Quote (babun1024 @ Feb 2 2022 03:38am)
Goomshill, give your amazon in PTR 2.4 stormshield, max block, equip a dagger (any will do for the test), max dodge and avoid. Let a barb or any melee class try to hit you.
You'll see how stupidly broken she's become. WSG switch is back for ama in a different manner. You can make her almost dexazon with super high dmg bow side. Whenever someone attacks her, press w, run away, shoot, run away, shoot.
If I'm understanding the mechanics, it shouldn't take anything special. You should have 50-60% chance to simply not get hit and not even roll to be interrupted by spells/attacks, and on top of that the 75% block can't interrupt your ~10 frame foreswing on a 1HT like dagger/java. So you should be able to use just 50 or 70% fcr (griffs, arachs, fcr ring and fcr ammy vs highlords) and still be stupidly good at just teleporting right out of anything stomping you. I think this really benefits the tanky playstyle as opposed to dex glass cannons. With a glass cannon at least they can roll in hopes of catching you on bowside and landing a heavy or lethal hit. With tanky side, there's no way they ever add up enough hits to kill you when you're that slippery.
The old build was;
>java / ber'd stormshield (eth titans or godly rare)
>faith swap (shadow bow for 8 fpa 30% ias setup with just gloves/jewel, mat for 7 fpa 45% ias gloves/highlords/jewel)
>griffons (15/15 or facet)
>highlords or +2 / craft fcr ammy
>enigma
>+2 java / kb craft gloves (trangs swap)
>raven
>fcr ring
>arachs
>rare resist boots (optional swaps like travs)
>9x java skillers, torch/anni
>cta in stash, or cube it and sub charm
It even means you can get away with slower javelins more easily, removing one issue eth titans had. It takes ridiculously expensive astronomically rare javelins to just beat eth titans so that's a big help
I think that itemization stays 100% the same for the CS -or- fury build possibilities, but clearly has to change if this goes Osama route with just bow/poison.
I'm cheating and using the LCS to report these values rather than calculating it myself to be sure, but with that same setup above with facet griffons, highlords, eth titans, shadow bow, for a relatively cheap setup, and skilling {20 cs / 20 fury / 18 bolt} in 1.14 vs {20 cs / 1 fury / 20 bolt / 13 power strike / 1 valk} in 2.4, I come out with;
1.14 build:
>74k plague over 20.6s on 4 cd
>1-5744 x 12 CS
>1-3019 fury (x46) + 715-1508 throw
>572-2018 GA
>394-1375 Multi
>no valkyrie or decoy
2.4 build:
>13.6k plague over 3s on 1 cd
>1-6797 x 12 CS
>1-1589 fury (x27) + 715-1508 throw
>591-2091 GA
>394-1375 Multi
>valkyrie, now on 0.6 cd and spammable as fuck
>1 point decoy for shits and giggles, slow missiles for BM with -62% speed / 30% damage
now those aren't exactly mirrored, since in the latter build I'm using 4 less points synergies to get valk, because of how useful it is now. That's the 'practical' build. But if you went +4 synergies and 0 valk, it would be 1-7447 cs and 1-1630 fury.
So its losing about half the lightning component of fury and gaining about 30% CS and having those huge changes to plague and D/A/E and very very minor change to GA.
Keep in mind that lightning on fury adds up. The lightning damage is added to the projectile itself and the bolts released, 1 minimum so it usually hits twice per throw on a single target. Its really dependent on opponent's stacked resist and/or tgods. If they have unstacked or even unmaxed resists its obviously a lot more brutal, even a 1510 avg lightning damage source like 1.14 fury deals 128 HP when you pierce them to 50% resists with griffs. But assuming stack that's 64 HP, which is still substantial when its added twice per fury. Now that's 34 HP. At least the griffs makes it pierce the 85% resists on druid summons to deal significant damage, and I think it should still be enough to explode a druid's stack even with just 1 point fury.
But lets put the CS damage compared to tgods. 12x 5774 max means you deal 1473 vs stacked 75% resists, which when buffed to 6797 x 12 now deals 1734. But tgods with stacked resists negates an average 1569 damage per instance before pvp penalty/resists, only damage above that is positive damage. So 12x 1-5774 vs stacked tgods deals 404 HP, while 6797 x 12 deals 560 HP. Nearly 40% jump in damage instead of 30%, the effects of that flat subtraction. However, look back at fury damage. The 1-3019 -> 1-1589 fury that went from 64 -> 34 HP vs stacked 75% resists, against stacked 85% resist / 20 sorb, goes from healing 1.5 HP to healing 19.7 HP. That's actually a bit problematic, it means chucking furies into someone with tgods could make their HP jump up a huge amount if they have minion stack. If you're throwing a fury into a druid with tgods on and 6 minions and you land ~20 damage instances from the piercing shotgunning projectiles, that's healing nearly 400 hp instead of 30.