Build Guide
NOTE: Leaving YouTube link because play style info is still relevant. gear has changed slightly,
The play style depends on being able to use Furious Charge to your advantage with mobs in your way, and being aware of the mechanics for IP. The buff will only cast to teammates in your line of sight. This means, anyone behind a wall/around a corner (or whatever) will NOT get the buff and your team should stay relatively close to you when you're casting it. You should see the icon next to their portraits on the left side to know who got it and who didn't.
Things to keep in mind:
- Don't go forward more than 2 screens. Your IP will drop if you do, and you'll have an extremely hard time getting back especially on RG spawn since there's nothing to hit and you can run out of FC charges quickly.
- Keep IP up as close to 100% as you can, especially for your main dps
- Hit Sprint when you're moving between packs.
- CC Resistance rules apply to most mobs already under an effect and there are some you can't pull. The best option in some cases is to just have them follow you, especially because FC will apply a freeze if you hit them. It creates a delay in being able to gather everything constructively.
- Straight hallways and open areas are your friend. Spear is a linear attack, and it's nearly impossible to pull things around a corner consistently. (see above point on CC Resistance)
- Use Diamonds in your gear.
- Gem of Ease in a weapon is OK, but the benefit is negligible. You're better off with Amethysts.
- In-Geom will not proc on yellows until all the minions die too.
- [NEW] For Threatening Shout, you can use Grim Harvest since we're not using Solanium in the cube. RoRG became relevant because Savages set is here for buff effectiveness.
- [NEW] Flavor of time for Pylon Effectiveness, but I also like Star of Azkaranth because it rolls CDR all the time and makes you immune to Fire Chains and Molten which is important. Being alive counts!
- [NEW] You can use Ground Stomp with Wretching Smash but be careful of CC cap on mobs. Leaving Sprint in there for now because movement is super important.
This support is generally much better than WW support hands down, mainly due to Furious Charge Mechanics and not requiring a secondary mechanic to fight your fury degeneration as your main attack is a generator, not a channeling skill. Your personal toughness and utility also don't depend on channeling and have a duration along with the best DR in the game on a single item outside of Esoteric Alteration (ie band of might buff @ 80% for 8s) and the Istvan's Set.
Stay alive, don't die.
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