2.6.8 WD changes

Neat concept of using mana regen as a damage multiplier.

I have many questions:

As I understand it, Mana regen is on gear as follows:
Helm–14–voodoo mask (we hope new set has it)
Mojo–14
Weapon–14

I assume that set multiplier would also apply to:
BBV–rain dance–250
Spirit Barrage–spirit is willing, this is relative to number of enemies hit
Spiritual attunement–directly related to your total mana pool, a varying amount
Rush of essence-100
Soul Harvest–swallow your soul–related to increase mana pool, tied to spiritual attunement.
Locust–devouring swarm, this an enigma, i’m not sure how to quantify this.
creeping death would be mandatory. I guess its a flat 25 as long as its still on enemy? or per enemy.
Haunt–Draining spirit–13 mana per haunt—interesting, so every enemy that has haunt is 13 each?

Also I haven’t played in sometime, did mask of jeram get canceled out as far as the elemental benefit of pet bonus on that helm for phantasms? Or is phantasms still counted as pets?

most importantly, did you guys address the lag this build creates?

I appreciate any thoughts on these mechanics.

Hey friend! Long time. I’m pumped for this too.

I miss the Voodoo! Some quick answers. Pets =/= Spectres (named seperatly in tooltip for this reason). Mana gained on hit/cast will not contribute to Mana/sec.

That said my rough in game testing puts us at 500mana/s baseline, and I achieved 700+ m/s consistently with haunt spam. I did not have any mana/s rolled on gear while testing.

This puts 800-900mana/s possible in high density areas and 700+ easily attainable on bosses.

I’m freaking hyped right now. Koodo to the dev that came up with this one, a set that actually uses synergy and makes the long lost SB skill into a real boy, ERM I mean build!

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Hi skyi

Thanks for the reply, hope all is well.

Yeah what I came up with too 700-900 MPs is impressive
Not discounting the accumulated damage of barber and other skill damage multipliers.

I just fear lag has not been addressed using this build in group runs.

With the added duration of phantasm to expiration, that accumulated damage calculations is a concern to me.

Let’s hope this doesn’t occur.

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Also, update. I stand corrected on the Pet tag. Nev in general confirmed the phantasm rune does gain the pet tag, unintentionally, however, Blizz will not be changing it for 2.6.8.

So guess we know BIS is MOJ then

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Oh that’s great news then, that 200% elemental damage multiplier is beautiful!
Let’s hope D3planner catches this as well.

Thanks Skyi for checking that!

I came up with 352 mana regen> Lot of the skills mentioned are not generate there mana returned. If helm does have 14 then it should be 366. comes out to 18.3 k 6pc damage. Update just looked and did not see mana gen on helms. So damage should be 17.5k.

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I tested in game with no mana/s rolled on items. 500+ is easily maintainable with the aforementioned 700-900 spikes.

Not theory, tested.

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Ok i see and tested the cold rune of swarm also adds to mana per sec. Seems to go away real fast though. But i did see a 460 in there. I didnt see haunt adding to it though. Mana runs out fairly quick spamming locust swarm.

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It’s only on Voodoo Masks though. What’s the chances they actually made the set hat a Voodoo Mask instead of a regular helm? Of the existing 4 sets, only Zuni’s has a Voodoo Mask. Arachyr, Jade, and Helltooth are all regular helms.

Plus, with enough baseline mana regen, you’re probably better off with CHC + Spirit Barrage damage. If you had high paragon you might consider mana regen instead of int, but if you can reliably hit 500 mana/sec, then an extra 14 mana/sec roll on a Voodoo Mask is only worth like 3% DPS. You’d need something in the ballpark of 35k mainstat to justify taking 14 mana regen (with 500 baseline) over 1000 int. And good luck getting that mana regen + CHC + Spirit Barrage + socket roll haha.

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Thank you Tinne, glad to see you posting again

Yeah I made a assumption there on the helm, well see i guess, agreed on your chc + SB advice

Rush of Essense provides stackable 10 mana/s regen that lasts 10 seconds per cast, so that and BBV are gonna be our main sources of mana regen.

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Those are really solid points. Well if it’s a voodoo helm. +14 if not the usually Intel/CC rolls.

Or if the set is running rorg MOJ on character instead of cubed? Perhaps? Also depending if a Manitou build is better than Phantasm.

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for us math geeks…

SVR crushing testing again I see :slight_smile:
When PTR is up, curious to see testing results

At time stamp, about 1:30, mana regen is discussed

Also as a reminder of the previous LON SB build. Mechanics are nearly the same and still hold true IMO, excluding the recent proposed changes for this patch.

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Spirit is Willing rune is not regen, its a flat return of mana, so wont help damage.

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Ooofff… Let me get rid of those spider webs on my keyboard.

Nice to see @REAPER666 back on the forum, among others.

Got excited with this new set, doing some runs on PTR. Very nice analysis on Reddit.

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Hi Venom, long time buddy hope all is well!

OOOOH SNAP, that change to ROE, vision quest with queen spider in play now boys and girls…OOOF

Huge Buff to WD

Oh did I read that helm was changed to voodoo mask?..THEY LISTENED!

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It doesn’t say so anywhere in the patch notes but I’m in game now and can definitely confirm Mundunugu’s Headdress now says it’s a voodoo mask :grin:

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Interesting change to Ring of Emptiness in latest PTR update. Now you need only LS or haunt, not both.

I’m thinking I’ll add this ring to my LoD DoD build, should be pretty crazy, actually.

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This ring doesn’t work with pet damage except the phantasms due to a bug they never removed right. Not sure if the DoD damage will be effected by the RoE

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Just did a quick test, and think you’re right. No change for DoD

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