Endless Walk, (Traveler’s Pledge + Compass Rose) you need to stand still long enough to get the damage up to 100%
Squirt’s is always 100%, but you take 50% more damage
If I am wearing the Endless Walk 2 piece, with Squirt’s Necklace in the cube, Will I be doing 200% more damage, if I stand still long enough charge up Endless Walk?
I googled this question, but only saw posts talking about meta build’s, nothing that answered this question.
At higher tiers, you can expect for this to be a lot less helpful, especially if you are taking damage more often since monsters might not die as easily.
Don’t forget that wizards have some good shields both in skills and the galvanizing ward passive so you can take some hits without losing the squirt stacks. And with teleport you can move without losing the endless walk damage buff (if I remember correctly?).
Ok, I’ve played a lot of typhon over the years, including GR150 clears high on the leaderboard this and previous seasons. I had a look at your profile, and I got lots of free time over the holidays, so here is my PhD thesis on the subject.
Overall, you’ve fallen for the common trap of over-valuing ancient and primal gear. The rolls matter more than the rarity in a lot of cases.
Your karini is horrible. It’s 74% damage reduction instead of 80%, meaning you take 26% damage instead of 20%. So that orange range makes you take 30% more damage, almost as much as your squirts. And damage/int/crit damage is a bad roll as well. Spend all souls to roll a (non-ancient) 79% or 80% karini. If you can get int/crit/crit, it’ll still be a damage upgrade.
You need crit chance and cold damage on your bracers. I know it’s primal, but missing out on the cold damage is giving up almost 1 GR of damage, just so that you can have a red border. It’s not hard to get an ancient cold/int/vit/crit, ideally with max or close to max cold and crit rolls.
Your convention of element has a 159% roll. Even if you don’t play around coe cycles, that is a big damage loss as well. Coe is easy to roll well, so again, if you don’t insist on an ancient, you can probably find a trifecta ias/crit/crit with 190%+ orange roll without too much effort, or at least int/crit/crit, which would already be a huge damage upgrade from the orange range.
attack speed break points matter A LOT for frost hydra. To hit the usual best breakpoint, you want ias on weapon and two more slots, all need to be max 7% rolls. Normally the two other slots are gloves and one of the rings. Much easier to get on coe, but if you’re lucky and find a good karini with ias, then you can put area damage on your coe instead. So you’ll need to replace your gloves as well. int/ias/crit/crit, non-ancient if needed, but possible to find that ancient as well. Or quads with area damage instead of int.
Your shoulders need area damage for pushing. Most people only use typhon for speeds, and then area damage doesn’t matter, but for pushing, area damage is very important.
Get a chest piece with 15% skill damage. Only a few % of damage, but it’s easy to find another ancient one with int/vit and 15% hydra roll, so don’t gamble for it (also because chests have lower leg drop rate from kadala), but keep your eyes out for the drop. You’d need to re-augment though.
Winter flurry is very difficult to roll, but getting hydra damage on top of crit is a big damage buff over your primal int/% life/crit. So if you have an ancient crit/hydra with decent orange roll (say 145%+), it’d be a damage upgrade over your primal.
If you can find a (non-ancient) trifecta squirts cold/crit/crit, that’d be a big damage upgrade. If you don’t have one, at least roll the 8% crit up to 10% on the one you have!
For skills and setup.
What do you have in 4th cube slot? cant read out from online profile. The two options are orb of infinite depth (1.4s damage buff, 5x defense buff) and deathwish (4.25x damage buff), but you don’t have explosive blast or a channeling skill equipped, so it’s something else in that slot. Good news is that you have a lot of damage and/or defense to gain from that!!
You have audacity and stricken, so I take it your playing melee range. Then you should use barrier blades as generator. Those sustain shields give a big defense buff (synergises with fragment) and makes it MUCH easier to refresh galvanising ward and maintain squirts. Alternatively, if you’re playing ranged, drop audacity and stricken for power hungry and zeis. You really don’t need stricken at GR125, this build has decent single target damage.
Use apocalypse as rune for blizzard. You don’t need more freeze over what you have from the magistrate, and the bigger area is needed for flurry uptime. In practice the default size of blizzard is pretty small, and you’re probably not covering all mobs with this rune, which is a big damage loss.
Teleport wormhole is amazing for speed runs, but pretty useless for pushing. Use safe passage, or better, swap out teleport for explosive blast or flame ward depending what you’ll put in the 4th cube slot. Otherwise, without the 4th cube slot, ppl use black hole absolute zero in that slot, which is a lot of damage in a big pull. Since the altar with the move speed, passability and cc immunity, teleport isn’t mandatory, and skill slots are very contested in typhon.
Follower:
You have all-skills (which is correct), so you need to pay a bit of attention to make her tough, or she’ll die as you push higher. 200M toughness is minimum, but better to go higher. Not hard to get her to like 500M or so. Just give her any ancient pieces with int/vit and whatever defensive stats you can get. She has a lot of non-ancient pieces, is she even at 25k int? Ideally get life on hit and attack speed on as many slots as you can as well.
Craft ancient gurdians for her.
Get her an occulus ring!!! HUGE damage buff! Ideally 85%.
craft ancient cains pieces for her if needed.
Playstyle:
Apart from the usual pushing advice, a common mistake I see with typhon players is that they put the hydras in the middle of the group. They then shoot out and their cone-shaped area of affect only gets a “cake slice” of the group. Better to put the hydras on the edge of the group so that they shoot in, and can hit most of the enemies that way. It’s like 2x damage increase from that alone in big groups, just by hitting more mobs. Each pull becomes a bit of a geometry puzzle for where to place it, but that’s part of what’s fun with this build!
move, shot, move, shot, move, shot. Stutter stepping is important in general, and applies this build as well. You don’t need to constantly cast your damage dealing skills, so weave in a couple steps between each generator cast, or you’ll end up tanking a lot more damage than you need.
I’ll advertise my 150 clear from this season (with ranged channeling build, 1900 paragon) https://www.youtube.com/watch?v=Q2WrVKJi-Q4. I need to stand still and channel 5 seconds during damage cycle, but apart from that I’m moving or stutter stepping. And you can see me trying to get good hydra positions each cycle as well.
squirts vs endless walk:
Squirts is one item, and will have essentially 100% uptime with this build without you changing anything. Due to the typhon defense mechanics, you want your shield up all the time anyway.
endless walk will not have anywhere close to 100% uptime unless you completely change your playstyle, as you need to be constantly moving with this build. Need to stutter step, or you’ll end up tanking way too much damage. So standing still for endless walk will end up being a lot more than 50% more damage taken in practice.
Endless walk needs one of the very contested ring slots. Would you give up coe? Even if you don’t play around it at all, that’s an average 50% damage you give up (up to x3, +200% damage if you do play around it). With the lowish uptime, it’s barely a damage upgrade at all.
In summary, endless walk is barely a damage upgrade over a random amulet as you need to swap out coe, and standing still for the damage bonus will make you take more extra damage than squirts.
Oh, and if you have both, you will get a 4x damage as they are separate multipliers, so +300% damage. But endless walk really isn’t a good option for typhon, for the above reasons.
On top of the straight damage, Compass Rose will roll complete trash 99.999% of the time compared with COE which is significantly easier to roll double crit and 190% damage.