Build Guide
This is a build in progress. Maximizing Meteor dmg for group play.
4 ApoC on Source and Hergbrashs Binding are mandatory to fill your ressource completely at least every 16 seconds.
Gameplay:
like any other channel Meteor build, but you get a ~12-13 times stronger (depending on your max AP, Arcane Dynamo still double dipping into Starpact) selfcast every 16 seconds on a CoE Arcane rotation. Due to this 1 Meteor cast every 16 seconds your overall dmg increases alot. It's more than all accumulated 16 autocasts of Meteor. You MUST however channel right after your selfcast.
solo this build feels too squishy to me. however did clear a 105 on PTR, and I already one shotted elites on 107 solo with the selfcast Meteor. extremely difficult to set up though solo. (paragon 2,6k)
very potent RG Killer where Meteor builds probably excel more than in killing the rift. (Taeguk -> Stricken for high end)
If I were to change anything it would be:
- Halo -> RORG
- Wear Nilfurs boast, Cube shame of delsere belt
- energy armor with max AP rune
- APDs necessary to stay alive in 4man
This lets you cast Meteor every 3 - 4 seconds in addition to 20 extra max AP will give you 2-3 times the damage
Squishy AF but should be able to stay up with a good monk.
Also possible to drop the channeling belt altogether if you use electrocute and shame of delsere. hard cast meteor -> 1 cast of electrocute -> channel AT
This would let you keep storm armor OR wear a rorg and equip channeling shoulders. Need a minimum amount of RCR to pull it off.
thanks for your feedback.
yeah it's a work in progress. difficult to test out since I'm only solo on PTR.
Halo is NOT interchangeable to RoRG the defense is ridiculously low without it. Even in 4 mans. Halo gives toughness x5 which is necessary. That's the main thing. Also Power of the Storm helps gaining AP faster while channeling.
APDs are not necessary and overrated overall (remember immunities) but yeah the Bracer slot is interchangeable to Lacunis, Nemesis, APD, ... I got Krelms there cus it's also pretty nice w/o Barb IP (I often run 2mans)
Also remember you are playing ranged. So close to no APD procs from supports possible, yeah Karini is a absolute must there unfortunately :/
However as RGK you could still go melee (Audacity + Taeguk instead of Power Hungry + Zeis). As melee you occasionally lose your Karini buff but with a Supp Monk you got Inner Sanc, too. That way it's just maybe possible to change Karini to RoRG.
But needless to say you would be one shot on everything without Sanc + Elite ignited. Which is like always while moving...
I thought myself about Shame of Delsere already. Probably it's better than Herbrashs but you get less AP while channeling (almost nothing tbh) and lose here and there the Autocast Dmg multipliers from Etched Sigil and Deathwish, which is huge. Very hard to play with Shame.
RCR would be possible on Shoulders and Gloves without losing out too much. With those 2 Slots and a Topaz in helm it would be possible to change Herbrashs to Shame.
As a RG you could go Elite% on Weapon (instead of Vit).
The one thing I was thinking could work but would also be a pain is changing teleport to a Fire Skill, so you can pick Conduit on Magic Weapon.
When the patch goes live I will test both variants equipping Shame and then Herbrashs on 110++ in 2man and see which one goes better.
Also something to think about. Wave of force: arcane attunement gives 4% damage for each enemy hit (WoF is a big aoe) to your next arcane skill and this damage is on its own multiplier. If you can work that in you can get several times the damage in packs.
hehe yeah, unfortunately impossible. I mean this is a Firebird build after all. Too bad Meteor won't work with DMO, would give more freedom in the skills to choose.
Tal Rasha would be the only other option, however can't fit in Endless Walk + CoE there which is necessary for competetive builds.
Arcane Attunement and Starpact both being Arcane, well too bad
Still any advice is welcome, cheers mate