I tend to think option 1 is better since you can cube RRoG to use Cindercoat for the Fire Damage. This would be an ridiculous amount for Fire RCR and it would make Vaulting almost free using Trail of Cinders, keeping your UE buff near max. Assuming you can get a HF with Fire Damage and bracers. Diminishing returns will set in if you go from 60% to 80%. Better to add the Calamity.
I experimented with Calamity during the week between seasons and I ended up using other things. I like the Kridershot better for solo to use Frost Arrow to get the slows. Oddly I was stacking IceBlink for even more slowing and the 10% CHC buff. At over 400% CHD, the 10% buff is over 40% overall damage. In seasons I would drop it and go with Bane of the Stricken. But the extra slows was way better than using Molten Wildebeest Gizzard which I used in S3. My Yang's was Ancient, but I wouldn't say that it was anything close to GG.
I haven't done any calculations, just gut feeling on the numbers above.
That seems like a good option too, but then I feel like I'm losing more damage than gaining by having to use a RoRG over Convention of Elements. I use a Cindercoat in the cube because I don't think it can roll with +max discipline on it either. Maybe a Magefist would be a better option.
Here's what I'm thinking now:
1. Cube Calamity, Cindercoat, RoRG. Use Magefist, and DML.
2. Cube Calamity, Cindercoat, CoE. Use DML.
3. Cube DML, Cindercoat, CoE. Use Holy Point Shot.
4. Cube DML, Cindercoat, RoRG. Use Magefist, and HPS.
The problem using Kridershot in cube instead of calamity is that you lose 20% damage straight and you lose 3 hatred per shot (not much but still) and you forget that it takes a second till the elemental arrow hits and you might even miss but in case of Evasive Fire is that you cant miss its big aoe and it hits straight away
Losing CoE is insane dps drop its not worth 20% damage in any way
so the way to go is calamity cindercoat CoE in cube
gems:
bane of the trapped must in solo you use follower with thunderfury+ess of johan + templar passive gives you constant slow
in group play a melee will use bane of the trapped and gives slow aura
Zeis Stone: great damage increase and + lots of stuns
bane of the powerful / bane of the stricken / taeguk either choice is good:
taeguk: adds good damage and armor but very hard play style in the end it will add around the same damage as full buffed bane of the powerful and its not elite only nor boss only
bane of the stricken: helps in bursting down the rift guardian but since S4 you get cube and yangs recruve i personally dont find an issue bursting him down
Bane of the powerful: most common use no special requirements 15% and adds 20% damage increase after killing pack which in good rifts this buff is 100% upkeep till you reach boss . this is what i use
this is what i roll with and i found it working great
I'd go with a cubed Calamity - you still get a 20% dmg increase and DMl passive, but the special from Calamity a) affects all damage types and is way more useful in party.
You really really want to cube CoE, the damage bonus it gives is just unsurpassed. As soon as fire becomes the element everything in the screen just disintegrates. I cleared a 60 pretty easy by cubing Calamity, Cindercoat and CoE. I would never go RoRG.
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Assuming Yang's in main hand for both.
1. Cube Calamity, DML in off hand
2. Cube DML, Holy Point Shot with +% fire damage in offhand
I tend to think option 1 is better since you can cube RRoG to use Cindercoat for the Fire Damage. This would be an ridiculous amount for Fire RCR and it would make Vaulting almost free using Trail of Cinders, keeping your UE buff near max. Assuming you can get a HF with Fire Damage and bracers. Diminishing returns will set in if you go from 60% to 80%. Better to add the Calamity.
I experimented with Calamity during the week between seasons and I ended up using other things. I like the Kridershot better for solo to use Frost Arrow to get the slows. Oddly I was stacking IceBlink for even more slowing and the 10% CHC buff. At over 400% CHD, the 10% buff is over 40% overall damage. In seasons I would drop it and go with Bane of the Stricken. But the extra slows was way better than using Molten Wildebeest Gizzard which I used in S3. My Yang's was Ancient, but I wouldn't say that it was anything close to GG.
I haven't done any calculations, just gut feeling on the numbers above.
That seems like a good option too, but then I feel like I'm losing more damage than gaining by having to use a RoRG over Convention of Elements. I use a Cindercoat in the cube because I don't think it can roll with +max discipline on it either. Maybe a Magefist would be a better option.
Here's what I'm thinking now:
1. Cube Calamity, Cindercoat, RoRG. Use Magefist, and DML.
2. Cube Calamity, Cindercoat, CoE. Use DML.
3. Cube DML, Cindercoat, CoE. Use Holy Point Shot.
4. Cube DML, Cindercoat, RoRG. Use Magefist, and HPS.
The problem using Kridershot in cube instead of calamity is that you lose 20% damage straight and you lose 3 hatred per shot (not much but still) and you forget that it takes a second till the elemental arrow hits and you might even miss but in case of Evasive Fire is that you cant miss its big aoe and it hits straight away
Losing CoE is insane dps drop its not worth 20% damage in any way
so the way to go is calamity cindercoat CoE in cube
gems:
bane of the trapped must in solo you use follower with thunderfury+ess of johan + templar passive gives you constant slow
in group play a melee will use bane of the trapped and gives slow aura
Zeis Stone: great damage increase and + lots of stuns
bane of the powerful / bane of the stricken / taeguk either choice is good:
taeguk: adds good damage and armor but very hard play style in the end it will add around the same damage as full buffed bane of the powerful and its not elite only nor boss only
bane of the stricken: helps in bursting down the rift guardian but since S4 you get cube and yangs recruve i personally dont find an issue bursting him down
Bane of the powerful: most common use no special requirements 15% and adds 20% damage increase after killing pack which in good rifts this buff is 100% upkeep till you reach boss . this is what i use
this is what i roll with and i found it working great
I'd go with a cubed Calamity - you still get a 20% dmg increase and DMl passive, but the special from Calamity a) affects all damage types and is way more useful in party.
You really really want to cube CoE, the damage bonus it gives is just unsurpassed. As soon as fire becomes the element everything in the screen just disintegrates. I cleared a 60 pretty easy by cubing Calamity, Cindercoat and CoE. I would never go RoRG.