Endless walk vs Squirts + Unity

I play hardcore and currently using endless walk because damage reduction is good, taking extra damage is not good.

However, I’ve been brainstorming how to make my build better and it seems that squirts + unity is superior to endless walk (at least when playing solo obviously).

Endless walk:
~50 reduction when running around or repositioning from damage. ~0 damage
~100 damage when standing still attacking. ~0 reduction

Squirts + Unity:
~50 reduction when running (and probably taking chip damage) or repositioning, ~0 damage
~100 damage when standing still attacking. +25%!! reduction at the same time which is key because 100damage taken X 1.5squirts X 0.5unity = 75 damage taken hence 25 reduction.

Obviously the numbers aren’t exact because both setups are situational and have moving variables but it seems that on average, Squirts + unity would just be same or better most of the time. Only advantage of endless walk seems to be that you don’t randomly lose stacks when you want to dps through damage (ie. easier to maintain)

Is my assessment correct and I should switch setups? Or am I missing something / have a flaw in math mechanics.

Endless Walk is for tanky boys that pump hard damage while taking hits.
E.G Mundunugu spirit boy

Squirts is for kiting and builds that can pump while kiting.
E.G Demon hunters all builds.

Neither is used for the defensive options, though Endless is kinda nice when you’re roaming the map for elites and pylons.

Don’t use Unity in a set build either. You need those ring slots for damage, especially as necro you have to use Krysbins and CoE and RoRG.

I’ll clarify,
Endless Walk doesnt lose it’s damage when you are pumping damage channeling spells and you are getting hit but you just stand there and laugh like a Viking crossing the bearing straight during a massive storm because you’re not losing your damage no matter how many waves smack you across the face. And as long as you dont fall over dead, oh yeah boy you’re gonna plunder that booty.

Squirts doesnt require a ring spot, but i mean, you also lose your damage if you get hit so it’s like not free either, so while it’s the best choice 80% of the time, sometimes it’s not sometimes.

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I’m not currently using RORG and the captain/guardian sets. The damage gain isn’t worth the huge damage reduction loss to me - not in hardcore. Instead I use Dantee’s belt, decrepify stun, and a defensive ring hence this topic. A nice setup I came up with - don’t do as much damage but am a hell of a lot tankier which is nice to stay alive :slight_smile: Also doing pretty well on the HC leaderboard despite having much less paragon.

I wouldn’t use squirts without the ring… too dangerous. I’d rather use hellfire or something.

yah Hardcore is a little different, you best go with your gut on every decision regarding safety. Never put your life in another persons hands.

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Endless Walk i wont recommend using it in HC unless you have really good damage mitigation, unity is better WAY better

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In Hardcore mode you ought to emphasize the practicality of the offered defensive bonus. Endless Walk slowly winds up as you move, some builds won’t find that reliable unless they’re channeling on the move (such as Strafe, Whirlwind, Tempest Rush and perhaps Spirit Barrage) or can spam stutter step (Multishot, Zombie Charger, HotA).
If you don’t have wrist moves or fit the bill for EW, stick to Squirt’s with Unity cubed but certainly look for other options for boosting survival further.

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I prefer Endless walk for the no hassle balance it provides.

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I prefer damage mitigation from active sources with ore reliable activation such as Elusive Ring or Band of Might. Endless Walk is decent enough for those classes that don’t really have such items (or require more stuff like the Witch Doctor) but I never use Unity, even in solo hardcore. I’d rather my follower use something that actually helps my damage output, like an Oculus Ring or, funny enough, a Nagelring (I know it doesn’t do much but I love the little exploding fanatics.)

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You need to clarify what build you’re referring to. This assessment is only partially correct if you’re playing a build with shields, otherwise it’s completely off.

Partially correct because you don’t have to be standing still to benefit from the Squirts damage buff. On the other hand, dropping shields means you don’t lose that damage buff on EW, as long as you keep standing still. Not true for Squirts.

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For Necro, neither can be options due to haunted vision/johnstone required in some builds.

I am guessing it’s for rathma, if so guardian earlier on weighs better than unity. Don’t under estimate all res gained dmg reduction with increased INT. EW is a poor choice since rathma shouldn’t be tanking damage in the first place, it’s a ranged bd.

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Thanks for the opinions everyone. I was mostly just asking if my math is correct but this all gives me more to think about.

And yes it’s for Rathma necro. I also use the MWG gem so it gives some shield…

@ Abella I find it interesting you mentioned that earlier on Guardian set offers comparable mitigation to unity - I would not have expected that based on what the set bonuses say (they double main stats on gear and add a percentage on top of it for each 1,000). I might give it a try! Though I’d rather not give up a ring AND belt slot for it which is a huge toughness loss - right now I’m getting up to 50%dr from ring though not always and 50% dr from belt. I guess I could leave out the bracers instead of the belt but that’s a major legendary power to lose.

At 1000 AR… dmg reduction is 74%
2000 AR DR is 85.10% … roughly 74% increase.
3000 AR DR is 89.55% roughly 43% increase

Guardian set gets you AR combined with 3pc bonuses, it can match dayntee + unity and gaining damage as well. Kill faster = more toughness.

Be mind full with unity, you need to use undead relic on follower which can be swapped to all skill relic (enchantress) or 50% CD relic (templar). Necro in general severely lacks healing, not so much toughness. Healing from templar can be desirable in HC, not as effective with unity option.

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Thanks for the numbers. I’m not sure I understand how you got those percentage increases but it sounds like you do so I’ll give it a try :D.

Yeah, having to use the undead relic is a bummer and I’m not in a rush to do so. Right now the templar is using the 50% cdr one which is very nice for spamming his cheat death lol. I gave him max esoteric and mutilaion guard along with several other DR items and he survives just fine on his own - though I know that won’t work with Unity.

I’m not sure about other necro builds but in my case I definitely lack toughness more than healing (or used to at least). Between MWG, %heal from siphon blood, and other sources, I heal back up within seconds - problem is making sure I don’t get 1shot which used to happen a lot until I put much more emphasis on toughness. It still happens all the time at the start of every rift until I can get all my defensive stacks and minions up (but that won’t change anyway). According to guides, Rathma necro is stupid squishy and I believe it which is why I wasn’t using the Captain Crimson set as they suggest and until you brought it up wasn’t planning to try guardian’s either.

Might want to re-check those numbers, I don’t think they’re correct.

Clarification: they’re correct as toughness increases.

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Get minions up at start of rift is part of Rathma gameplay. You wont get anywhere before stacking up 4pc and 6pc bonuses. If your require toughness buffs by dropping minions, that is not correct gameplay.

Revive minion mob type matters, you want to res some fast, small body type mobs for fast AotD resets as well as some bigger body types to abuse physical collision and body block incoming melee mobs at choke points. You are a commander, not warrior in Rathma solo. Been HC, the conservative part is movement pace and utilize minions as meat shields to your advantage.

That is true and not true.