Interaction between Moratorium and Smoke Screen?

(Demon Hunter)

So Moratorium the legendary gem staggers 35% of damage of X seconds, and smoke screen obviously makes you immune to damage, so what happens when damage is being staggered and you activate Smoke Screen? Is the damage still taken or does Smoke Screen overpower the staggered damage?

Only reason Im looking into this gem is because I see Smoke Screen being useful if it works out in favor of immunity. Need some survivability as well.

Thanks!

Although not sure, it could work. However you don’t want that gem as it can bypass cheat death passive and it replaces your offensive gem. If cheat death, in this case of Demon Hunter it is Awareness, triggers, staggered damage can drain your little remaining health and cause an instant death.
If you wanna give a try to LoN rapidfire build with Brooding passive, give a try; otherwise stay away.

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It seems like your questions is coming from one of two places: You’re either cooking up your own “for fun” builds or trying to discover some hiterhto unknown combination of items, gems, and skills that will produce a strong, viable (efficient and capable of pushing GRs) build.

If you’re doing the former, go nuts.

If you’re trying to do the latter, I have some bad news for you: There are no new viable D3 builds. If you want to know which builds are worthwhile (and remember, those builds are, for the most part, incredibly rigid in terms of required items, gems, rolls, and skills), check a site such as Maxroll. Believe me when I say that in the 11+ years this game has been out, every viable build has been discovered and documented. You won’t reinvent the wheel.

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Haven’t played the classic DH impale in a while, but it is extremely tough if set up “right” and played “right”. Only thing that can insta kill you are projectile reflecting monsters, like dune dervishes and sand dwellers in some of their phases.

Look at my Sharon that is basically how you should have shadow build setup. Yes I run mine a little then other people. But mine is built more for defense then Offense . I see a lot people running crazy builds that don’t work.

I like to run with Lianna’s Wings for the reduced discipline sprint (smoke screen rune), it’s too convenient to pass up. Otherwise our builds are similar. Obviously I therefore needed Prep in there as well. Took a unity for endless walk set, same thing. I didnt need thrill of the hunt because shadow power rune slows enemies.

edit: didnt know how to quote you Davey

Just copy the words you want to quote and a quote tab will pop up.

Normally on shadow you only have to activate shadow power once (if you stay alive), but with Lianna you will then have to activate it often?.. and to get a special smoke screen effect you also have to have smoke screen on your skill bar? And activate smoke screen to get the effect? (This is just from looking at your actual web profile. It may be different when you actually play, as the profiles aren’t always correct and up to date).

if the damage occurred before the smoke screen, it is applied.

Well, I still think Crimson WW is on par with main build.

I’ve been out of the game too long to know for sure about the state of the build these days, but the core build was outperforming Crimson big time except in Seasons.

It might just depend on whether you’re talking about NS or Season, too.

Crimson was also much harder to put together and get truly good gear.

Could be that op just wants to understand the functionality.

Sometimes there are details that is unclear as to how the game handles them.

In this case the gem allows for a (I assume) separate 35% damage reduction. That damage is taken by you over time instead.

The question posed is if Smoke Screen when activated eliminates that staggered damage.

To op I have a suspicion that the answer is no. What Smoke Screen will protect you from is new incoming damage. The staggered damage has already been received. I say this with great precaution because I am guessing to be frank!

Hope someone could help you with a the correct answer.

Edit: Someone did…

https://maxroll.gg/d3/d3planner/204340184

This the build that I’m using no RF (WW:Hurricane instead) an no AD (but 8 seconds in the Oculus ring).

I’m pretty sure we’ve been over this before, but AD is absolutely essential for top tier pushes with Rend. If you don’t use every damage, you are handicapping your potential damage output big time. You’re obsession with Oculus rings is not going to make up that kind of difference.

I mean, play the build however you want. I don’t even play the game anymore! But nothing has changed with the build with regards to its reliance on area damage to truly push its limits. The real damage of the build has always been in high density hard casts with lots of area damage on gear. I’m pretty sure that not even seasonal powers and stuff has changed that.

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We have.

But how do you quantify that over the course of a rift?

I argue, give me 8 full seconds of a 1.05 multiplier (per Rage) for 80-90% of the rift, over zipping in and out of the Oculus for a chance to proc AD (per spawn of Oculus).

Edit: I guess I have toi include the 67% multiplier that is Captain Crimson and the 33% multiplier that come with CD Shrine. These are exclusive to WW/CC setup.

I am obsessed with the power it produces. I regards to this Season, irks me when a wiz doesn’t sit in the Oculus ring, rifts are cleared at an outstandingly a slow pace.

…

That’s easy to say when that’s all that’s been played or tried.

Err no.

The optimized Rend build wasn’t decided upon through whimsy or a lack of testing. It was developed as the result of rigorous testing. Back in the day, Archael, myself, and several other top tier players put this build through the ringer. What’s more, folks like Rage, easily our best math Barb and a top-tier player to boot, later confirmed our results: Area Damage is king.

If you want to squeeze out every bit of damage with Zodiac Rend in non-Season play, you stick with the Core build, stack enough CDR for perma-Wrath, and stack AD in every possible slot. Then you hard-cast Rend in big density for max damage. That’s it.

Is it different with Seasons? Not sure. Some Seasons moved away from the Core build due to certain Season powers and abilities, so when it comes to Seasonal play, the meta has shifted. As far as I know, the non-Season meta still aligns with what I wrote above. The only Barb legend still playing is Chris (Notwhig), so you might ask him if anything has changed for the non-Season build since I quit the game–it’s possible but I doubt it.

The Core build always used Oculus in addition tons of AD and hard-cast Rends. Not sure why you think there’s any differece there. We also didn’t “zip” out of Oculus bubbles. In fact, we pixelled mobs into the bubbles with Ground Stomp, then hard-cast with AD in them for bonkers damage.

If I recall correctly, the problem with Crimson was two-fold:

  • Stacking RCR took away from DPS stats
  • The extra DR from RCR didn’t much matter because the Core build was more than tough enough to tank, well, anything

Rage did exactly that some time back. You’ll likely need to search for it in the build guide.

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As before, you do a lot of sidestepping, I’ve never seen footage where a Core build player didn’t enter the Oculus ring, HC, and then immediately exits. In that process, you lose 6 seconds of a constant 1.05 multiplier. You don’t see a difference in there? Let’s change the situation and suppose that the HC of AD was unsuccessful, you’ve now had zero gains from AD. I, on the other hand, have retained my gains by standing in the Oculus ring. Do you still see no difference? I’ll take a step further, you could easily make the argument that I could tank in the Oculus ring and try to achieve 2 - 3 HC/AD, THIS WOULD UNDOUBTEDLY OUTPERFORM CORE BUILD, but I think you’re just too stuck in whatever state of mind you’re in see that.

WHAT?

I just laid down some nice multipliers and you interject with an argument way out of left field. You need to take a second and step outside of the box you’re in. There’s synergy in my setup, let me unpack it:

Incorrect. That RCR increases damage since its DR allows you to sit in the Oculus ring, which therefore increases damage. This also has two-folds, that same RCR also allows for WW:Hurricane (creating high density) to be used with IB’s (having zero Fury issues).

What I’m running is a completely different animal from Core, so the above is irrelevant.

As the youngins say, “I’m gonna call cap on that”. I don’t recall Rage testing the damage output of being in the Oculus ring for 8 second. Therefore, the results are inconclusive.

Again, you’re working off of dated data that hasn’t been pitted against the full duration (8 long seconds) of Oculus damage.

Bro, are you okay? You might want to go take a look at the last Rend clear Rage posted in the build guide and pay close attention to what he’s doing at 1 minute. Then pay close attention to what he’s doing at 9:45. Then go back and look at every top clear posted in that guide and, well, you get the drift.

Here’s the thing. First, I’m only talking about non-Season play because I’ve never given two hoots about Seasons. The build changes all the time in Seasons; remember the Whirlwind power a few Seasons ago? That let us drop Rage Flip and Stomp from the bar.

Outside of the ability to craft better primals and followers emenating items, the build hasn’t fundamentally changed in non-Season. Sure, we no longer need to equip Flavor of Time, but the optimal gear rolls haven’t shifted from AD to whatever it is you’re doing.

If you’re saying, “I prefer to play the build my own way because I find it more enjoyable!”

Well, cool. Keep at it. No one’s stopping you, and at this point in the game’s lifespan, you’ll accomplish high clears just by fishing for maps and pylons.

If you’re saying, “My version of the build is capable of doing as much or more damage than the classic Core build! It’s also capable of clearing the same high tiers with equal or better efficiency!”

The only correct response is: no.

Hurricane is bad for pushing Greater Rifts–always has been. You can’t pixel with it like you can with Stomp, and you can’t pull many elites and move them huge distances like you can with Rage Flip. You’re also building CC immunity way too fast which means there’s no pixel pulls when you really, truly want them (i.e. into Oculus for, you guessed it, hard-cast Rends that proc AD).

Remember, the biggest source of damage in the build is proccing AD with hard-cast Rends when there’s extreme density built around you. Ideally, you’ll pixel the mobs into an Oculus which makes the hard-cast Rends even more devastating. If you’re not stacking AD and using hard-cast Rends, you’re not doing as much damage as you could be doing.

And again: Everyone’s goal is to tank in an Oculus bubble for as long as possible.

With regards to tanking (since that and Oculus are your obsessions), the Crimson build is much squishier than the Core build due to RoRG. You either take Band of Might or CoE, and if you drop Band, you need something like Ignore Pain–which you use in your video. IP + Crimson’s doesn’t provide as much DR as Band of Might. I’ll let you figure out why (hint: it’s in the build guide).

Hey, I wonder what HC players use since tankiness is so important to them . . .

https://www.youtube.com/watch?v=qAHLClwCE2c

Gee, that looks like the Core build, doesn’t it?

Here’s a solid S27 push that uses Crimson and no Rage Flip: https://www.youtube.com/watch?v=MgM_KljTSdg

The S27 WW power didn’t stack CC immunity on mobs, which made it a billion times better than Hurricane. But hey, wait a minute. What’s he doing throughout the rift? Is he stopping in Oculus bubbles and . . . hard-casting Rend for big AD bursts?!

Spoiler: Yes, he is.

Before I left the game, I was pushing the 125-130 GR range with Core at 1k less Paragon than you, and the only thing obstructing my clears was that I hate fishing. Incoming damage isn’t a problem with Rend; with the right rolls on gear, the Core build can withstand tremendous punishment.

None of what I’ve written above has changed for non-Season play since the build guide was written.

Now, because I want to give you the benefit of the doubt and believe you’re discussing the build in good faith, I’ll address a few of your points.

Again, Hurricane is bad at creating “high density.” Rage Flip and Stomp are much better at doing this. RF positions elites and mob clusters where you want them and Stomp pixels mobs into Oculus bubbles . . . so you can hard-cast Rend for big AD.

Correct. It is, however, less viable in terms of top clears at a given Paragon and efficiency at a given tier. If you like it, go for it, but don’t claim it’s as strong as the classic Core build. That, my friend, is dangerously close to IK Truther nonsense.

If you claim otherwise, you’ll have to prove it. Start by examining all Top Rend clears for non-Season (about four Seasons worth will give you a good sample size), note the builds, times, Paragon, etc. You’ll also need to locate top clear videos, particularly ones in which gear and rolls are shown.

Look, I’ve explained this to you before. So has Chris. So has Archael. So has Rage. Area Damage is king in Rend, and the Core build is, for non-Season, absolutely better than Crimson’s (until, possibly, you get into the crazy-high Paragon range). You don’t “zip” out of Oculus bubbles. You Rage Flip elites and density to an ideal fight location (multi-screen junction), pixel mobs into the Oculus, and hard-cast to proc AD. Then you spin for a second to keep your WW DR up and hard-cast some more. You do this until A) the Oculus disappears and it’s time to reposition, or B) the density has thinned and it’s time to collect some more.

If you want to maximize the build’s damage, you stack AD and use hard-casts. That hasn’t changed in non-Season play.

And for the current Season, the same holds true. You might want to take notes on what Lebron is doing in his 150 clear: https://www.youtube.com/watch?v=fo6b1Yq0n8k

Q: What’s he using to gather so much density?

Q: What’s he doing when he has all that density pixeled?

Q: Why does he pop the Shield shrine vs the RG and pull the elites onto the boss?

Gee. I wonder what’s going on . . .

:rofl: :rofl: :rofl:

Case closed. Really don’t want to hear any more Rend Truther nonsense. Enjoy your build, play your way, good luck on your pushes. Just don’t spread misinformation.

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That’s all it’s ever been.

I don’t see how you come to that, Crimson is always paired with Relentless. And don’t forget, again, the 67%/30% damage multiplier.

I use Stomp, but you wouldn’t know that, because you seldomly pay attention to details.

It is a good skill and it also builds CC immunity just as fast.

Again, dated data. How powerful is when it doesn’t procc. Like I said, 8 seconds of Oculus is constant damage that Core cannot attain, that’s a fact. If you could have proven me wrong, you’d have done, but you can’t. But I can prove the Core can’t and doesn’t stay in the Oculus ring. That’s ok tho, keep bringing this up, I don’t mind calling you a liar :lying_face:.

Builds evolve (2 year old video), I no longer need IP. I’m glad we laid that to rest, but no doubt you’ll bring it up again.

:rofl: You’re analytics are off by a lightyear. Bro, how can you be so ridiculous. I’m the only one who plays my setup. You want compare my results to top clears? :rofl: And I’m sure you’ll acknowledge that every person plays at different level of skill, to which I’m probably below average.

You haven’t tested the countering position. You’ve only tested AD. Does any of this compute?

Proven it, post some video footage. It doesn’t exist. And if you do happen to find this missing link of video, I can find you 10 videos where they don’t.

Enough writing, proven it!

LOL, all you do is pontificate. You answer zero questions. And you continue to be long winded.

P.S. We agree to disagree and that’s good. This doesn’t change the fact that you’re still a barb bro. Peace.

That alone should tell you that your initial statement that your build is on par with the standard build is incorrect, which has been Frees only argument.

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