I’m thrilled to have a set dedicated to a Primary skill, and especially to Frenzy, but as others have pointed out, there are problems with the set. My feedback–which is admittedly made without testing–is as follows:
- The damage multipliers for Frenzy are way too low.
- The reliance on “Fear” is innovative, but ultimately an obstruction.
My suggestions for fixes will be as follows:
- Buff the damage numbers: Minimum of 1500% per stack on the set, and UC should be 500-700%.
- Remove the “Fear” aspect from the set’s 2-piece bonus and simply allow enemies affected by shouts to take double damage. The Fear part will also lower the effective power of Bastion’s.
Something else to note about Fear is that it is a hard CC and monsters will quickly go immune (and thus you’ll lose the damage bonus).
A few other comments:
The optimal push setup will likely be 5 Horde of Ninety Savages (H90) + 2 Crimson. You’ll wear Band of Might and Compass Rose and Cube RoRG. You’ll equip Echo Fury and Oathkeeper with Bastion’s in the Cube.
Since this setup uses Endless Walk, you can’t use Flavor, so that diminishes the push potential compared to other builds right out of the gate. In addition, if you use Crimson’s, you’ll have to put UC in the Cube, and that locks pretty much every gear slot except bracer (except . . . see below).
With UC in the Cube, you can’t use Aquila in the Cube, and without Aquila and Band of Might, this build is going to be squishy.
Well, if you sacrifice using Crimson’s, you could put Zodiac in the Cube, Boulder Toss on the bar, and keep Wrath up pretty much all the time with lots of CDR rolls on gear and Boon as a passive. But that means you’ll need to stop attacking with Frenzy to drop a Boulder here and there which, while not a huge deal, will interrupt your ability to DPS solely to reset a cooldown.
That’s an excellent point. If I understand it correctly, the additional attacks simply jumps to a nearby enemy, and the damage of that attack is split between the original monster and the one linked by the chain. Even still, it seems vastly under-powered.
Another excellent point. I see why they did this: Frenzy ramps up over time and other Primary skills don’t, and trying to get the damage output of those other skills to match Frenzy is, frankly, almost impossible without some truly ludicrous multipliers amended to their items.
That said, this could be possible:
New Class Set: Horde of the Ninety Savages
- 2-Piece Bonus: Double the effectiveness of all Shouts. Feared Enemies take double damage.
- 4-Piece Bonus: Gain 5% damage reduction for 5 seconds when you attack with a Primary skill (max 50%).
- 6-Piece Bonus: Every attack with a Primary skill increases the damage of Primary skills by 1000% up to 10 stacks.
I don’t think we can convince them to overhaul the set they just designed, so I would much prefer to focus on getting Frenzy in tip-top shape.
I don’t think that’s how it will work. I don’t know for sure, but I suspect it will work similar to our passives–extend the duration of shouts. Falter, for example, would be 50% dibs damage otherwise, which isn’t a bad little buff.
Here’s another question: Do shouted enemies take double damage from any attacks? I’m talking about the 2-piece bonus. Because if so . . . this is going to get thrown into the zDPS meta right quick.
Life per Hit on weapons, and possibly bracer in place of Vitality. I’m actually concerned about DR and healing in this build, but waiting to see if testing confirms my fears.
On the flip side, y’all, if we can get this buffed into a strong place, we might have a spot as RGK in off-meta speeds. YAY!