I got to thinking about the Fire rune. You shared Ambo-Rend and HC Rend are overwriting each other, about that:
Theoretically speaking, since Fire give an 18 yard radius, anything beyond 9 yards won’t be overwitten and will be capable of proccing AD. Does that sound right?
It sounds right, and it would actually make an interesting test to confirm my findings:
You’d have to manage the difficulty and your own damage to make sure you didn’t kill the enemies and the enemies didn’t kill you, but if you could gather a big crowd of enemies around you, then alternately WW in place and hard-cast Fire Rend, you should be able to see a ring of enemies a bit further out from you taking a greater amount of damage (from AD).
Like I said, you’d have to really manage your damage, to make sure you don’t just instantly kill everything.
Chris was right, you need a convention of elements ring and zodiac and cube the RROG. I copied a build from Diablofans for solo WW, its not the same setup as the one on here, I haven’t tried that yet, but I also use Threatening Shout Demoralize rune and do not have Ground stomp or BOM ring. I saw someone else here say also to add some resource cost reduction when using istvans for more damage reduction. I did 118 so far at 2300 paragon and 2 augments right now, but on some runs I do die more than others. I added some paragon to VIT to help a little.
Ohhh man just popped a 120 and hit a unicorn rift… 1st floor Festering worth 97% progression. Triple pack conduit to the north, triple pack channeling pylon to the south. Hit a 7th pack next to a power pylon at the entrance to the second floor and spawned Hamelin. 120 down in 7:22 with no deaths at P2000 exactly. Loving this patch! No BoM, no ancient spear, just figured I’d try it. Should’ve went higher!
I would love to see a comparison between the Crimson’s variant and the Base build. I’m having a bit of trouble seeing the benefit of Crimson’s, so perhaps I am missing something, or perhaps doing the math will convince me (spoiler, it does).
I had surmised, as stated in the last few posts, that there is no point in running Crimson’s and BoM, as at that point you’re essentially gaining a bit of DR but losing damage due to Convention, which if managed at all is far more than you can gain from Crimson’s. If I’m way wrong on that, please let me know.
So, the difference is:
Base:
Mantle of Channeling: 25% damage, 25% DR
BoM: 80% DR
Ground Stomp grouping
Crit Damage and Damage on one ring: estimate 14% damage based on D3Planner estimates
~110k health
Total: x1.43 Damage, 85% DR
Crimson:
Crimson damage bonus: 63.44%
Crimson DR: 33.8%
Ignore Pain: 50% DR (assuming you swap ground stomp for this)
Channeling Pylon acts as a damage pylon
Higher CDR makes managing WotB uptime extremely easy (but you have to manage Ignore Pain 1/7 seconds instead of BoM 1/8 seconds)
Total: x1.63 Damage, 66.9% DR
So, you get ~14% more damage, but take x2.11 damage and lose some health, then trade ground stomp for better channeling pylons.
I guess I actually can see why that would be a good trade, though it absolutely depends on what is holding you back. What did I miss?
What about using CC makes a difference with your weapon choice? If anything I’d think BK swords are harder to use with Crimsons (no BoM) because you lose even more mitigation.
resource reduction from CC plus resource gain from BKs allow for blood funnel to be used without any other resource passives. Our best healing source that is not used with istvan/bom build. If you choose to go full glass and run CC with istvans you either need windshear or weapon master losing a damage passive or important healing.
It really comes down to what you’re comfortable with and enjoy playing.
The speed/regen from Bloodfunnel that using BK’s provides is very nice.
The additional armor and 30% damage from IB’s are great but Swords to Ploughshares doesn’t provide the same fluid healing as Bloodfunnel and you don’t get the fury regeneration or speed benefits of BK’s.
Folks have also been playing with wielding Ambo’s/Doombringer (20% phys) and cubing Furnace and also having some good clears. Specifically to HC when I’ve tried this I play it like IBs and use windshear since we can’t afford to drop Nerves of Steel for Weapons Master.
From a toughness perspective both versions (standard or crimson) are fine, I compare it more to how you enjoy playing. Some folks really like Ground Stomp to gather/trigger BoM and other like to have Charge for even more mobility. I typically like the crimson version with ancient spear and no BoM at this point but there’s really no wrong answer which is one of the best outcomes with these changes to the build, there are a lot of options to play with.
Messing around before the season starts tonight I’ve done 124+ with every version just described so the good news is we have plenty of options to tinker and play with, we’ll see which one eventually rises to the top.
Of course, I asked for a nerf to the OP AoV crusader build now as I had to wizards OP build months and months ago. It has never been about any particular class. It has always been about bringing outliers back into range. Ulmaguest has also asked for bazooka wizard and AoV crusader nerfs, recently.
Please let us not contaminate the WW guide with this back and forth, let’s go outside like gentlemen and make our own troll thread without dirtying this fine establishment up.
You know, considering how much extra damage you can get in density from AD, you could probably have a WhirlRend trash clearer in groups that just continuously spams HC Rend (tapping WW every 3 seconds to refresh Wastes 4). That’s hard to do in solo play because you’ll die if you stop WWing for very long, but with supports keeping you alive, it should be possible.
It might crash the game, but it should be possible!
Start with the BK version for ease of play. As you get more comfortable/better gear, you can transition to the IB version as that looks to be, at the top end, stronger.
But honestly, in a Season, both versions will shake out in the same range.