Seems like our feedback was received and actioned upon. New patch notes read:
- The Oculus
- Added affix: Reduce the damage of enemies hit by 25% for 5 seconds
- Wizardspike
- Added affix: Consecutive hits to enemies increases damage by 10% up to 100%
These are some of the juicier special affixes! I was quite excited to test these in solo speed and push.
Testing: v2.7.1.76273. Now ~2300 paragon, and augmented. Seasonal PTR, FB MI builds.
I have now pushed a:
- GR144 in 14:17 with the 2H Mang Song’s Lesson (~60 keys+40 attempting GR145) @~18K INT, ~1.9kp
- GR145 in 14:39 with the revised 1H Oculus (~30 keys) @~20k INT, ~2.3kp
- GR146 in 13:55 with the revised 1H Wizardspike (~100 keys) @~20.5k INT, ~2.3kp
For all of these builds I ran with Tasker and Theo in the cube. TnT feels better offensively, getting more FB6 procs off within Fire Convention, and the Mirror images tend to survive better from hitting enemies quicker. However, this does mean I am running without Mantle of Channeling, which would give 25% DR (tankier).
Note my Templar was spec’d with cannot die token. In a fully decked out push scenario however, a player might opt for the 50% Cooldown skills token and with high CDR on follower gear, get close to a 7s heal, instead of a 15s heal that I was testing with. This would greatly help overall recovery.
2H Mang Song’s Lesson
https://maxroll.gg/d3planner/163084352
In all this experience, of the builds that felt the most lacking in toughness, was the 2H Mang Song’s Lesson build. I went with DS:Prism to help with recovery and cost reduction, and templar to assist with healing, AP/s. Notably, having to swap out Bone chill for the Prism decreases dps output by ~1GR, and also means CC is more RNG since we rely on the follower’s Cord of the Sherma and Stuns, however, Prism felt like the best method of solving the issues with resource (since we can’t slot APoC).
Offensively, the 2H Mang Song’s build felt the most capable (and satisfying! ) at focused Trash clearing, especially with the Krelm’s buff bracers ( ).
Defensively I rarely could stick around to profit off many trash pulls once elites aggro’d, however .
On the top end, even when I was lucky enough to fish up a glorious skeleton summoner rift, the archers and summoner projectiles eventually overwhelmed. I actually found Executioner / Revenant undead mob type to be much more tame, and better for progression.
Additionally, with needing undead elites to some degree, and only 2 Undead RGs in the pool, it feels like it will take many more keys to get the proper elite and RG spawns in order to progress as compared to Oculus (100% dmg mod+45% elite damage), or Wizardspike (30% elite with stacking damage affix).
The slow attack speed of the 2H weapon makes your LPH near useless in comparison to the recovery of the Oculus and Wizardspike builds. It also makes gameplay some of the simplest, since there is no way to cast a manual flame blades (extra fire%) without dropping Taeguk. So, stand and channel, and Krelm’s to victory.
I tried swapping in Mantle of Channeling for this build but without CC the images started getting destroyed by the trash, even through Enforcer DR. Same was true for the other 1H builds, but especially noticeable with the Mang Song’s.
My feedback for Mang Song’s Lesson remains largely unchanged:
- Add CDR affix.
- Add LPH affix.
- Add another %dmg to x type of monster so that we are not only fishing for undead. This might also help the clear potential of the build, which is currently -2GR behind the highest performing Ethereal in push.
- Increase the AP/s from 2 to 4.
- Increase amount of INT it provides.
I will add that this is now the only weapon missing a special affix of some kind. I suppose the mere appearance of a 2h weapon is good enough, but it needs a little more flair.
1H Oculus
- The Oculus
- Added affix: Reduce the damage of enemies hit by 25% for 5 seconds
https://maxroll.gg/d3planner/882840773
For testing of the 1H Oculus build I roughly copied the affixes I had perfected in testing the Wizardspike. Features: 2 +AVG dmg ring rolls and 2 LPH affixes to help with recovery (Bracer and Gloves). Compared to the 2H, even the 1.54 AS of a wand allows for pretty good LPH returns.
The extra elite damage on the Oculus and the up to +100% damage affix make it a heavy hitter, and very consistent option.
The new affix definitely makes it feel the most tanky. I had the best experiences with pulling multiple elites together with this build. I was able to make better use of Oculus ring spawns and position optimally during Conduit. Favorable Oculus ring spawns would devastate elites, especially yellows that happened to group together.
While elites are the focus of this setup (with 45% elite damage), it was no slouch against trash clear when needed. The slightly higher AS means you can manually flame blade in between Taeguk channel to get extra fire% before Fire Convention, though it is still a bit risky (if CC’d during, you lose taeguk).
The build felt good, well rounded, especially with the new affix and extra +1k VIT. The APoC on weapon is also nice, it allows to swap out of APoC on source, in favor of CDR there.
My only criticism of this item is that the 75-100% affix is going to make getting a near perfect one hard to get, seeing as none of the other Ethereals have this range. Perhaps make the range 85-100% instead please?
Balance wise, this push build is competing for the top slot. EDIT: Near perfectly rolled Oculus gearing / paragon is competing about evenly with Wizardspike. Notably, while I only cleared GR145, I invested the least amount of keys into this clear, seeing as so many other players are pushing this variant. Feels Fairly well balanced, at least for now. Time will tell I suppose.
1H Wizardspike
- Wizardspike
- Added affix: Consecutive hits to enemies increases damage by 10% up to 100%
https://maxroll.gg/d3planner/822122532
I love the new affix. It fits the theme of attacking fast, and encourages focused engagements.
Application of the debuff does not appear to spread to multiple targets at the same time all that well, however, with the high attack speed that the item provides, combined with Disintegrate I had no issues continually applying the debuff to primary targets that were nearby. Damage was noticeable vs single digit density, and vs single target RGs.
Feels like a mini-stricken that is player directed. Hard to track where you are applying it though, especially since most Wizard spells are AoE.
Regardless, I felt this special affix and the high AS of the Wizardspike (1.90 AS!) had the most impact to gameplay.
- Recovery with 2 LPH affixes is amazing!
- Easy manual cast of Flame Blades while keeping Taeguk.
- Nice for Triggering consistent Oculus Ring spawns in density.
- Single Target RG kill times are much improved; Very good for a build that plays without Stricken.
No longer was I only focusing on Trash or elites, but a combination of both. Have to be careful of overextending though. A pull with one elite is fine, but multiple elites without a pylon can be harmful.
I am most excited about the Wizardspike, not only because it will be easier to perfect than the Oculus, but because the new affix really changes how we prioritize and engage targets within the rift.
Side note: Wizardspike’s new affix should make Wizard a wicked RGK option (even more appealing than before).
Concluding:
Of all the Ethereal Options, the ones that change Build and Gameplay the most:
- Wizardspike
- Mang Song’s Lesson
I’m glad we have a weapon like the Oculus however; Some players prefer consistency, similarity. This will allow them that option. Oculus will make a good selection for solo speed farming, support in group play, as well as a good choice for newer players.
The 2H Mang Song’s Lesson does still need a little bit of work to bring it in line power wise. It feels about 2GR behind the other builds, and like I mention, part of being able to close that gap is just toughness and recovery issues.
However, I am much happier than the first iteration PTR in regards to special affixes selection. Great job! Looking forward to Wizarding in S24.