Albrecht's Aether Ray needs ADCtH mod on one of the relevant gear pieces

Hello,

AAR received some buffs in 1.0.7. Spellbinder based on AAR became a viable option. However, main problem still remains - skill has no means of ADCtH.

Here is the build I have tested: Lightning AAR Mage Hunter. (actually ended up using Aetherbolt Pendant Amulet after few tests and dropped Devastation entirely).

Damage was pretty respectable, but despite many layers of defense build has, it couldn’t hold his own in Crucible Gladiator 150-170 - a trivial task for its Lightning PRM counterpart.

I think skill is almost there, all it needs is an ADCTH mod one gloves or an off-hand or anything (gloves would be a best option).

EDIT: Here is a video from the build test. Apparently the setup I used there was this one. As you can see, even Bat devotion doesn’t really help.

Best you’ll ever get is the conduit amulet that adds weapon damage to AAR.

Not nearly enough and it is not an option for elemental AAR builds that need amulet slot. Adding 6% ADCtH mod to gloves would open a door to a diverse variety of AAR builds. Right now skill is not a viable option for endgame.

So, be like Drain Essence except far stronger? I’m sure Zantai will want that. There’s a reason why AAR hasn’t gotten any ADCTH mod or the weapon damage it gets is incredibly low, to prevent the player from leeching incredibly fast.

Considering the state of AAR that seems rather awkward.

Agree, 24% wd means nothing in case of endgame

AAR could use a set, black flame exists but since it’s for the transmuted form there’s room for an aether/elemental set here. This could make an actually viable build. I mean, that’s a big ask for a skill like this, but I still have a little hope.

I support Mr. Med_Li

Drain Essence in its Aether state has ridiculous amounts of ADCtH. I mean like Panetti’s Missile that becomes viable thanks to ADCtH mod on Spellgaze helmet.

Or leave the skill as it is and everybody will keep not playing it.

Imho it needs to be a specific warlock set, please. Which means no default/standard Inquisitor bonuses. (probably no Necro either).

huh, It already has a warlock set. While the set could be improved to be better for warlocks I would disagree with the need for another warlock AAR set.
What it needs is a set that boosts the elemental or aether version for Mage Hunters, Sorcerers and Druids or Spellbinders.

why not build in ADCTH to the ultimate ranks of the skill and/or it’s modifier node? That way no non-AAR will ever get buffed by accident.

Yes, or %wpn. This is probably the best approach.

huh, It already has a warlock set. While the set could be improved to be better for warlocks I would disagree with the need for another warlock AAR set.

Well, seems to me more of a FoI (inquis focus) with token AAR to avoid being too obvious.

As far as elemental (inquis, druid) - it’s not that hard to get maxed lightning AAR ranks. Aether…always seems to be overdone.

I’d like to see Warlock acid AAR or Templar acid.

If there’s no wd and adcth then a rework of the whole game is needed so that adcth is not the only real way of sustain at endgame.

This setup by Mad_Lee imo could use more global adcth to better use Ultos, Bat and Spear for sustain. I was using Haunted Steel in my old AAR binder (with the conduit ofc) and during Bloodthirster sustain was passable. During MoT, that is…:D:D:D

…what AAR really needs is for people to stop hoping.

which why I said that the warlock part could use some improvments

Actually I feel that aether AAR is currently weaker then either chaos or elemental AAR due its lack of rr, awkward conversion options and the Iskandra set being heavily nerfed.

You cannot get far without real ADCtH, my friend, you as a builder know that better than most players.

5-6% ADCtH mod on gloves is all that is needed to open a door to a plethora of diverse AAR builds. Is it really too much to ask?

Or a medal. There aren’t that many good medals for aether casters, or perhaps casters generally.

I actually share the sentiment that ADCtH is too important, but the notion of reworking the balance of healing/lifesteal/regen at this stage of the game seems ambitious.

It’s telling that this set when first released was an AAR/sigil set. FoI support was added later with AoM, and yet that’s the best skill for this set. Says everything about AAR doesn’t it?

ML better do his happy dance: :stuck_out_tongue:

From patch notes:
Monster Infrequent - Pulsing Shard: added 6% Attack Damage Converted to Health modifier for Albrecht’s Aether Ray

Sad but true. I agree that AAR needs better tools to survive but simply giving all casting skills adcth is boring. I would like to see other solutions explored like a set skill proc buff that grants 1.5k+ health regen, dodge and phys res. I don’t know what the values would need to be for good balance but it would at least be more interesting.