I recently got my last piece of marauders + royal ring of grandeur so I'm now rocking 6 piece but I need help with transitioning my fire to phyiscal
Some questions I have as you look over my gear:
1- Do I drop natalya's (set) and use calamity in my main hand + the sentry quiver? or Vice Versa? or keep both 1hs on until I get krider?
2- I feel like it takes time to cast my sentrys and by the time the elite is dead in t4 or t5 I can get a max 3 up if I put on custom engineering, how would I be able to get 5 up with the quiver in such a short time? (Invest in cooldown reduction?)
3- Am I ready to transition to physical? I can re-roll my Neck, Bracers to physical and then I also have a physical soj in the bank.
4-If I'm ready for physical can someone post a build with a rotation? The most thing I'm concerned about is how do I get up my sentrys in time.
You want a high damage (not dps) wep with the sentry quiver. Krider breaks this build by making your sentries shoot at 1aps instead of your attk speed, assuming your using elemental arrow.
This is a t6 spec, things die to fast on lower levels to use the sentries. The same applies to your wep choice, big damage weps shine on t6 while 1h xbows are great t3 and lower.
You want a high damage (not dps) wep with the sentry quiver. Krider breaks this build by making your sentries shoot at 1aps instead of your attk speed, assuming your using elemental arrow.
This is a t6 spec, things die to fast on lower levels to use the sentries. The same applies to your wep choice, big damage weps shine on t6 while 1h xbows are great t3 and lower.
what quiver? and what are some 2hs I can use before I find a krider?
I've been following Philo's stream and basically what was discovered is that once you get 6pc, you can just put abilities on your bar, and things die. Fire worked just as well as physical (running Cindercoat over Tasker) with CA and MS. The Sentry choice also seemed to matter very little, as the spender damage drastically outweighs the standard turret damage, so running Guardian Turret seemed like the right call.
As for the bow, Chanon Bolter by far is the best, closely followed by Hellrack. The taunt is on Chanon is reaally really valuable, but as it is one of those 1% drop bows, most of us will have to settle for the latter. I'm not sure Krider is even worth it tbh, as your sentries will start spamming the subpar EA.
As for passives, anything goes really. I'm a fan of Awareness + Perfectionist + Steady Aim + TA (or CE if you don't have the quiver yet), but that's because I hate dying lol.
Hi Mamba....your gear is just fine and so is your build. Nice one. You wont use all of the 5 sentries, only in bosses, but there are times in overcrowded rifts that the whole lot of sentries will help a lot. Just a tip for you....Cull of the weak do not work with sentries....I was told so in offcial forums. I usually go for a defensive passive so I can survive a little more in T6.
I've been following Philo's stream and basically what was discovered is that once you get 6pc, you can just put abilities on your bar, and things die. Fire worked just as well as physical (running Cindercoat over Tasker) with CA and MS. The Sentry choice also seemed to matter very little, as the spender damage drastically outweighs the standard turret damage, so running Guardian Turret seemed like the right call.
As for the bow, Chanon Bolter by far is the best, closely followed by Hellrack. The taunt is on Chanon is reaally really valuable, but as it is one of those 1% drop bows, most of us will have to settle for the latter. I'm not sure Krider is even worth it tbh, as your sentries will start spamming the subpar EA.
As for passives, anything goes really. I'm a fan of Awareness + Perfectionist + Steady Aim + TA (or CE if you don't have the quiver yet), but that's because I hate dying lol.
Hi Mamba....your gear is just fine and so is your build. Nice one. You wont use all of the 5 sentries, only in bosses, but there are times in overcrowded rifts that the whole lot of sentries will help a lot. Just a tip for you....Cull of the weak do not work with sentries....I was told so in offcial forums. I usually go for a defensive passive so I can survive a little more in T6.
I see your running fire. Is this best for dps output?
More or less everything has been already said - turrets to be effective need long-lasting mobs (read: t6) and since the attack speed of the spenders is on a fixed cooldown we can define pretty easily the outcome; obviously a slow 2h weapon is better because of bigger hits (and because of said fixed CD on spenders).
Little note: as for how we know the bonus works, the best weapon is Kridershot. Having it means your turrets won't fire EVER a normal shot (in depth analisys on official forums) but a EA instead, with a CA as soon its cooldown is ready. The point is that atm it's bugged and the turrets aren't reliable with that combo - basically any multi spender setup apart the ones with MS don't work as they should.
For the remainig weapons choice, i agee with itskaspa, though i don't know how wirth uis to put mines on your bar given the huge taunt cd.
As per the fire/phisical debate: you will always see CA hit for more as fire, just because LfB has a bigger multipler and spawns every time 4 grenades, while SS spawns UP TO 3 rockets, and if there's only the boss, only one will be fired. Math is simple: 770 + 880 > 550 +800. Still, many people don't consider the pets; they do a lot of damage, especially if you run with T&T or Garwulf, and you have 7/10 of them. Your CA in a phisycal build may hit for less, but the damage loss is compensated by the pets.
This said, even if n umbers are on par, speed matters - bigger bursts provided by LfB are really valuable in terms of farming efficiency, hence Fire wins hands down on this aspect. Anyway, if you're a fan of rockets/physical build, you're fine and you can easily farm T6.
Hi Mamba....your gear is just fine and so is your build. Nice one. You wont use all of the 5 sentries, only in bosses, but there are times in overcrowded rifts that the whole lot of sentries will help a lot. Just a tip for you....Cull of the weak do not work with sentries....I was told so in offcial forums. I usually go for a defensive passive so I can survive a little more in T6.
I see your running fire. Is this best for dps output?
I was playing fire because it was my best gear avaiable. After a luck day, I can finally go to physical, and after a lot of testing, there is not much difference between fire and physical. Playing fire with cindercoat make you spend your hatred more...playing physical with T&T make you depend more on your sentries, but the damage output is really close to each other. Go where your playstyle suits your better.
About the weapon of choice, with the bugged CD in sentries, I can't see a better option than Buriza.
I've been following this and some other threads on the topic but I'm having trouble wrapping my head around this. I'm using 6 piece mara along with a Kridershot. I'm currently fire because that's what I have the best gear for. As such, I'm still using a Cindercoat (RRoG) which allows me to be a little more actively engaged.
What I'm trying to understand is the current "bug" with Sentries. Using my Krider, I use Frost Arrow or Screaming Skull as my generator, I use CA:LFB (obviously) and then I put Multishot on my bar. I can clearly see the Sentries cycle through each attack, EA>MS>CA>EA>MS>CA, never firing a standard Sentry bolt. However, it seems that this is not optimal and having EA involved at all is actually hurting the Sentry damage instead of helping it. So is the idea here that removing EA (and thus removing the Krider entirely) will increase Sentry damage?
I've been following this and some other threads on the topic but I'm having trouble wrapping my head around this. I'm using 6 piece mara along with a Kridershot. I'm currently fire because that's what I have the best gear for. As such, I'm still using a Cindercoat (RRoG) which allows me to be a little more actively engaged.
What I'm trying to understand is the current "bug" with Sentries. Using my Krider, I use Frost Arrow or Screaming Skull as my generator, I use CA:LFB (obviously) and then I put Multishot on my bar. I can clearly see the Sentries cycle through each attack, EA>MS>CA>EA>MS>CA, never firing a standard Sentry bolt. However, it seems that this is not optimal and having EA involved at all is actually hurting the Sentry damage instead of helping it. So is the idea here that removing EA (and thus removing the Krider entirely) will increase Sentry damage?
The bug is that, when the sentry never fire a single bolt, its Attack per Second stay limited in 1 APS. So you will always have this rotation in a 1APS, limiting your CA to fire every 3 seconds instead of 2. Remove EA from your bar and see how much more CA and multishot your sentry will shot.
That's how I understood the bug as well. I will test this evening. Although, even with the bug I doubt I'll be willing to give up my Kridershot. Unfortunately, it just feels too good for your generator to be so powerful. Thank you for the answer and confirmation.
That's how I understood the bug as well. I will test this evening. Although, even with the bug I doubt I'll be willing to give up my Kridershot. Unfortunately, it just feels too good for your generator to be so powerful. Thank you for the answer and confirmation.
My kridershot got almost 2.8k sheet dps and have a damage output as high as my buriza (2.5k sheet DPS). I'm using Krider even without EA, and its working just fine.
If you use Archery passive, you get a nice 8% bonus damage, which isn't bad at all. I have a very bad kridershot (thinking about sharding it, because it's not really usable) but i managed to get a decent Buriza - if i finally get to drop a Mara chest or gloves, i can finally try the build.
Still undecided on what generator use, but i think i don't have much choice because of the 6 hatred ones.
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I recently got my last piece of marauders + royal ring of grandeur so I'm now rocking 6 piece but I need help with transitioning my fire to phyiscal
Some questions I have as you look over my gear:
1- Do I drop natalya's (set) and use calamity in my main hand + the sentry quiver? or Vice Versa? or keep both 1hs on until I get krider?
2- I feel like it takes time to cast my sentrys and by the time the elite is dead in t4 or t5 I can get a max 3 up if I put on custom engineering, how would I be able to get 5 up with the quiver in such a short time? (Invest in cooldown reduction?)
3- Am I ready to transition to physical? I can re-roll my Neck, Bracers to physical and then I also have a physical soj in the bank.
4-If I'm ready for physical can someone post a build with a rotation? The most thing I'm concerned about is how do I get up my sentrys in time.
http://us.battle.net/d3/en/profile/blackmamba-1902/hero/6125276
Thank you for the feedback it is greatly appreciated!
This is a t6 spec, things die to fast on lower levels to use the sentries. The same applies to your wep choice, big damage weps shine on t6 while 1h xbows are great t3 and lower.
I've been following Philo's stream and basically what was discovered is that once you get 6pc, you can just put abilities on your bar, and things die. Fire worked just as well as physical (running Cindercoat over Tasker) with CA and MS. The Sentry choice also seemed to matter very little, as the spender damage drastically outweighs the standard turret damage, so running Guardian Turret seemed like the right call.
As for the bow, Chanon Bolter by far is the best, closely followed by Hellrack. The taunt is on Chanon is reaally really valuable, but as it is one of those 1% drop bows, most of us will have to settle for the latter. I'm not sure Krider is even worth it tbh, as your sentries will start spamming the subpar EA.
As for passives, anything goes really. I'm a fan of Awareness + Perfectionist + Steady Aim + TA (or CE if you don't have the quiver yet), but that's because I hate dying lol.
Little note: as for how we know the bonus works, the best weapon is Kridershot. Having it means your turrets won't fire EVER a normal shot (in depth analisys on official forums) but a EA instead, with a CA as soon its cooldown is ready. The point is that atm it's bugged and the turrets aren't reliable with that combo - basically any multi spender setup apart the ones with MS don't work as they should.
For the remainig weapons choice, i agee with itskaspa, though i don't know how wirth uis to put mines on your bar given the huge taunt cd.
As per the fire/phisical debate: you will always see CA hit for more as fire, just because LfB has a bigger multipler and spawns every time 4 grenades, while SS spawns UP TO 3 rockets, and if there's only the boss, only one will be fired. Math is simple: 770 + 880 > 550 +800. Still, many people don't consider the pets; they do a lot of damage, especially if you run with T&T or Garwulf, and you have 7/10 of them. Your CA in a phisycal build may hit for less, but the damage loss is compensated by the pets.
This said, even if n umbers are on par, speed matters - bigger bursts provided by LfB are really valuable in terms of farming efficiency, hence Fire wins hands down on this aspect. Anyway, if you're a fan of rockets/physical build, you're fine and you can easily farm T6.
About the weapon of choice, with the bugged CD in sentries, I can't see a better option than Buriza.
What I'm trying to understand is the current "bug" with Sentries. Using my Krider, I use Frost Arrow or Screaming Skull as my generator, I use CA:LFB (obviously) and then I put Multishot on my bar. I can clearly see the Sentries cycle through each attack, EA>MS>CA>EA>MS>CA, never firing a standard Sentry bolt. However, it seems that this is not optimal and having EA involved at all is actually hurting the Sentry damage instead of helping it. So is the idea here that removing EA (and thus removing the Krider entirely) will increase Sentry damage?
Still undecided on what generator use, but i think i don't have much choice because of the 6 hatred ones.