Videos: 某人要的三连和打天神_哔哩哔哩bilibili
3 in row: 5:21, 4:42, 5:43
Ravager of minds facetank (with one LL potion): 81s
I thought in these videos there are situations of fighting huge crowds and the proc occuring in a bad situation.
Also the videos will tell you guys that in SR, there are no issue of lacking AoE and severely lacking attack speed.
Let’s not call it cherry picked glass cannon runs because once you get used to its fighting style, it’s not easy to die and it’s quite easy to do sub 6 and even sub 5:30 and even sub 5. It can facetank Ravager with only one LL potion and the fight is quite stable (even no Menhir’s Will activated). If you call a build of 43% phys res, over 4000 armor, 17k health and lots of res over cap (plus there are also Overguard and Ascension for block and damage absorption) glass cannon, then what a bleeding Trickster is? A piece of paper?
I could fully understand your concerns of Aegis and Forcewave. I knew that too. They were too weak before v1.1.9.2. I just wanna say probably Octavius was buffed in a wrong way. It was the mods that should be buffed rather than global values. Aegis (except retal ones) is in a situation where if there is no super mod or super high global values, it will be too weak, while super high global values would result in something broken. A reasonable way is moving part of the global values to the mods, imo.
Why would we hit a generally used item to target a specific case?
The only potential concern with Octavius is how generally applicable its Internal Trauma stat pile-up is, so it may be worth moving some of that to the modifiers, but even then it’s not necessary to do something dramatic. There’s no reason to kill the option.
This is not 7 in a row, it’s 7 successful runs glued together, at least in 4 of them char was in a very big danger.
Still a sequence of lucky runs with overall good Nemesis spawns, several short rooms, good density and zero big low density rooms, i have no idea how you escaped them.
But this is much better, thank you. Not sure why you didn’t do Ravager in one video with SR and didn’t show the setup in game at the end of the fight but i’ll give a benefit of the doubt it’s the same build.
At least we have a better representation of the dmg profile. First, Ravager timer is good but not gmaebreaking. There are dozens of well rounded builds capable of frequent sub6 SR that can kill Ravager in a minute.
Second, the main offender here is not Octavius but rather Amatok rune that allows you to spam a rush skill together with Vire and apply heavy trauma to clusters of mobs. It heavily pads the build’s otherwise lack of AoE.
It’s kind of exploit of the gamemode but it’s a fair one, not a bug. Maybe all rune skills need their dot dmg moved into a smaller flat one. I would agree on that for some builds rune skills are very strong, stronger than some of the mastery skills with high investments.
Another thing you can do is change SR in a way that you have to pick up orbs to fill the meter. So you odnt get to just charge through the map and leave everything behind to die from dots and fill your meter.
This gameplay not only pads aoe shortage, it also obscures the build’s vulnerability to crowds because you mitigate a lot of hits rushing through the crowds.
Honestly, i don’t see anything OP about phys here. You should be able to do the same exact thing with elemental Paladins with high phys res and stacked flat dot. Maybe some of the dot on Octavius shield should be converted into flat or some other value for the set, but that’s about it. This is largely more gamemode issue rather than set and dmg type.
You’ve made a good case in the end, albeit portraying the issue too dramatically. But remarks like this i really don’t like. I skip-watched most of videos you shared and in most runs your build was dropping to 5-10% hp territory with no failsafes.
During 9.7 PT i played RtA DEE with 72% phys res and 4000 armor. The build was close to tanking Ravager but it could not finish a Crucible run. So yes, you can absolutely have a glass build with high phys res / armor values. Crowds in GD are much more lethal than solo targets. Less experienced played will be dying with your build in SR on a regular basis.
I can’t imagine that you guys started to doubt my honesty rather than admit the build being too strong in SR farming.
Alright, I uploaded a new Ravager record to the website with the setup shown in the end. The video link is the same as I posted before.
OK. Then show me. I have the same request as you had on me: 3 in row, all sub 6, plus a Celestial fight won with the same setup.
Again, show me. The same request: 3 in row, all sub 6, plus a Celestial fight won with the same setup.
Again again, show me. The same request as yours.
BTW please shut down your GI. This thing will make one run tens of seconds faster with the aid of its far-range auto-pick.
Plus your tons of buff potions.
Why this rune doesn’t work this fine for other builds?
You still don’t understand. Octavius have super high global Trauma, over-average % damage, and easy 100% conversion. Additionally it also provides high OA which fits DoT well. Remember that there is a 240% WD on the rune, which makes Trauma damage from weapon and shield much more than the rune itself. And I’d like to quote a saying of Z:
Why would we hit a generally used rune to target a specific case?
I think we need to do something with CLEANSING WATERS (Ulo’s Devotion Proc).
I understand that all devotion procs target enemies randomly. But random targeting on Cleansing Waters makes this devotion proc utterly useless. One MUST be able to chose the target, or else the proc is useless.
My Proof:
Show me a build in this forum that utilizes Cleansing Waters.
Unfortunately my laptop is in a bad state right now and doesnt handle long sessions to recod multiple 20min runs. And I’m not that into GD right now just to try and fix the issues for your request. You can browse my and lee’s channels, there are multiple builds with sub6 runs and Ravager kills. I don’t think they will be as fast on avg as your Octavius. But some of them will be more stable and easier to pilot in SR.
First time heard about it. Apparently there is a checknox in GI for wider range pickup. You can uncheck it. I can’t play without GI though, my laptop lags even more in vanilla.
The runes are generally very strong compared to a lot of mastery skills. Stormtitan has level of dmg comparable to full Blitz line, and it has lower cd. Very strong for a granted skill.
I wouldn’t want these skills to be nerfed much but the one thing you can do to them is reduce huge dot they have. They give too much of a dmg gain for a lot of builds as a part of the dot stacking rotation, and it’s not just phys. Fire shield builds use Blazing Charge to great extent.
"Here are few builds that I have min-maxed recently that have similiar SR timers, but better Ravager timers (most of them) and much much better Crucible timers. Also almost all of them are, in my opinion, more consistent than Chains of Anguish Octavius specs (this belt is just trouble). Note that I don’t really fish for a fast SR 75-76 run, I might reset really bad mutators, but I am not really good with map layouts and not a fast SR pilot in general, so those times can be definitely improved. You can find more builds like that on my or banana_peel’s channel.
If we talk about small changes - maybe, add an option to show BASE flat damage for various skills and skill mods (instead of one modified by your % damage boost), to avoid confusion for new players coming from other games. I’d like it to be a default option too.
Also, fix some tooltip bugs. For example, Eye of Reckoning tooltip still counts DoT damage several times, resulting in incorrect number. And this bug is there for years, without any fix!
As if D2 doesnt wrecks you completely at Hell difficulty, even if your build is only half-bad… Damn, even if your build is perfect, but gear isnt, you still get wrecked occassionally. Not to mention 1/4 of mobs there are simply immune to your main damage type, and you can do nothing with it. GD, at least, allows us to stack RR to counter most immune enemies.
Sure, if one only played D2 on normal, and expects to breeze though GD on ultimate just as easily… well, make a proper comparison first.
Picked up a random fast SR farmer i like. Had huge lags so i played badly and too safe. Bossrooms were unfortunate. But overall you can see this is 6 min performance. Here is Ravager video with the build shown.
And this build didn’t make it into top20 btw.
Overall i can see how this Octavius is one of the best SR farmers for sheer loot per minute. But the issue is inherent to the gamemode with those tight packs ideal to rush through them with heavy dot skill. You can’t completely remove this dynamic, you can only tame the potential of dot stacking on a shield or change SR mob spawn layouts for more spread.
These runes are usually the only way to deal shield %WD for non-oathkeeper shield build, and it only hit 3 targets. They are very like a granted solo skill.
I’m gonna calculate the damage here. I got 14k trauma damage per second on my shield, so this will provide Amatok’s Breath 33.6k from shield %WD, and calculated trauma damage per second from the rune itself is 13k. If you take the mace into consideration, the trauma damage per second from the rune itself will be less than a quater of the rune’s total trauma damage per second. Let alone the trauma damage from the %WD part has much longer duration.
It’s the same situation of StormTitan, or even worse. Because StormTitan is of 400% WD.
But if you consider those non-DoT build, those rune’s damage is not as good as you claimed, so it should be the sky high global DoT to blame.
You have underestimate that belt. It provides good values. It’s absolutely a very good choice for DoT builds, especially in SR.
The damage penalty doesn’t affect already-dealt DoT
In SR you walk much much more than in CR, and you don’t have to fight enemies continuously. You can hit one group of enemies, trigger the debuff and spend the 8 second on pulling other groups of enemies.
A warlord has three charge-through skills, in some aspect the move speed penalty is avoided.
It’s easy for Octavius set WL to have another 33% ele res over cap to avoid the ele res penalty.
Now that an Octavius WL is having over 4000 armor and 44% phys res, the phys res penalty is not so hurting.
In fact in SR you are not always being attacked, DoT builds with enough DoT duration can kite those enemies when the debuff is triggered without losing much damage output.
These reasons make the belt quite reliable in SR. Of course it’s not consistent in CR because you are fighting all the time.
Now that it comes to Chains of Anguish, I would like to figure out a little bit more.
One problem is that the belt is also being abused in direct damage builds for SR farming, in our Chinese GD community, and it works very good. It’s cool to be a DoT SR farming belt, but I think it should carry a bit more risk, especially for direct damage builds. We could try to raise the damage penalty a bit.
I’ve followed you and lee for long. To be honest I personally think there is no one which could match the SR farming speed of this Octavius WL, nor with a close speed but much tankier. Now that you guys don’t play 3 in row, at least there should be even 1 single run sub5, let alone sub 4:30. The only sub 5 SR run I saw was BA DK and that was long ago. Maybe a lot of them are better at CR than this Octavius WL because Chains of Anguish doesn’t fit the fighting style in CR, but if you take farming speed as a whole regardless of CR or SR, do you really think a towered buffed potioned CR average-4:30 build have better farming efficiency than a sub 6 SR runner with nothing else needed?
Acid RtA vines is another story. It’s retal so it should definately kill ravager faster than others (however 1:17 is still not fast enough for a retal, but considering its superior CR speed I think its ravager time is just fine). It now has quite fast CR speed (I remember a 4:45 “naked” run without any towers nor banners in your channels) with incredible tankiness. Now that you mentioned this, I would not call for nerfs immediately but put that on the watch list.
doesnt’ target random from my experience
it targets the enemy you attack, so if you have it on an aoe skill it obv mean more target potential for it to trigger on, so it can trigger away off on some dude struck in the corner
there is random target element to all attack devos, and that is if your main target dies from the very hit that triggered the devotion, then it will pick some other enemy in range on the screen
(you can observe this super hilariously when the only available enemies are on the edges of your screen when your main and otherwise sole target was in the centre)
I see, maybe I indeed tried it with an AoE spell, will look into it, THX!
If the player is not within Cleansing Radius, will player debuffs be stripped?
IMO it should either gain a massive AoE increase, or get a decent AoE increase and center around the player, or, at the very least, always dispell the player and then the target as well. I use it on a few builds that are susceptible to reflected damage or reflected DoTs and even when used in melee range it sometimes only dispells the target in front of me but not me if there’s even the slightest inch of distance between us.