Feedback on DH sets

  1. GoD

I’m loving playing with the new soul shards. Sliver of Terror adds a fun new dynamic with the cooldowns and when playing with Essence of Anguish, being able to actually free up CDR on items makes for more fun and interesting setups. Essence of Pain is also great, giving you a Buriza like effect from s24 if you get the right secondary effect, since you are playing cold damage already.

I’m very interested in trying it out again when the weapon shards are fixed, where the death blow from Essence of Anguish doesn’t melt everything or when the Stain of Sin pool of blood is updated to work on elites. But so far, kudos.

  1. Marauders

I have mixed feelings on the set rework. On the one hand, it is a power boost, but on the other hand, due to the dependence on immobile pets, it changes the playstyle in a way that makes bad GR levels much much worse. If you get the indoor levels with all the corridors and doors, you basically do no damage, because you can’t leverage previously placed Sentries.

I don’t love how the shards work with the set either. Most of the damage comes from the sentries and many of the shard effects don’t proc from pet kills. THIS NEEDS TO BE FIXED. So, overall, meh. I still highly prefer GoD.

  1. Shadow

I honestly don’t know what to say here. There are some goofy builds out there, trying to leverage the different shard effects, even many builds that don’t take Shadow Power. So that’s obviously not ideal.

With Essence of Anguish, you get basically random explosions, which I still can’t figure out. Why do some kills trigger the killing blow and other do not, despite both proccing oculus ring circles? That needs to be fixed, so it’s not so ridiculously random.

The power level overall is still mediocre. I would much prefer a 6 piece set effect more like:
Impale (and Chakram?) deals 50,000% additional damage. When Impale (or Chakram?) hits 3 or fewer targets, it deals 125,000% additional damage.
This would increase its power level more appropriately and wouldn’t make its currently playstyle so gimmicky. So overall, it’s fun with the shards, but too random and too funky.

3 Likes

would it not kill overpen? (high density)

This is a good idea, and thematically fits under the Shadowy Assassin umbrella.

Here are the actual numbers. For non-season balance S6 Chakram needs a 257,000x damage between the Set Bonus and Legendary Items.

CURRENT S6
S2: 61x
Sword of Ill Will: 3.5x (really it’s more like roughly 3.2x after consuming hatred)
Total: 213x

Damage Needed in 2.7.1: 1206x

YOUR PROPOSAL
I’m going to use 380% Razor Disk as the baseline:

125,000% 3 or Fewer Targets = 329x
50,000% Additional Weapon Damage = 132x
Average attack against a group of 10 enemies is: (329 * 3) + (132 * 7) = 1911 / 10 = 191x

Damage Still Needed = 1206 / 191 = 6.3x

525% is a great modifier for Spines of Seething Hatred ← preferred

Otherwise it’s Sword of Ill Will to 8.75% damage per hatred point.

4 Likes

Either of these changes would also be a nice boon for Marauders. If I recall correctly, Chakram actually goes through walls, so that would be a great option for the set.

With Seething Hatred at 525%, M6 Chakram becomes equal to M6 Multishot.

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  1. UE? sadpanda

Anyone tried it on ptr?

Not yet. Even though I have an entire set of UE primals. :smile:

I’m sure it benefits greatly from the currently overpowered shards. I’ll probably take it for a whirl once those are revised.

1 Like

I only can tell you about non-season. UE6 Chakram is GR107-108 capable @ 5k para.

Did they wreck the concept of Cluster Arrow for M6? I see only Multishot on the PTR leaderboard. Why make Multishot the strongest alternative when we already have UE6…

i have doubts about the values, but i got the main idea of it, agreed.

I am happy that devs decided to improve shadow set damage, it is now viable, and i would like too see chakram on it too.

For marauders, my only doubt is about the sentry charges recovery, marauders by far is the set who give the biggest penalty for deaths, and for moving, we could at least be able to hold 5 charges at same time, everytime you change floors you have to run desperate untill be able to place 5 sentries back, and considering it is the main source of the set damage we should be able to deploy them more often. So the set should allow us to hold all 5 charges, ( if you dont have quiver and passive equiped obviously you wont have 5 deployed sentries but still being able to hold all 5 charges )

Not at all. Marauder’s with CA is quite good. And it has some small benefits over Multishot which should make it the preferred ability.

Multishot is stronger, however, because you can equip Dead Man’s Legacy quiver in the cube for an extra x3 multiplier. Normally, this is a trade off with Dawn, but with the cooldown reduction from Essence of Anguish, you won’t even notice it’s missing.

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sry, im not following

how would it work?

chak has a slow travel spd
125k for the first 3 monsters and 50k after that?
or is it some kind of explosion that happens after the projectile full travel/vanishes?
the same for impale/overpen

I’m loving the GOD set with the shards . I have also augmented with them , the weapon and helm

Chakram flies through enemies like Overpenetration. It has longer air time and hits more enemies.

125k->125k->125k->50k->50k->50k->50k…

I am not sure if I would keep 6pc as First 3 Enemies hit suggestion, probably I’d limit it to First Enemy hit, just as it is now because of the air time.

Remember, the 6pc bonuses changes the weapon damage — that first fire rune Twin Chakram becomes strongest because it shoots 2 projectiles, both would be worth 125220% initially. The whole thing needs to change to:

Shadow’s Mantle (6-piece bonus): Impale deals an additional 125000% weapon damage to the first enemy hit, and 25000% to subsequent enemies. Increases the damage of Chakram by 20,000%.

2 Likes