1.3.0.8 Stormfang Evoker 6 Projectile Cold Devastation [SR40 + All Celestials]

INTRODUCTION
Hello, welcome to another episode of crazy things you can do post-Fangs of Asterkarn. Today, we have 6 projectile Devastation, now made possible with ascended affixes. The Stormfang set was a natural fit here to get Onslaught charges and general support for Devastation to pump this skill to the max. The gameplay is pretty much just channel Winds of Asterkarn for max Onslaught and cooldown reduction then dump on Devastation. We also get to be birb for TDM.

GRIM TOOLS
Stormfang Evoker GT Link

PERFORMANCE (with no consumables)
SR40 (with 1:46 time remaining)
Uber N’erf Kill 3:55
Calla Kill 1:00
Crate Kill 0:40
New Mog Kill 1:23
Old Mog Kill 0:50
Ravager Kill 0:40
Full SR34 Boss Room Kill
Dread Kill

P.S. The only greens that are really important for this build are the weapon, offhand, and belt. You also don’t need double rares just generally. Feel free to replace where needed.

5 Likes

Can you add the save file? I want to try it, thanks!

_Stormfang.zip (863.9 KB)

5 Likes

Thank you! I like to try in crucible and if I like it, level it (dad gamer takes me a couple days). What are the chances this gets nerfed do you think?

Hello! I have a question regarding the amulet. Does it improve Devastation DPS for this particular build? W/o conduit: 4 projectiles * 100% = 400%, with the amulet: 6 * 65% = 390%. I’m not sure how it actually works, to be honest.

You have to use the amulet for complete conversion to cold. Yes, it is slightly less single target overall though if you don’t factor in damage type.

2 Likes

Great build! Inspired me to tinker with chaos devastation evoker.

How did you manage to add those +projectile ascension affixes on the dagger and offhand? Grimtools says they’re for yellow items only, and gdstash also doesnt have them.

You’ll notice the weapon and the offhand are normal items with rare affixes. These items have access to these stronger ascended affixes. You just simply ascend those items and reroll the affixes until you hit it.

1 Like

:exploding_head: that’s some creative thinking right here!

I kind of got into the lull of “if its not at least green, its trash”.

Just so everyone knows: You can also get +2 projectiles on a 2-handed weapon instead of on a weapon and off hand separately.
It requires half as many rerolls, and you also get access to Kraken :slight_smile:

And tried the build with the file that you provided and boy…it’s nuts!! :open_mouth: :open_mouth: :open_mouth:

Yeah 2-handed can be a budget option. The main issues are that you lose the inherent CDR on the offhand and the inherent %damage on the dagger. Kraken is okay compensation, though.

1 Like

What makes the green weapon and offhand so important? For offhand wouldn’t something like this MI make more sense? I’m probably just missing something

MIs and rare items in general cannot roll these +1 Devastation ascended affixes. They have to be normal base items. Also, Winds of Asterkarn is not the main damage in this build.

1 Like

Oh, well then it suddenly makes a whole lot of sense, thank you!

Cool build! I do have a question. Where’s the sustain? I see no regen, winds of asterkarn does have 35% wpn damage but you have 0% leech, only hp restoration I see is on 6/12 battle surge and 2 seals of resonance. Is that really enough to keep the build alive and going?

The helmet provides a modifier to Maiven’s for a constant 8% Health/second, Battle Surge gives another 11%/sec when active and Wayward Soul gives another 5%/sec when active.

Plus the two Seals of Resonance combined for a flat 1000 Health/sec…

That’s a lot of Health/sec! :eyes:

1 Like

Right! Missed the helmet mod, and I forgot chariot got that rather massive upgrade. Yes, that should be sufficient sustain. Thanks for the explanation

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so it seems this will be target-nerfed in the upcoming patch:

Ascended affixes:
-Increased Aether damage modifiers for Devastation on Armor and Accessories to 30 and 60, respectively. Replaced its Projectile modifiers on weapons with Aether damage modifiers.

Arcanist:
-Devastation: now launches 2 projectiles per volley, damage reduced by 40%. Cooldown and Energy Cost reduced. (I guess this means our Conduit amulet loses a lot of efficiency?)

Wereraven not having the final damage modifier is quite bad as well, if I understand correctly:
Wereraven - Cold Snap: increased point-blank penalty to 30%
Glacial Talons: added % Chance on Attack to Refresh Cold Snap’s Cooldown (moved from Everwinter)
Everwinter: added % Crit damage scaling with rank. Removed % Chance to Refresh Cold Snap’s Cooldown.
Form of the Beast: % Damage Modified has been replaced by % All damage scaling with rank to 135% by rank 12, 210% by max ultimate rank

Sad that I was JUST building it, just hit lvl 100 and had most of the base items and was going to work on putting the ascended affixes in place :frowning: