First i'll point out the obvious stuff in case your not aware:
Blessed shield isnt getting any bonus' from Insurmountable, hold your guard or your ring justice lantern. It's only getting beefed up by your shields block chance not your block chance * you may already know this tho but just making sure*
To me it looks like your playing a ranged Crusader so Insurmountable and Hold Your Guard shouldnt be used anyways. Dump them both take Divine Fortress and Vigilante for more survivability. Could use Rightousness in there instead of Vigilante which brings me to your next problem.
Not gonna be picky about the no wrath thing you got going on but I think you could put out more damage dumping shield glare and putting in a spender or dumping judgement and using a spender or dumping them both using a spender and a generator something like using Justice to generate then using Shield Bash or FoH (probably more towards FoH if ya want to continue with the ranged play)
If your using Judgement-Resolved you dont need more then 20% crit hit chance. This skill/rune combo is used to avoid the need for crit hit chance in some builds so that the build can then re-roll that stat in favor of cooldown reduction. Your sheet wont look as pretty without this stat showing directly but when stuff is judged you'll know in your head your damage out put is alot higher.
All in all its a pretty solid build but I dont think it's gonna hold up in t6 play not to say it wont i just dont feel it'll be efficient enough.
Hopefully this helps ya out a bit i know its kinda vague and doesnt tell you exactly how to play but what fun would it be if I told you exactly what I'd do and didnt leave you room to mess around
Thank you for posting but now I have two conflicting theories *sigh* this is why I'm so confused.
I might dump my other skills and try a wrath spender as I would like to improve. Thank you Fainflinn for the long post and ideas, It is much appreciated.
Fain is incorrect. Blessed Shield and Shield Bash do scale with %block modifiers. It was changed in a hotfix about a week after release of RoS, so that should help.
I'm not sure what you are looking for here. You are full legend with gear that is focused and on a build and should be doing very good damage. If you're just looking for input, here's what I'd change, Heads up, its long. Bored+Stoned+2AM= this rant.
Divine Fortress>Renewal. You shouldn't need so much defensive oriented passives when you are going for a block build. Why you would go for block and not have renewal in there is beyond me. There are a couple things that you can't block, but by and large blocking is the best defensive stat in the game. If you're curious how blocking math works, it calculates damage based on your armor/resists and then after that you roll block chance/amount. Its not 10-24k upfront. If you play with damage numbers on, depending on difficulty and gear, most hits are are not greater than 20k unless they are a hard hitting spell or a wind up move from a bruiser mob.
Bombardment>Condemn:Unleash.I see you are using AC>Rally. It is the heart of my build also. Getting a 1-2 more bombardments off on an elite pack is nice, but its a physical damage move that you aren't really supporting. Its a fantastic move so you can get away with it, but Condemn is much short CD and is holy so its modified by your gear. Unleash makes Condemn instant so you don't need to wait the 3s for the explosion. This during AC is pure destruction.
Heaven's Fury>Blessed Ground:Ascendancy is great. You can keep it if you like it. The reason I use Blessed Ground is because It is usually more damage than ascendancy. Ascendancy is a little wider, so it hits a few more mobs, and does about 25% more damage per tick. Blessed Ground caused a ground effect for roughly 75% of the 1280% base of Heaven's Fury, or roughly 58% of Ascendancy value of 1680%. The ground effect plus the base beam does 30% more damage just from that alone. Blessed Ground is also wider than the ascendancy beam by about 4-6 yards, so it actually cleaves better. Now the real point. Blessed Ground hits more frequently. AC>Rally scales off of # attacks in a given amount of time. This means that if you can apply DoTs and other such effects that simply hit vary often (HF,BS) then you can cycle your moves more. Blessed Ground is literally twice as effective at this than ascendancy.
Phalanx>Shield Glare:Divine VerdictSynergy is the name of the game. Phallanx doesn't fit here. Its costing you wrath, and you don't have a generator so you simply have to wait for it to regen and its physical damage. It doesn't bring anything to your kit. Since you are using a 1h, maximizing damage here is going to be very important. Shield Glare gives you 20% more damage, a 4s stun that can hit a ton of enemies, and causes neph globes to spawn given your bracer. SYNERGY.
More CDRThis is something not enough Crusaders do. People seem to think that because wizards stack crit/CD/AS out that ass that that is the only way to build damage. There is also some tabu on Resource Cost and CDR. If you look at a stat and intrinsically cringe without fully thinking about how the stat truly plays or effects your character than you might as well just BAAAH along with the rest of the sheep. CDR effects a minimum of 4 abilities almost all crusaders. Here, you have a build that allows you 5. This increases the effectiveness of CDR on your build by 25%. Why is CDR good? Think about damage over an elite fight. A Wizard will have a rather high straight line where they throw one spell at it a ton of times. Crusaders have a really high peak, dwarfing the wizards damage, for a second or two, then falls to a much lower sustained line followed by another peak when CDs come back up. CDR drastically lowers the time between peaks. Average Damage over that time = DPS and a far more realistic look at DPS than the ignorant DAMAGE stat that blizzard has given us.
You might think, well I have AC>Rally, so I don't need CDR. Wrong. CDR lowers the CD of AC, it also lowers the amount of procs needed to use your spells again. Say each of your Spells has a 15s CD, and you get about 5 reduction of CDs per 5 seconds, so 1 a second. This + time means that it would take 7.5s to get your spells off CD again. What if those spells were 10s instead? THen you'd only need 5 seconds to use those spells again. Over the course of 20s of AC, the first scenario nets you 3 uses (0,7.5s,15s). The second nets you 5(0,5,10,15,20).
These aren't direct examples of situations in game, to many variables. The concept does apply. Another thing to consider is effective up time. Look at Heavens Fury, 6s duration and 20s CD. 6/20 = 30%. With 40% CDR the CD is no 12s, but the move still lasts 6s. 6/12= 50%. Keep in mind that all of our abilities go on CD from the moment of use, not the moment there effect ends. So for AC, the CD is actually 70s, as its up for 20s (90-20). With 40% CDR that CD becomes 54s (90-(90*.4)). So now the move is up for 20s and down for 34s. Look at hot drastic the difference here is.
TL:DR, CDR= more move fequency=more damage than any other stat when considering damage over given time.
Bombardment>impactful I believe. The one that is 3360% weapon damage if you want to use that.
More on CDR:
As a single stat, its not that good. However the more you get of it the stronger it is. I would NOT recommend sacrificing key stats for it however. The most important DPS stats in this game for crusader are Crit Damage, %elem, %skill, and CDR. I would just about never sacrifice CD on gear for CDR as it is simply the strongest dps stat in the game by a mile. Likewise %elem is prob the second strongest. %skill is very good and is personal preference to how much of it you want. I personally only look for it on my boots to modify my spender.
So as to your gear to reroll: I would leave most of that alone. The place I would look to get it is helm, as a royal gem is 12% CDR and the largest starting point for CDR. You already have CDR on your shoulders, and the other places you'd lose to much. I'd reroll the %BS on helm to a socket, and use paragon points in CDR. Its ok to sack CD in paragon points for CDR. Going forward look for CDR on those places you listed and see if you can work it in. I'd follow the following stat guide line:
CC:40% anything much beyond 40% is slightly wasted. CC is a gateway stat and you simply need to crit often, not all the time.
Had no idea that other block values helped out blessed shield now, still trying to find the hotfix information on that. sorry if i gave ya some mis-information.
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http://us.battle.net/d3/en/profile/Christopher-1316/hero/43838443
I enjoy my build, but I'm sure it can be improved. I love the bouncing shields and the other skills just buff damage and root things in place.
I can kill easy on T1 and up to T3 but my character is squishy
I'm loosing focus right now not sure what I should craft or gamble for any help would be appreciated. (other than get a 2-hander.)
hopefully this is all the info you need,
Chris
Blessed shield isnt getting any bonus' from Insurmountable, hold your guard or your ring justice lantern. It's only getting beefed up by your shields block chance not your block chance * you may already know this tho but just making sure*
To me it looks like your playing a ranged Crusader so Insurmountable and Hold Your Guard shouldnt be used anyways. Dump them both take Divine Fortress and Vigilante for more survivability. Could use Rightousness in there instead of Vigilante which brings me to your next problem.
Not gonna be picky about the no wrath thing you got going on but I think you could put out more damage dumping shield glare and putting in a spender or dumping judgement and using a spender or dumping them both using a spender and a generator something like using Justice to generate then using Shield Bash or FoH (probably more towards FoH if ya want to continue with the ranged play)
If your using Judgement-Resolved you dont need more then 20% crit hit chance. This skill/rune combo is used to avoid the need for crit hit chance in some builds so that the build can then re-roll that stat in favor of cooldown reduction. Your sheet wont look as pretty without this stat showing directly but when stuff is judged you'll know in your head your damage out put is alot higher.
All in all its a pretty solid build but I dont think it's gonna hold up in t6 play not to say it wont i just dont feel it'll be efficient enough.
Hopefully this helps ya out a bit i know its kinda vague and doesnt tell you exactly how to play but what fun would it be if I told you exactly what I'd do and didnt leave you room to mess around
I might dump my other skills and try a wrath spender as I would like to improve. Thank you Fainflinn for the long post and ideas, It is much appreciated.
If anybody else has anymore ideas please post.
Thanks,
Chris
I'm not sure what you are looking for here. You are full legend with gear that is focused and on a build and should be doing very good damage. If you're just looking for input, here's what I'd change, Heads up, its long. Bored+Stoned+2AM= this rant.
Divine Fortress>Renewal. You shouldn't need so much defensive oriented passives when you are going for a block build. Why you would go for block and not have renewal in there is beyond me. There are a couple things that you can't block, but by and large blocking is the best defensive stat in the game. If you're curious how blocking math works, it calculates damage based on your armor/resists and then after that you roll block chance/amount. Its not 10-24k upfront. If you play with damage numbers on, depending on difficulty and gear, most hits are are not greater than 20k unless they are a hard hitting spell or a wind up move from a bruiser mob.
Bombardment>Condemn:Unleash.I see you are using AC>Rally. It is the heart of my build also. Getting a 1-2 more bombardments off on an elite pack is nice, but its a physical damage move that you aren't really supporting. Its a fantastic move so you can get away with it, but Condemn is much short CD and is holy so its modified by your gear. Unleash makes Condemn instant so you don't need to wait the 3s for the explosion. This during AC is pure destruction.
Heaven's Fury>Blessed Ground:Ascendancy is great. You can keep it if you like it. The reason I use Blessed Ground is because It is usually more damage than ascendancy. Ascendancy is a little wider, so it hits a few more mobs, and does about 25% more damage per tick. Blessed Ground caused a ground effect for roughly 75% of the 1280% base of Heaven's Fury, or roughly 58% of Ascendancy value of 1680%. The ground effect plus the base beam does 30% more damage just from that alone. Blessed Ground is also wider than the ascendancy beam by about 4-6 yards, so it actually cleaves better. Now the real point. Blessed Ground hits more frequently. AC>Rally scales off of # attacks in a given amount of time. This means that if you can apply DoTs and other such effects that simply hit vary often (HF,BS) then you can cycle your moves more. Blessed Ground is literally twice as effective at this than ascendancy.
Phalanx>Shield Glare:Divine VerdictSynergy is the name of the game. Phallanx doesn't fit here. Its costing you wrath, and you don't have a generator so you simply have to wait for it to regen and its physical damage. It doesn't bring anything to your kit. Since you are using a 1h, maximizing damage here is going to be very important. Shield Glare gives you 20% more damage, a 4s stun that can hit a ton of enemies, and causes neph globes to spawn given your bracer. SYNERGY.
More CDRThis is something not enough Crusaders do. People seem to think that because wizards stack crit/CD/AS out that ass that that is the only way to build damage. There is also some tabu on Resource Cost and CDR. If you look at a stat and intrinsically cringe without fully thinking about how the stat truly plays or effects your character than you might as well just BAAAH along with the rest of the sheep. CDR effects a minimum of 4 abilities almost all crusaders. Here, you have a build that allows you 5. This increases the effectiveness of CDR on your build by 25%. Why is CDR good? Think about damage over an elite fight. A Wizard will have a rather high straight line where they throw one spell at it a ton of times. Crusaders have a really high peak, dwarfing the wizards damage, for a second or two, then falls to a much lower sustained line followed by another peak when CDs come back up. CDR drastically lowers the time between peaks. Average Damage over that time = DPS and a far more realistic look at DPS than the ignorant DAMAGE stat that blizzard has given us.
You might think, well I have AC>Rally, so I don't need CDR. Wrong. CDR lowers the CD of AC, it also lowers the amount of procs needed to use your spells again. Say each of your Spells has a 15s CD, and you get about 5 reduction of CDs per 5 seconds, so 1 a second. This + time means that it would take 7.5s to get your spells off CD again. What if those spells were 10s instead? THen you'd only need 5 seconds to use those spells again. Over the course of 20s of AC, the first scenario nets you 3 uses (0,7.5s,15s). The second nets you 5(0,5,10,15,20).
These aren't direct examples of situations in game, to many variables. The concept does apply. Another thing to consider is effective up time. Look at Heavens Fury, 6s duration and 20s CD. 6/20 = 30%. With 40% CDR the CD is no 12s, but the move still lasts 6s. 6/12= 50%. Keep in mind that all of our abilities go on CD from the moment of use, not the moment there effect ends. So for AC, the CD is actually 70s, as its up for 20s (90-20). With 40% CDR that CD becomes 54s (90-(90*.4)). So now the move is up for 20s and down for 34s. Look at hot drastic the difference here is.
TL:DR, CDR= more move fequency=more damage than any other stat when considering damage over given time.
you are right I kill stuff really well It is just the single stuff that I feel weak.
I will change my build to your suggestions and I will try to get some CDR-(cool down reduction)
I really enjoy this game and it is really nice to find people willing to sit down and help me. =D
I am really enjoying the wrathless build, as being starved all the time was making me annoyed with the character.
Thanks again for the help,
Chris
Shoulder- Heavens Fury-12%
Amulet- Holy skills-19%
Glove- Crit damage-47%
Justice Ring- Crit chance-6%
Leorics ring- Crit damage-46%
Shield- Blessed shield-14%
each of these pieces could be switched to 8% CDR-(cool down reduction) would it be benefitial to switch any of these?
also I think the changes you had me made are helping as single targets are dieing faster and last game my life didn't drop much.
Thanks again for all the help,
Chris
P.S. What is the best rune for bombardment if you usually only use it on elite pack?
More on CDR:
As a single stat, its not that good. However the more you get of it the stronger it is. I would NOT recommend sacrificing key stats for it however. The most important DPS stats in this game for crusader are Crit Damage, %elem, %skill, and CDR. I would just about never sacrifice CD on gear for CDR as it is simply the strongest dps stat in the game by a mile. Likewise %elem is prob the second strongest. %skill is very good and is personal preference to how much of it you want. I personally only look for it on my boots to modify my spender.
So as to your gear to reroll: I would leave most of that alone. The place I would look to get it is helm, as a royal gem is 12% CDR and the largest starting point for CDR. You already have CDR on your shoulders, and the other places you'd lose to much. I'd reroll the %BS on helm to a socket, and use paragon points in CDR. Its ok to sack CD in paragon points for CDR. Going forward look for CDR on those places you listed and see if you can work it in. I'd follow the following stat guide line:
CC:40% anything much beyond 40% is slightly wasted. CC is a gateway stat and you simply need to crit often, not all the time.
CD:as much as possible
CDR: Where available
%Elem: as much as possible.