Been going through my inventory looking for inspiration fro a new build and found a lot of Fire/Chaos Pyro DW pistol gear. Started planning a build but I’m conflicted on if Hungering Void (dat 40% Crit damage doe and nice OA nodes) is worth it over the large amount of flat Chaos damage from Abominable Might as with gear/buffs and 0 Devotions/Components/Augments I have 178% Attack Speed. Only problem being the ‘on Enemy Death’ part of Abominable Might so certain Nemeses it won’t proc unless there’s mobs around them.
Abominable Might trigger just kills the whole proc. Plus Hungering Void is one of the best devotion procs in the game. Dat high crit damage and total speed is too hard to pass up, specially if you are a chaos or vitality build.
Heck, I’ve seen people picking Hungering Void in builds like Lightning or Aether, just for the crit damage and total speed.
Void, not even a contest due to the nature of the proccing mechanism
Yeah, that’s what I was thinking too. Like you said, that on death proc is a deal killer, which is a shame.
It’s one of the procs i wish its trigger was changed, because i would pick it up if it was changed to literally any other trigger type. Except to Block because it would make no sense on a devotion not focused on shields.
The nodes in Dying God are better than the ones in the Abomination devotion, in my opinion. So that’s another thing going for Hungering Void.
The on death trigger on that skill is possibly the worst design decision in the game. I’ve never seen anyone use it.
Uh dude, it’s not usable in MC but it’s BiS devotion for Weapon Damage Chaos builds in crucible ime.
If they change the trigger which I hope they don’t, they’d have to significantly nerf the power of the skill. I’d say let it remain the Judicator of Devotions i.e usable only crucible
So it’s only usable in a OPTIONAL dlc? Sorry, but no. It should be usable everywhere. And right now it’s absolutely worthless in the main campaign.
And i seriously doubt it’s BiS for Chaos weapon damage builds in the Crucible. It’s really easy to get health regen for the upkeep of Hungering Void and this proc is just flat out better than Abominable Might. Plus the nodes in Dying God are better than Abomination.
And Judicator is good everywhere, not just the Crucible. Huge difference here.
I’m also of the opinion that every proc should be good everwhere. So yes, removing proc on death from the game is something i actually want.
Does this also include % chance when hit by melee attacks like Light of Empyrion?
Since pretty much every major enemy has a basic melee attack, yeah. I would be fine with that. Still prefer on attack or on crit.
I mean…it’s not really THAT usable in crucible. From my limited understanding, people typically die to nems in crucy. If you’re duking it out with 3 bosses, you’re going to remain unbuff till you manage to smoke one of them.
It’s during this timeframe where you’re most likely to get erased.
No? it’s a Shame that a devotion isn’t being used at all. Out of all the end-game players, campaing mode Ultimate difficulty included, I wonder what is the % of players that actually use Abomination. All in all, it’s probably less then 0,01% of all players that bought the game :rolleyes:. Those that actually use it, they probably don’t know what they are doing most the time.
Kinda funny that this devotion is being brought again and again. They could redesign it to something else, maybe a damage dealer (aoe or single target).
Currently the combo Hungering Void +Time dilation is just a better choice overall.
Yeah, Hungering Void pretty much can be procced whenever you want. The only thing that Abominable Might has of worth for Crucible is the extra health. But that doesn’t really matter when you can stack large amounts of health already in the Crucible.
If you really want AM to work in 1v1 boss fights, mind control an enemy and kill it just prior to the boss fight. An optimal strategy is to quickly switch from Darkblaze Source or whatever to Empowered Devil’s Charm shortly before the boss fight, mind control an easily killable fast mover, lead it to the boss, and kill it just before engaging the boss. After the boss fight, switch back to your normal amulet.
Note that mind controlled enemies are immune to your AoE attacks but vulnerable to your direct weapon attacks (e.g. Fire Strike, Savagery, etc.). So you will have to bind AM to a direct weapon attack.
A problem arises with ranged chaos builds where the only direct weapon attack available may just be Fire Strike. And it is sub-optimal to bind AM to Fire Strike. Melee chaos builds can use Chaos Strike, which is capable of one-shotting many mobs, making it ideal for binding AM to. If you’re not confident that Chaos Strike can one-shot a mob, soften it up first with some other attack then finish it with CS.
For other situations e.g. boss fights with adds, etc. AM is definitively not useless.
So overall I would say AM is not absolutely useless even in main campaign because:
- You spend the vast majority of your time not in 1v1 boss fights
- It’s feasibly possible to use in 1v1 boss fights, most optimally for melee chaos builds with Chaos Strike
Can it still be improved though? Yes, of course. Should it? Maybe.
You could do that, I suppose. Certainly an original solution.
But I’d rather have hungering void up 90% of the time with no effort at all.
Or i can use Hungering Void. Stronger and much easier to proc.
Haha, of course. I didn’t say that it’d be easier, I said that it’s feasibly possible and that it’s not absolutely useless.
In fact it might be more fun because there’s a challenge factor and a payoff associated with it.
The “%chance on death” should be turned into “chance on beeing hit by melee attacks” or “10% chance on crit attack”.
“%chance on death” makes the skill not usable always…which it should…cause after all it’s a celestial skill…so spending points for it for my build should make it usable…
Or…each and every boss should have at least 2-3 minions around it, so the skill can be used at least once per boss fights.
What do you guys think if it was made into %chance on being critically hit?
So how many there are, that either don´t summon adds or have some nearby to be pulled within range?
All the roguelike dungeons, AoM end boss, who ever guards the Sacred Ashes and…?