[3.16] Self-Cast Eye of Winter Occultist | LL | All Content Viable

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This is a guide meant for the people looking to play a second build, as this does not contain a strict leveling section because I myself transitioned into this after league starting Bane/ED. However, I will provide resources to help level an Occy.

What is Eye of Winter and why should you play it?

Eye of Winter or EoW for short, is a skill that fires a projectile that shoots out smaller projectiles as it travels and upon reaching maximum distance, explodes into a circle of extra projectiles. It gains a more damage multiplier as it travels. It's also quite an elusive skill when it comes to damage calculation because POB only shows damage per shard at the time of cast. This can be fiddled with by changing the projectile travel distance up to 50 units and changing the amount of EoW's in the skill panel from 8 – 10.

When bossing with the build, we want the boss to be between us and Hydrosphere to hit them with the most amount of projectiles and give Hydrosphere the opportunity to chain the ones from EoW exploding at max distance.

It's an incredibly versatile skill that you can Spellsling, self-cast or use in traps/mines, each providing a particular playstyle and having their own pros and cons. So what are they in the case of self-casting?

Pros:

– Good clear speed due to EoW's spiral of projectiles granting nice coverage and its synergy with the Snakepit unique ring that allows it to chain once.
– Great to amazing boss damage as you start using EoW's max distance to its advantage by chaining projectiles through Hydrosphere.
– Clears Maven invitations with relative ease.
– Fairly tanky due to both Grace, Determination and Defiance Banner providing us with 75% Evasion and upwards of 30K Armour with Molten Shell, alongside a permanent Blind aura, chill/freeze, hinder from Aspect of the Spider.
– Ghost Dance.

Cons:

– Not a starter and wouldn't recommend it for HC.
– Requires a fair bit of cast speed to feel good.
– Without proper Hydrosphere placement it can look and feel at times as if you're using a wet noodle during end-game boss fights.
– Isn't quick in terms of movement speed before some investment.
– Ghost Dance. (It's currently bugged for ES builds and disables leech/regen/recharge at times while also removing ES when entering a new zone)

POB Link:
https://pastebin.com/2kXPS1ze

Videos:
A8 Citrus /w a surprise Easter egg:https://www.youtube.com/watch?v=8TOzUDlFy8k
250 Depth Delve: https://www.youtube.com/watch?v=2Pj_y1WQSzo
T14 Map Showcase: https://www.youtube.com/watch?v=Ds4P5fdsFLM
The Map Showcase is in a T14 because Atoll is there this league and it's just a fluid map to play, the build has no issues doing juiced T16s.
[Conquerors, Maven invitation TBA]

GEAR:

Notes:

We want to Anoint Tranquility and have the EoW projectile frequency Enchant on our helmet. For boots the options include 16% increased Attack and Cast Speed if you've killed recently, Damage Penetrates 10% of Enemy Elemental Resistances if you've not killed recently and 35% increased Mana Regeneration Rate if you've cast a Spell recently.

Shavronne's Wrappings and Prism Guardian are non-negotiable in a LL build because we want to reserve our life efficiently and not let any Chaos damage through our ES. Prism Guardian also provides us with the necessary attribute and resistances we desperately need in a unique heavy build.

Void Battery because we're stacking Power charges and it grants us cast speed and spell damage per charge.

Presence of Chayula to bring our Chaos resistance to 0%, convert a quarter of our HP into ES and provide us with a bit more attributes.

Hands of the High Templar for readily available corruptions, a bit more ES/HP and resistances.

If you wish to use rare gloves then you need Frostbite or Ele Weakness on your rare ring. The rest of your rares should help cap resistances and provide cast/movement speed.

GEM LINKS:

6-Link: Eye of WinterAwakened Spell EchoAwakened Added Cold DamageDivergent InspirationPower Charge on CriticalIncreased Critical Strikes

Anomalous Eye of Winter is also an option to make clear speed better, but it reduces boss damage for when EoW explodes at max distance because it gets there quicker, therefore less projectile hits on the way.

Divergent Inspiration is quite mandatory, I'd say, you really need the reduced cost at the cast rates we have.

Personally, I didn't like Spell Echo or Unleash so I used Faster Casting until I could afford Awakened Spell Echo, which felt just as good.

Pseudo 4-Link: Defiance BannerSniper's Mark | Clarity (lv 2)Arrogance

Here you want to split the 4-Link so Clarity is only linked with Arrogance, we don't want to link it with Defiance Banner, it can be linked with Sniper's Mark so don't be afraid to leave it as a 1-3 Link instead of a 2-2.

4-Link: Frost ShieldDisciplineHerald of IceHatred

Frost Shield is very nice to have for invitations and end-game boss fights. This is also where all your mana reserved auras will sit.

4-Link: HydrosphereAwakened Unbound AilmentsBonechilll – Culling Strike

We link Hydrosphere with Unbound Ailments and Bonechill to make bosses take more damage based on chill effect and since we're scaling AoE through the Ascendancy, it can pulse and hit the boss a fair distance away. Culling Strike helps with taking bosses down without a hitch.

You don't need Awakened Unbound Ailments, but it's nice, an upgrade here would be Divergent Bonechill because it provides more chill effect from quality.

3-Link Shield: GraceDeterminationZealotry

You may also swap out Zealotry for Hatred to get a bit more Cold damage if you don't need the extra bit of crit.

3-Link Wand: Anomalous Molten ShellFlame DashArcane Surge (lv 1)

Anomalous Molten Shell is a luxury because it provides even more armour, we keep it on left click so it procs all the time. We keep Arcane Surge at level 1 due to all the reduced mana cost we have and it's the only level when we can reliably proc it. All the alternate qualities for Arcane Surge are really good – if you need more regen, get Anomalous, if you want more up time for damage, get Divergent.

Aspect of the Spider should be used on your belt, preferably, if using rare gloves then those work as well. We don't want it on the piece of gear that's holding Arrogance because it would otherwise interact with it and make it reserve HP.

JEWELS:

Notes:

Energy From Within converts the Melding ES/HP wheel to provide ES in place of HP.

Thread of Hope allows us to grab 4 notables for some ES/recharge, cast speed/mana regen and damage.

Replica Conqueror's allows us to freely cast EoW at an alarming rate of 0.2s at best of times. The other option currently is to have two rare jewels with 5% reduced mana cost each to replace it.

Militant Faith with Dominus allows us to have more damage per power charge, while also granting us mana regen and aura effect due to Devotion. The mods with Devotion are static, therefore you can buy any Militant Faith and divine it for Dominus after.

The Large Cluster jewel is one of the most important because it provides us with a Blind aura to nearby enemies for 4s, but because we cast so often it's up at all times. Blast-Freeze is what keeps packs from jumping on us because once one is frozen, all of them are.

The Medium Cluster jewel provides us with projectile damage at close range, which helps with clear and some pesky map bosses, while also providing cast speed for us.

The Small Cluster jewel here is where you have some varience. You may also use an Armour cluster with Enduring Composure and the same small stat mods as the ES cluster. This would provide you with Endurance charges when hit and they're also up most of the time.

The Watcher's Eye is a flex slot as well, the key mods here are either Flat cold or Cold penetration for Hatred and the second mod can be either Zealotry or Discipline, if you can even get a third mod that's for Grace/Determination/Precision – go for it.

FLASKS:

Notes:

Since we're a power charge stacking build, we have a lot of critical strike chance and therefore we can use flasks that have a chance at granting us charges when we crit. (And we crit a lot)

For suffixes we want armour, evasion, cast speed. If you feel that you don't need the additional critical strike chance on Diamond flask, feel free to get Bleed or any other damage type immunity you need. As for the Silver flask, if you also feel you don't require it and/or the additional cast speed from it is a bit too much to sustain mana, you can swap it out with a Rumi's Concoction for a bit more block and armour.

MASTERIES:

30% increased Life Reservation Efficiency of Skills
Discipline has 25% increased Mana Reservation Efficiency
15% increased Mana Reservation Efficiency of Skills
30% increased Evasion Rating while you have Energy Shield
+25% to Critical Strike Multiplier against Unique Enemies

Future options include:

Defend with 120% of Armour while not on Low Energy Shield
Cannot be Shocked while at maximum Power Charges
20% Chance to Avoid Elemental Ailments while holding a Shield

BANDITS / PANTHEON:

Alira is the DPS option if you don't want to use the Small Cluster jewel for more physical mitigation, helps with mana regen, gives you more crit multi and resistances. Otherwise, kill all Bandits.

For upper Pantheons, I like Solaris but you can also use Lunaris, which is just as good. For lower Pantheons, Abberath / Yugul or Shakari, all of them work.

Resources for Leveling an Occy:

Zizaran's video on Shakcentral's Cold DOT Occy https://www.youtube.com/watch?v=S6BGE8jnhf0

Subtractem's video on a Bane/ED Occy that's also a great option if you want to fizzle with something else while leveling, it's also what I used as a starter before my transition https://www.youtube.com/watch?v=7uWYEK2TlbQ



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