[1.3.0.8] The Vampire Knight - Melee Conjurer

This build despite being all about flair is surprisingly efficient in Ultimate.

GRIMTOOLS - AFFLICTION VERSION

GRIMTOOLS - RATTOSH VERSION

Build Features:

  • Good Sustain: 26% base life leech with many skills that add upon it + Blood of Dreeg
  • 24% phys resist (41% buffed)
  • Special Effects due to damage conversion to Vitality:

Converted wind devils now appear as skulls

image

Converted Primal Strike becomes red (thus evil)

Other procs: Portals to Outworld and Eerie tentacles are summoned to smash our enemies!

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I had a lot of fun creating and playing this one!

What this build lacks:

  • Attack speed is not capped
  • Walking speed could be a bit faster, but usually vampires are not in a hurry, they have plenty of time.

Fashion time:

SR 31 Boss Room:

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0 freeze res and only 30% slow res must be agonizing, this has got to change. 17k hp for a primarily melee build is too low. Why you didn’t take Rattosh in the devotions I really don’t know. Build could’ve sat in the oven to cook for a bit longer.

I’ll change Affliction for Rattosh and see hot it goes.

I usually don’t pay too much attention on secondary resists unless for stun. What are the sources for freeze and slow resist? Only gear?

Thanks for your feedback.

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Points for fashion, that is one cool looking character. But I got to agree with Smish.smash.smosh here on the lack of RR.

Devouring Swarm should be maxed out, and missing Rattosh is… painful, it not only is your big source of of vit RR, it also reduces enemy life leech resistance which makes a bit differences against bosses.

So you’re missing about 50% RR from just skillpoints and devotions, and could get another 20 from rings if you wanted.

For a spam build, I’d also consider the Wildblood Crusher instead of Nightbringer. Nightbringer is an amazing weapon, but the lack of attack speed hurts this build a lot, and Wildblood also has a lot more flat damage and extra life leech RR on Swarm. (And some extra damage.)

All you lose in return is some Conjurer skillpoints, which won’t hurt the build much, and some conversion. But you don’t get much flat acid damage to convert anyway, just a bit from Blood of Dreeg.

The bigger loss is the proc, the summons look cool and reduce enemy damage, so you might want to find a different source for that debuff.

Oh, and one more thing I myself only learned recently: The second node of Primal Strike, Torrent, is an “secondary” effect that does not stack with the primary ability. So it’s less useful than maxing out the last node, where the flat lightning damage is added directly to your attacks and multiplied by the %WD modifier.

Gear and devotions. Some skills have masteries that help. (Shaman does, but only on Savagery and Stormcaller’s Pact, which you don’t need…) Components too, like Mark of the Traveller on boots and Topaz on rings.

Slow res is essential for spam skill builds like this one. Freeze res is less important, but can kill you if you lack it and meet Moosilauke, and the new expansion added a lot of freezing enemies.

One great way of fixing it is crafting some Intrepid Warboots, it comes with hefty native freeze and slow resistance, and can roll affixes that add more.

I’ve posted a new link using Rattosh (it was already leveled up thus I believe it was in one of the previous iterations of the build).

I have a different concept using the Wildblood set - vitality PS + Grasping Vines, SR 38+

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Rattosh is must because it provides high vit%, and the procc has vitality resistance reduction baked into it. CC resists go in order of importance as follows: Stun, Slow, Freeze, and the all the rest. The first three should be above 70% in every build, due to many dangerous enemies being able to permastun you or permafreeze you by chaining those abilities and making you unable to retaliate. Slow is also very important for you because the build lives and dies by the leech - which gets reduced frequencies when your attack speed gets lowered.

I typically fix CC via boots. Intrepid warboots are craftable and they can roll with extra CC resistances, damage resistances, max hp, or even relevant damage type boosts. They’re very flexible, and you can craft a bunch of them and then reroll for the affixes that you want.

I also think you really want 16/16 in swarm, you should consider swapping the blue ring you have with Voidheart, I’m also not sure if you should keep the prime ring of morgoneth (for now it should be fine).

The build is definitely not bad, it’s just that there’s room for improvement, and we all love improvements, don’t we?
Upgrades,_People,_Upgrades

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