Every option has implications on my former gem setup. Ice crash mana has been reduced, players mana has been increased at each level gain and it brought a new dual leech node near the duelist, not just for physical damage, but for all attack damage that solves it all.ĭrop granite flask and use this flask? I certainly appreciate a granite up to tier 9 maps, but after that the basalt is gonna be superior.Ĭurrently deciding how to curse. We are not witches, No Parfumy blue potions for our Marauder, only man’s drink. Duration is short, so the trick is to keep it up somehow.Īll of the above will consume most the the gems slots available, so the only thing to fix is mana management. Reduced damage taken, not just physical, its prismatic. That leaves another introduced survival mechanic: The fortify buff. For armor we have to see if we can do without Determinaton & Grace. Curses that synchronise well with stunning are: Temporal Chains and warlord's mark. Survival is our business, we don’t want to let the charges run out, and Immortal Call got nerfed and got kinda boring anyway. Manual cast enduring cry it is then, and since we’re stunning…. Cast When Damage Taken – Enduring cry is no longer working since Enduring cry is a type “warcry” now and not a spell. Lockstep, AoE, Stuns, yeah can’t miss that one now.įor defense we turn to the classic marauder stuff endurance charges and armor. The way to move forward from here is ofcourse Leapslam. Icing on the Ice Crash mace would be a Coronal Maul with 6% increased area of effect implicit mod. And there we have the weapon of choice cut out and brought to me on a platter a two handed mace. Stuns could create armies of desynced monsters in predictive mode.Ĭonverted damage into cold will help with chills, and thus longer stun duration. Second kickass bonus for this build would be stunning. Think and you’ll come up with more uses for the gem swap.Īnother awesome introduction was Lockstep. I would carry one with me for some boss fights, Master Vagan, maps with small hallways. Mainly generating forgiveness, quality of life, and safety.Ĩ0% would mean I would have to take the templar AoE nodes and wouldn’t be running concentrated effect by default. Besides the range of totem and monster aura’s, there was another big motivation it provides for a lot of freedom for positioning. And that’s kinda the reason I’ve settled on 80%. You will need range to safely kill nemesis volatile rares. Anough range to engage and stun the pack and clear that totem in the background simultaneously. Once you engage a pack of monsters, and you do not want to fully commit by leaping into the pack with a crit buff, you'll need Range. Another cardinal distance benchmark for me is the distance totem aura’s have. It’s well beyond in the range where some close shooters stop moving and start to take pot shots at ya so you can slam away at the target’s at hand, and don’t have to worry about the snakes creeping up to you. In the end I settled on roughly 80% increased area of effect on Ice Crash. Since 2.2 you can push even further with the ascendancy Slayer and the new helm enchants. Stopped trying around 140%, and could only increase if I’d nerf myself with pillar unique staff or other gizmo’s. Besides Ice Crash and Herald of Ash there’s aura radius, curse radius, Enduring cry radius, Leapslam and Vengeance damage radius. Watch for the red bloom’s in some massive shrine video’s and you’ll see they are able to reach beyond all borders of a 1,9k-1k resolution screen. AoE is a good investment, since it also works on the Herald of Ash burning effect. The first thing I worked on was, how big of an Ice Crash can I make and how big of an Ice Crash do i want to use. Shift button (force stand still) FTW, not only for icecrash, but also for leapslam, that this build frequently uses. Advantages of a non targetted skill remain. Link to 3min Video of latest Perandus HC character level 87 JuggernautĪll Ice Crash characteristics mentioned above look promising.Įven though you might think you suck at clicking melee skills, you will find out for sure once you tried lockstep. If you want a different way to approach deadly fights and supprise friend and foe with tremendous crowd control, you've come to the right place. It will never be anywhere near a top Tier1 PewPew build. Since the build makes an investment into Stun resources, In a party Locking down screens of monsters or lethal bosses that would otherwise been left alive. This build can be played as Solo, but can also really shine as a support character Motto: "Strike first, Stun first, Kill first." Best defense is a strong offense goes so true for this build: Safety comes from agressively charging monsters. The reverse of farshot kinda… why not call it closeslammin’.
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