteign and get you +4% life. On the Blood Begets Blood board, head down and on the right to unlock more overpower damage % nodes, then go all the way down and attach the Scent of Death board.
  320. - Here go down to the legendary node, grabing some maximum life % on the way, then head down toward the glyph socket. Now you can move dominate at its rightful place in the Scent of Death board and get all the willpower nodes it deserves here + the armor nodes. Put the Amplify glyph on the first board, its final position.
  321. - Now you can go back on the Bone Graft board. Get the maximum life % nodes on the left, and unlock the glyph on the right for Territorial/Essence.
  322. - Once its done, go on the right of the Blood Begets Blood board and there, unlock Wither and its last maximum life % nodes.
  323.  
  324. **Glyphs leveling order**
  325. First get to level 15 in this order: Blood-Drinker, Dominate, Amplify, Control, Territorial/Essence
  326. Then get to level 21 in this order: Dominate, Blood-Drinker, Amplify, Control, Territorial/Essence
  327.  
  328. ---------------------------------------------------------------------------------------------------------------------------------------
  329. Legendary aspects
  330. ---------------------------------------------------------------------------------------------------------------------------------------
  331. Aspect of Rathma's chosen: (mandatory) The key aspect. Drastically increase attack speed for a time after an overpower trigger.
  332.  
  333. Sacrificial Aspect: (mandatory) Allows faster essence/blood orbs generation with the bone golem sacrifice, boost OP damage thanks to bone mages sacrifice and increase dmaage reduction thanks to defenders sacrifice -> everything we want!
  334. The speed being the most important part in this build, it can be exchanged with a Rapid Aspect earlier, until you're comfortable with sacrificing your golem.
  335.  
  336. Hungry Blood Aspect: (mandatory) Part of the duo that makes blood lance powerful. Will trigger more lances.
  337.  
  338. Gore Quill Aspect: (mandatory) Second part of said duo. Will trigger even more lances, especially when combined with Corpse Tendrils that generate their own blood orbs.
  339.  
  340. Grasping Veins: Its bonus to crit damage being the only one applying to OP damage (as of July the 4th).
  341.  
  342. Aspect of Might: Mandatory in higher levels for survivability
  343.  
  344. Aspect of Disobedience: pretty much the same.
  345.  
  346. Aspect of the Protector: Nice survivability tool again.
  347.  
  348. Aspect of Shielding Storm: Used with the cooldown engine and possibly The Lidless Wall.
  349.  
  350. Aspect of Explosive Mist: Used for the Cooldown Engine.
  351.  
  352. On the matter of what aspect to put on the amulet (which is the only spot on the build that can boost an aspect effect), any of the mandatory aspect is an option. To know which one to put there, you should consider if you have enough speed to get into Rathma Instinct or not. If you cannot reach Rathma Instinct yet, then the highest roll of Rathma's Chosen or Accelerating Aspect should be placed on your amulet.
  353. When you can, if your crit chance is high enough to be almost guaranteed to crit with the effect of Grasping Veins, this is the aspect you want on your amulet, since it's effect is the only "crit damage effect" that works with overpower and it will tremendously increase your damage with the right setup. Note that even on bosses the effect seems to apply even if aren't slowed not stunned. Creating a corpse with Reap, then Corpse Tendrils then Blood Lance hence becomes a valid opener on bosses.
  354.  
  355. Before your crit chance is high enough, putting the sacrificial aspect on your amulet is what will give you the most OP damage % and so the more damage.
  356.  
  357. ---------------------------------------------------------------------------------------------------------------------------------------
  358. Uniques (none mandatory)
  359. ---------------------------------------------------------------------------------------------------------------------------------------
  360. You can replace the Aspect of Might and the Aspect of the Protector with Temerity (pants) and The Lidless Wall (shield).
  361.  
  362. Both will provide you with a big amount of barrier:
  363. - Temerity's barrier will be fueled by blood orbs and Blood Surge's inherent healing
  364. - The Lidless Wall will pop Bone Storms everywhere, each triggering the Shielding Storm aspect
  365.  
  366. In order to take the most out of The Lidless Wall, keep in mind that any Bone Storm on the field will provide you with its bonuses (damage reduction, increased crit chance) and that as long as there is one Bone Storm on the field, the effect of The Lidless Wall applies and so you have a chance to create a new storm on hit. Prepare your dungeon's encounter accordingly and you will never run out of storms, hence never run out of barrier generation with the Shielding Storm aspect.
  367.  
  368. ---------------------------------------------------------------------------------------------------------------------------------------
  369. Gear
  370. ---------------------------------------------------------------------------------------------------------------------------------------
  371. Main focus should be attack speed, overpower damage and life.
  372. As weapons, you want to use a wand for its speed and inherent +% lucky hit chance (that will help with the Cooldown Engine), and a shield because it can have a life affix. Any speed modifier you get will be based on the speed of your weapon, so a wand is mandatory.
  373. On another note, the best affix you can get on an amulet is ranks to Tides of Blood -> it will greatly improve your damage.
  374. Please check the build link at the top of this guide to see a list of all the affixes to look for for each piece of gear.
  375.  
  376. ---------------------------------------------------------------------------------------------------------------------------------------
  377. Malignant Hearts (Season 1)
  378. ---------------------------------------------------------------------------------------------------------------------------------------
  379. The Malignant Hearts you should use during season 1 are those 3:
  380. - The Malignant Pact: "Cycle through a Malignant bonus every 20 kills.
  381. Vicious: Gain 21%[+] Attack Speed.
  382. Devious: Core and Basic Skills have a 16% chance to fully restore your Primary Resource.
  383. Brutal: Every 20 seconds, gain a Barrier absorbing [10 - 1,815] damage."
  384. -> Every bonus is good, but the first 2 are the best.
  385. - The Sacrilegious (Vicious): "Walking near a Corpse automatically activates an equipped Corpse Skill every second, dealing 40-30% reduced damage" -> combined with our use of Corpse Tendrils and not having Corpse Explosion on our skill bar (even when using the cooldown engine), this will automatically trigger corpse tendrils every 4 seconds more or less. Note that contrary to when you cast it, if Corpse Tendrils is aut-cast by the Sacrilegious, it will consume the corpse. While not very important against packs, in single target fights where you could have "infinite Corpse Tendrils cast", consuming the corpse will remove this possibility.
  386. - The Decrepit Aura (Brutal): "When at least X enemies are near you, gain an aura that automatically curses surrounding enemies with Decrepify for 5-15 seconds" -> a free slow + damage reduction on surrounding enemies, even with no points invested in Decrepify. Helps keeping the Cooldown Engine up without having to recast Decrepify too. Note that the best hearts can only need 1 enemy or even 0 enemies to be around you in order to trigger the aura.
  387.  
  388. Notes:
  389. - You can also use the Revenge instead of the Sacrilegious to keep the "inifinite Corpse Tendrils" option and add more defense: "10-20% of incoming damage is instead suppressed. When you use a Defensive, Subterfuge or a Macabre skill, all suppressed damage is amplified by 250% and explodes, dealing up to 1360-2040 Fire damage to Nearby enemies."
  390. - You can use the Barber instead of the Malignant Pact for more damage at the cost of quality of life
  391.  
  392. ---------------------------------------------------------------------------------------------------------------------------------------
  393. Endgame
  394. ---------------------------------------------------------------------------------------------------------------------------------------
  395. Further explanations regarding the endgame and the Cooldown Engine:
  396.  
  397. The Cooldown Engine technique means way more Corpse Tendrils casts, way more Blood Mist casts and way more potential Bone Storm casts.
  398. While we put points into Blighted Corpse Explosion, the skill itself should not be on our skill bar: corpses will be exploded by the Explosive Mist aspect only. We don't care about using Blood Mist just for this, since it will be usable again a few seconds later, maybe even instantly depending on the number of ennemies trapped in the pool of blight.
  399.  
  400. Once essence is not an issue for spamming Blood Lance because your speed is high enough and you have enough essence cost reduction/essence generation to keep Rathma Instinct, Iron Maiden becomes less interesting than Decrepify since you don't need its essence + Decrepify can lower your cooldowns even outside of the Cooldown Engine technique.
  401.  
  402. So Corpse Tendrils should be enough to keep you healthy with its blood orbs, and you will enjoy the damage/cooldown reduction and crowd control from Decrepify.
  403.  
  404. Your endgame skills setup should then be:
  405. Hemorrhage - Blood Lance - Corpse Tendrils - Blood Mist - Decrepify - Bone Storm (for invulnerability with the cooldown engine) or Reap (to be able to cast Corpse Tendrils at the begining or every encounter).
  406.  
  407. ---------------------------------------------------------------------------------------------------------------------------------------
  408. Switch between Blood Lance and Blood Surge
  409. ---------------------------------------------------------------------------------------------------------------------------------------
  410. Both builds share the same paragon board and have only 2 aspects that differ:
  411. - Blood Lance wants Hungry Blood and Gore Quills
  412. - Blood Surge wants Accelerating and Blood-bathed
  413.  
  414. I suggest putting Accelerating and Hungry Blood on two separate wands -> they are easy to have in double since we really only need overpower damage bonus on them. And Hungry Blood and Accelerating are not from the codex of power, so it's easier to imprint them on seperate gear pieces than re-imprinting them on one you'd always use. This way you can switch builds whenever you want by just redistributing skill points from one skill to the other.
  415.  
  416. Since Gore Quills and the Bloodbathed aspects are in the codex of power and we don't care about their roll, you can either imprint them on a pair of gloves and change the aspect when you want to switch builds, or have two pair of gloves. If you go for 2 pair of gloves, I suggest having one with life on lucky hit for Blood Surge and one with Resource on lucky hit for Blood Lance.
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