Phalanx/Condemn Notes 2.7.4

Gr 139 cleared in 12’54! OK, it was an Orek’s dream ^^

Before that, I missed gr 139 about 10 times by 30 to 60 seconds vs the Boss. I did so with 3 different setups:

  • CoE + Unity
  • F&R
  • EW (I won’t play this one anymore especially because of the additionnal lag)

As it seemed that I can survive much more easiliy now that I have switched from the Echantress to the Templar, I’ve tried to get rid of Unity in the first setup, and I’ve replaced it with SoJ: that’s how I’ve cleared this gr 139.

I have 5 newbie questions that I’ve never had to wonder about before playing this build:

  • Is elemental damage capped at a certain level? (I have 60% bonus to Elemental damage with SoJ)
  • Anyway, now that I can play without Unity, I should probably use F&R. Everybody does, so I suppose it’s much more powerful than CoE + SoJ. But what are the best rolls: CHC, CHD, Coolred, or CHC, CHD, DMG? (On the lb, top players use both… As for me, it doesn’t feel like I need more coolred so I’ve used rings that have a DMG roll…)
  • Also on the lb, I see players who have selected a skill for Judgement and other who have not. I suppose it doesn’t change anything, right?
  • How many pylons can there be in a gr? (sorry about this one!^^) When I get 3 and I am at 99%ish and I have some advance on the timer, I usually try to explore the map for about 30 seconds, but I’ve never found a pylone for the Boss doing so… Is this a good strategy to look for a 4th pylone? (if there can be one)
  • Last question:

Now it’s time I try this! One question, though: which one of Punish/Celerity and Slash/Zeal stacks Stricken the fastest?

Anyway, many thanks again for all the great explanations and advice!

I have never reached a cap…and I’ve tinkered around with the LoD build at 105% Holy. So, no, there is no cap as far as I know.

Crit Hit Chance, Crit Hit Damage, Cooldown (as much as you feel should be required), then (possibly) Area Damage, Strength, Vitality. Also, if you want more Stricken stacks, attack speed might be handy.

Four is max.

Punish/Celerity is faster vs single mobs, provided those mobs are hitting you and causing you to block. If so, then Punish/Celerity has a 5% bonus over Slash/Zeal. However, if you are not being hit much or can not target the elite, then Slash/Zeal takes over because it spams - and thus Stricken-spams - a whole quadrant in front of you. Note, also (as already stated in the post which you quoted), that Slash/Zeal is a holy attack, so your Holy Cause passive gives you extra healing, while Punish/Celerity does not.

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You proc very often in AoV Fists pushes, most engagement results in a cheat death, often two in one encounter. That’s attributed to running around with 300,000,000 toughness

No but elemental % has diminishing returns.

Not only does SoJ have diminishing returns on element %, it also has diminishing returns on elite % because you wear Aughild’s too.

With Shield Bearers and Rally, you don’t need CDR on rings because Rally is refreshing all of your Cooldowns via your Phalanx/A4 bonus.

No real change here, though it might change the visual of Judgment.

The short answer is up to 4.

MaxRoll has a good explanation towards the bottom of this page, find the section titled “Manipulating Pylon Spawns”

https://d3.maxroll.gg/resources/greater-rifts

Wudijo also has a video guide here:

I like Punish due the accuracy it provides with pinpointing the mob receiving the stricken stack. Slash is sloppy IMO and best used for the Guard rune.

Thank you, Harnor and dmkt for all these usefull info!

Thanks for the explanation, I had not realized that!

That’s what it seems to me, too. So on a purely DPS perspective, the DMG roll is more powerful than the additionnal DPS provided by a CDR roll on a ring thanks to CCT, is that right?

and

Thanks guys, I’ll try all of them and see!

It looks like yesterday they hotfixed the Shield Bearers rune now it is normally acting like the other rune on cast it despawns old once and cast new so RIP crus, and this happened as I was going to push the build did some tries had enough dmg coz I was going for r1 world gr 145 (in season eu) at that moment then I waited for server restart and booom :frowning:

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That sucks. Warhelm of Kassar wasn’t fixed for their damage, so it seems like an overall loss for Crusaders.

Looks like CruSADers are in a really bad spot. Hope that blizz fix this…

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Ill try later. I didn’t abuse the unlimited respawns before so should be the same. Solid A tier now? :wink:

I may be imagining things but I think in addition to fixing Shield Bearers, they may have made let Phalanx scale with your attack speed.

Anyway it feels that way because I switched to Akarat’s Champion Hasteful and admittedly I’m just running GR 100’s to level up a Esoteric and Mutilation and the Bowmen seem to be shooting faster.

I could be imagining things but it sure looks that way.

Thanks for sharing. Sadly S27 Valor does about the same level of lag.

After returning to Non-Season to test, I found Shield Bearers, which was previously GR150 for me, now is ~GR146.

  • Shield Bearers is still effective, and probably still the strongest.
  • Shield Charge/Unruned also works roughly as good as Shield Bearers, just switch Holy Cause rune to Insurmountable and play on. I wouldn’t use it though, it’s clunky and more dangerous.
  • Bowmen is just not as good, and the survival on it sucks because it heavily shines with Taskers and you cannot take Stone Gauntlets. Switching to CoE+Endless Walk instead of Aughilds+F&R allows you to take Iron Skin, but it doesn’t dish out damage equivalent to Shield Bearers.

The build is now A+ Tier right next to LoD/LoN Bombardment.

Allowing Kassar’s 60% damage buff only helps the Bowmen situation slightly by allowing the player to refresh Phalanx without needing 66.66% Cooldown – a small a novelty.

IMHO some players WANT to use Bowmen, but the build can’t easily take advantage of F&R – and the survival stinks. Make Eternal Union grant 5% Increased Damage and Damage Reduction per Bowmen / Bodyguard. Take EU and CoE to come close to the damage of F&R.

The biggest issue at the moment is they didn’t announce the change, nor did they erase the Akkhan leaderboards. Crusaders cannot compete on Season or Non-Season. Maybe once some players reach 5k+ paragon they can go after that GR145 rank – but non-season is completely screwed over.

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Bowmen have different AS breakpoints.

Naa nothing changed with bowmen, with that rune u need to reach the 13th breakpoint in planner that is if I’m correct your LAW > 7% on wep and 2 other items + Slash Zeal rune and have T&T in cube

I updated my previous post with some opinions – does the performance summary of each rune match your findings?

On non-season I went ahead and actually soloed GR146 after the nerf.

The nerf is a loss of about 5GRs.

Hotfix to change gameplay rightfully be announced with a blue post at the very least. Courtesy to all the testing / playing / by players’ time and effort.
Right, the silent changes / leaderboard untouched are unnerving. Like a blackhole for anyone missing ‘hotfix announcement’ / forum details / etc.

Official vs. Unofficial impact crusader gamers considerably … Sigh.

Wish all 7 Classes have builds variation to enjoy solo vs group, dps vs zdp, speed farm rift - grs - bounties - AAA, at a competitive balanced level.

  1. Shield Bearers cannot be cast repeated after hotfix.
  2. Kassar WArhelm not fixed for 60% Phalanx boost …
  3. Baleful Remnant’s proc Phalanx Avatars can proc. Condemn now
  4. Anything else should have (not) change from hotfix??

At 2m50s Wudijo’s prediction 0.0

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Sader needs the attention to all its builds similar to what Wiz and Necro got. Only thing that’s competitive so far this season is FotH speeds. This class has nothing else.

Our Request on August 1st, Wudijo’s Prediction August 27th

thanks for the clarification guys.

Complete useless the Baleful Remnant coz u can’t fit it anywhere they should be fixed the falling sword avatars to proc it, coz somehow u can use that skill and use the seasonal angels too but yea whatever…Complete silence like how many ppl read forums imagine ppl just augmented their great / farmed then they go push and find out the build is RIP, i also understand tho that don’t think its intended ok but at least say that will be fixed.

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Make the Eternal Union ring useful somehow. A damage and defense bonus to make it anything but a dud item that it is as of now.

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