[Guide] H90 Frenzy: A simple guide

Good point. I just ignored the possiblities of the followers. Well, I am not sure if there is more cc necessary than we got from Azure Wrath. But in fact the Templer offers quiet a few options.

But maybe you want to confirm the usage of the Enchantress, to reach the non-zerker BP. If the calculator I use is still valid (https://codepen.io/anon/pen/yOdVjd):
We need only 5% IAS on our gear to reach 7 FPA BP in Berserker mode (if we have 7% on Oathkeeper). But to reach 8 FPA BP w/o Berserker we need at least 12%. If we’re unlucky with our drops, we won’t have enough IAS to reach the BP’s. But the Enchantress might help us a bit and might get a better value than the Templer.

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Yes, I think your numbers are right.

Here’s what I’m seeing using D3 Planner (all these assume 10% in paragon):

7% on OK, nothing elsewhere: 9F Regular, 8F WOTB
7% on OK, Enchantress: 9F Regular, 8F WOTB

7% on OK, 5% Gloves, NO Enchantress: 9F Regular, 8F WOTB
7% on OK, 5% Gloves, Enchantress: 9F Regular, 7F WOTB

7% on OK, 7% Gloves, NO Enchantress: 9F Regular, 7F WOTB
7% on OK, 7% Gloves, Enchantress: 9F Regular, 7F WOTB

7% on OK, 5% Gloves, 5% Ring, NO Enchantress: 9F Regular, 7F WOTB
7% on OK, 5% Gloves, 5% Ring, Enchantress: 8F Regular, 7F WOTB

7% on OK, 7% Gloves, 7% Ring, NO Enchantress: 8F Regular, 7F WOTB
7% on OK, 7% Gloves, 7% Ring, Enchantress: 8F Regular, 7F WOTB

So yeah, with ideal rolls you don’t need the Enchantress, but if you are a bit less lucky with your AS rolls she can be helpful. I’ll mention this in the OP.

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If you want a quick cold% damage weapon, do not forget Utar’s Roar, crafted axe.
It’s gonna be an alternative to Azurewrath temporarily, and can roll with stun or freeze as a secondary…fyi…

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Question? Are AZ and EF applying too much hard CC?
Seems as if I lower the freeze-stun %, I get more time to hit the mobs without them going immune.
Asking for a friend…

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So I’m noticing that if you replace Azuwrath with Eun-Jang-Do you’ll be able to keep Str and get an entire break point 7.5 to 6.5.

Is that Str and break point worth it (you can still roll stun/freeze for secondary)?

Good thought!

Hmm, so DH asked a similar question the other day, and I was actually thinking further about my answer. It seems to me there are a few possible outcomes when you’re hitting an enemy with, say, multiple stuns.

1: The first stun takes effect, and subsequent stuns do nothing at all until the duration of that stun has ended.

2: The newest stun replaces all previous stuns.

3: All the stuns essentially “overlap” each other, and run concurrently.

CC resistance grows by 10% for every 1 second an enemy is under hard CC (to a cap of 95% resist), for all subsequent effects. That means that if you had an ability that stunned an enemy for 20 seconds, they should stay stunned for all 20 seconds, despite the fact that their immunity would grow to 95% after 10 seconds. Also, once a stun duration is under 0.65 seconds for trash + elites, or under 0.85 seconds for bosses, it has no effect at all.

So let’s look at what would happen if you had a 5 second stun ability, and were going to apply it once per second, using each of the models above.

1: “First Stun Only”

Second 0: CC immunity 0%, Stun applied, duration 5/5 seconds
Second 1: CCI 10%, Stun applied, no effect, original stun duration 4/5 seconds
Second 2: CCI 20%, Stun applied, no effect, original stun duration 3/5 seconds
Second 3: CCI 30%, Stun applied, no effect, original stun duration 2/5 seconds
Second 4: CCI 40%, Stun applied, no effect, original stun duration 1/5 seconds
Second 5: original stun expires
Second 5: CCI 50%, Stun applied, duration 2.5/2.5 seconds
Second 6: CCI 60%, Stun applied, no effect, 2nd stun duration 1.5/2.5 seconds
Second 7: CCI 70%, Stun applied, no effect, 2nd stun duration 0.5/2.5 seconds
Second 7.5: 2nd stun expires
Second 8: CCI 80%, Stun applied, duration 1/1 seconds
Second 9: 3rd stun expires
Second 9: CCI 90%, Stun applied, duration 0.5 seconds, below 0.65 second threshold, no effect.

Total stun time: 9 seconds, with a 0.5 second gap between second 7.5 and 8.0, so 8.5 seconds total.

2: “Newest Stun Only”

Second 0: CC immunity 0%, Stun applied, duration 5/5 seconds
Second 1: CCI 10%, Stun applied, duration 4.5/4.5 seconds
Second 2: CCI 20%, Stun applied, duration 4/4 seconds
Second 3: CCI 30%, Stun applied, duration 3.5/3.5 seconds
Second 4: CCI 40%, Stun applied, duration 3/3 seconds
Second 5: CCI 50%, Stun applied, duration 2.5/2.5 seconds
Second 6: CCI 60%, Stun applied, duration 2/2 seconds
Second 7: CCI 70%, Stun applied, duration 1.5/1.5 seconds
Second 8: CCI 80%, Stun applied, duration 1/1 second
Second 9: CCI 90%, Stun applied, duration 0.5 second, below 0.65 second threshold, no effect.

Total stun time: 9 seconds

3: “Overlapping Stuns”

Second 0: CC immunity 0%, Stun applied, duration 5/5 seconds
Second 1: CCI 10%, Stun applied, durations 4.5/4.5, 4/5 seconds
Second 2: CCI 20%, Stun applied, durations 4/4, 3.5/4.5, 3/5 seconds
Second 3: CCI 30%, Stun applied, durations 3.5/3.5, 3/4, 2.5/4.5, 2/5 seconds
Second 4: CCI 40%, Stun applied, durations 3/3, 2.5/3.5, 2/4, 1.5/4.5, 1/5 seconds
Second 5: CCI 50%, Stun applied, durations 2.5/2.5, 2/3, 1.5/3.5, 1/4, 0.5/4.5, 2.5/2.5 seconds
Second 6: CCI 60%, Stun applied, durations 2/2, 1.5/2.5, 1/3, 0.5/3.5 seconds
Second 7: CCI 70%, Stun applied, durations 1.5/1.5, 1/2, 0.5/2.5 seconds
Second 8: CCI 80%, Stun applied, durations 1/1, 0.5/1.5 second
Second 9: CCI 90%, Stun applied, duration 0.5 second, below 0.65 second threshold, no effect.

Total stun time: 9 seconds

So, you can see that if you have a stun you’re continuously reapplying, it doesn’t really matter very much which of these models operates, nor does it really hurt you that you keep reapplying it. The thing that builds up the CC immunity is the “time under hard CC”, not the reapplication of that hard CC.

The only time this effect really hurts you is if there is a specific window where it might be especially advantageous to have enemies under hard CC (for instance, when WOTB is active, or during a CoE cycle), but having a 5, 10, or 15% freeze chance on a weapon rather than 25% won’t really help, because in either case the effect is uncontrollable: during that “window” where you’d like to have the enemies under CC, you may well have built up a little bit less CC immunity, but you are also less likely to actually proc the CC you want during that window.

I hope this long-winded reply makes sense to your friend!

No, it’s not worth it. You gain 6.7% damage from the breakpoint but lose 6.9% damage from lower weapon damage. And 1000 STR is only worth as much as 20% Cold if you start with 7000 or less strength, which is not going to be the case for many players, for very long.

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Should Oathkeeper be in mainhand regardless of what second weapon? Please explain. Do I get attack speed on both weapons if I wanna RGK in group?

Cleared 123 with about 16.5k STR… took 3 or 4 keys. I can definitely feel the “damage wall” getting close…

Shouldn’t matter which hand Oathkeeper is in. Don’t bother with IAS on your offhand, it’s hard to get to the next breakpoint without dropping tons of other stats.

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All depends on which weapon the skeletons fear most, eh?

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What I the duration of the first proc of freeze for Azuwrath before cc effects, if you happen to know?

I don’t know, it’s easy to test though-- just go whack a few skeletons with Azurewrath and count the seconds they’re frozen. I think all “Freeze on hit” secondaries, including the one on Azurewrath, will probably share the same duration.

Got it. Will test it tomorrow.

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If I wanted to use one of my few good primals, APD with fire %, could I still get the freezes from AZ and just use fire frenzy rune? Often builds don’t care about damage type as long as it’s consistent with the element you are boosting, is that not the case here? Does having cold damage interact with the 2pc, or only the actual freeze procs that I thought you would get either way? What am I missing?

The recommended offhand weapon is Azurewrath, because it has a high Freeze proc chance I believe, which always comes with an affix that boosts Ice damage. If you gear for some other element, that affix is useless.

But if you don’t care about that, your Fire damage on APD won’t affect freezes from AZ.

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Good point I forgot about the auto/mandatory cold ele damage on AZ. I guess I’ll see what other APDs I have laying around.

I am not quiet sure. But IIRC I tried to reroll Fire Damage on a Sankis Axe successfully. Maybe this works on AZ, too? I didn’t try this.

In case of the element question, just another question. Maybe it was asked before. But if I play physical damage, does that affect Bloodshed procs?

The duration of freeze seemed to be about 2 to 3 seconds at its first proc.

Interesting. That’s certainly something to look into.

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I haven´t found the whole set yet to test so this is a quetion without knowledge on the build.

Have anyone tried zodiac in the build? Is it possible to keep WOTB 100% uptime with it?

won’t work, no fury spender to proc obsid…

You can do that, but then you need to drop something to add a Fury spender to the build, which probably just adds clunkiness.

I think people tested it and found it subpar, but I’m not sure.

Edit: I suppose you could try spamming Battle Rage, but I’m not sure how that would interact with Bloodshed mechanics.