New Video up of GR128. 35,106 STR, 6261 Paragon. Used CoE in cube, Threatening Shout:Falter, War Cry:Veteran’s Warning, Furious Charge:Merciless Assault with Echoing Fury and Vambraces of Sescheron equipped. 109% AD, 46% CDR, 2.04/2.02 Attacks Per Second with WOTB, 66.5% CC, 593% CHD with WOTB and BR active and my CoE cycle is on physical. 140 Bane of the Sticken and Bane of the Trapped, 129 Simplicity’s Strength.
Strength of the Set/Build is the ability to kill non-scurrying champions and elites (and especially RGs) much quicker than other builds. It plays very much like IK6/LoD HoTA, though, with more effectiveness at killing, less effectiveness at staying alive.
Weaknesses are definitely a semi-squishy build and it’s hard to get the “right” amount of CDR, IAS/ASI & AD on everything. Plus, there is a finesse to understanding the Frenzy breakpoints for DPS output that we need to determine and make public knowledge.
Critical Problems are that the fear mechanic is pretty whack, dudes. I tried to use TS:Terrify on 3 different runs, and lost, including a super prime double Festering with a conduit pylon! As soon as you are stuck chasing down mobs, endlessly, you lose the Endless Walk buff. The only way to combat this is to use the FC:Cold Rush and Ground Stomp:Wrench Smash to rotate into the Fears. It could be done, I just don’t like it as much, for now.
It is a pretty squishy build, far more than all of the other ones, for not enough DPS output to out-weigh it. I think the Frenzy damage reduction needs to be increased to 6-7% (up from 5%) per stack.
I think the Feared enemies takes double damage should ALSO apply to Stuns, but I may be getting a little greedy. That way it can incorporate Frenzy:Smite, FC:Cold Rush, andGround Stomp, also. Then the user can choose to either chase down a feared mob or swap targets to something that is Frozen/Stunned.