1.8.1 VERSION IN POST #2
This is an overview of my latest build, and the first one I am releasing.
From the beginning, I have played an Ice Whirlwind Warrior. I wanted to create a new, distinct build with two strict conditions:
- It had to use the underused, “inferior” skills/talents.
- It had to use an underused, “inferior” element.
The result, my Redrum Warrior:
Breakdown:
MH: This is a stat stick, it’s only an axe because it looks cool to dual wield axes, and it’s red. Nature - Elements.
OH: I went with a hatchet for Toss as a main skill as it fit in my overall planning. Special skill was changed to Taunt to group enemies and escape from being surrounded, giving a clear exit path. I also tried Stealth, and it’s a viable replacement. Nature - Elements.
Helm: Talent - Lacerate (40). This is the first underused talent, and a focal point of the build. Enemies still aren’t lasting long, but I’ve seen 1B+ bleed ticks. Nature - Haste.
Chest: Talent - Fustigate (40). Immobilizing enemies and straight avoidance (as opposed to mitigation) is another major point of the build. If I can’t be hit, I can’t be killed. Nature - Haste.
Ring: Talent - Suffering (40). Chance to miss fits overall avoidance theme. Nature - Haste.
Amulet: Talent - Prayer (20). Toss is my main attack, making it free to use from Blood Magic, and negating any need for leech. Nature - Haste.
Pet: This is cycled for different needs. Mostly I use Scout for Pathfinder as it lets me survive high Skyfall maps, the only real issue I have.
Sets:
Blood Magic - Best set imo.
Living Force - Thrown build, thrown set.
Ballista - See above. ^
Rage - Boosts armor, which in turn caps Crit DMG.
Momentum - Move speed was important for avoidance anyway. Makes sense.
Hpoint Distribution (in order of importance):
Toss: 20
Dexterity: 20
Strength: 20
Intelligence: 20
Remainder would most likely be best in Taunt, but as I’m still settling on a special, I’m just going with Fortune for now.
Key Synergies:
Blood Magic + Prayer gives free attacks and heals.
Living Force + Ballista boosts main DMG source.
Lacerate + Suffering aids in avoidance.
Shock DMG (ele crit) + Fustigate provides survivability.
Lacerate + Fustigate make him red. Red looks awesome (hence the name REDrum; murder spelled backwards)!
Capped Stats:
Attack Speed
Crit Chance
Crit DMG
Dodge
Deadly Strike
Bleed Chance (on Toss)
I’m aware that the damage can easily be cranked WAY up, but it’s simply not needed. I’ve seen 10B hits and 1B bleed ticks, and I don’t even have qualities maxed or all affixes max rolled yet.
I’m currently going strong at 700+ M3 with this, and I see no reason for it to slow down.
Here’s a gameplay video of it on floor 727 M3. It was a TnT map, and I think that’s what caused the death.
http://youtu.be/sR0jlMdpqOo
Diieter needed numbers, so here are some. I made sure to show bleed ticks also. Bleeds can go much higher, but there’s some averaging 50M. There’s some Toss Deadly Strikes up to 3B towards the end.
http://youtu.be/M9wyZHC5nLA
Hope you enoyed, comment/discuss/question/suggest freely.
1.8.1 VERSION IN POST #2