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  1. #1
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    PvP Fireclaw/Shock Summoner Hybrid

    The Guide:

    I've been character hopping constantly during my Diablo 2 experience (11 years) until I adapted this version of the Shock Summoner (originally developed by Jary), which is my favorite class thus far; the purpose of this guide is to: review the progress of my build, hear suggestions, display current gear and answer any questions.

    ***Skills, Attributes and Gear are all changed and kept up to date in this section; progress/statistics/research/tweaks in relation to the character's development can be read in the pages following this. I will do my best to add as much information as I can to this portion, and if that can't answer your question please ask me and I'll explain the answer to the best of my knowledge.


    -Octo


    v1.13 PvP Fire Claws/Shock Summoner/Shaman Hybrid


    Table of Contents

    I. Basic Description
    II. Skills
    III. Base Attributes

    IV. Items
    V. Damage/Other Stats
    VI. Stat Modifiers
    VII. Max Damage Modifiers from Small Charms
    VIII. Battle Analysis

    ***Emboldened Sections have updated material

    ***Cmd+f is your friend.

    I.Basic Description:
    This druid hybrid has three primary damage sources; Summon Grizzly, Fire Claws, and Fissure. The key to playing this character type correctly is remaining unpredictable and resourceful, so being able to cycle through damage outputs or use all three at once is crucial to overcoming opponents on an underdog build.

    ***You do not have to use the 99/163 FCR Breakpoints at all times and dropping below the 99 FCR Breakpoint to make room for defensive equipment makes melee PvP substantially more viable.
    3/19/12 Character Build Revamp:

    II.Skills:

    20 Summon Grizzly
    20 Fire Claws
    20 Volcano
    20 Fissure
    17 Firestorm

    1 Oak Sage
    1 Molten Boulder
    1 Arctic Blast
    1 Cyclone Armor
    1 Twister
    1 Tornado
    1 Hurricane
    1 Lycanthropy
    1 Fire Storm
    1 Fissure
    1 Raven
    1 Summon Spirit Wolf
    1 Summon Dire Wolf
    1 Werewolf
    1 Werebear
    1 Feral Rage
    1 Maul
    0 Shockwave (+1 from Pelt)
    0 Heart of Wolverine (+2 from Pelt)

    Character Level: 96


    ***Dropped Armageddon for the same cooldown issue as before and decided to boost Fissure as my primary elemental spell; Fissure has a 2-3 second hold on Were Bear shifting instead of Armageddon's 6 second inability to shape shift after casting, so my mobility has increased, my Shaman spells are more reliable, and after boosting those my Fire Claws' damage has also been greatly affected.

    Fire Claws now hits between 10,000-12,000 with my Superior Robo-Phase Blade on, with a maximum of 12,000-15,000 when using Beast; by redirecting my Shaman talents I've made almost all of this Hybrid build's synergies correlate with one another.

    Fissure does about 2,700-2950 damage at the moment, but I am seriously considering pushing the character to 99; Firestorm will be maxed, giving Fissure its highest potential damage with my equipment and proving the build to be finished at that level.



    III.Base Attributes and Statistics:

    Strength: 15 (no additional points added)
    Dexterity: 141**
    Vitality: 389**
    Energy: 20 (no additional points added)

    ***Health and dexterity are displayed at their base stats, without any equipment.

    Life after Battle Orders (Human): 3148
    Life after Battle Order (Human + Oak Sage): 5440
    Life after Battle Orders (Werebear): 6504
    Life after Battle Orders (Werebear + Oak Sage): 8796


    Mana: 836

    Defense (Spirit): 4751
    Defense (Stormshield): 6574



    IV.Items:



    Weapons

    -110% I.A.S. Superior Phase Blade - 13% enhanced damage, 6 sockets; (4x) Shael Rune, (2x) +15 All Resist/15% Increased Attack Speed
    - Perfect 285% Enhanced Damage Beast (Superior Berserker Axe)

    - Perfect Ethereal Breath of the Dying (Berserker Axe); 415% Enhanced Damage
    - Perfect Grief (Berserker Axe); 40% Increased Attack Speed/400 Damage
    - Perfect Doom (Berserker Axe); 385% Enhanced Damage/-60 Cold Resistance (for BM)
    - Perfect Suicide Branch (for 163% FCR Breakpoint)
    - Perfect Call to Arms (Phase Blade)


    Shield(s):
    -Perfect 15/15 Spirit (Monarch)

    -Perfect B.O. Spirit (Monarch)
    -Perfect Stormshield; Shael Rune for increased Faster Block Rate



    Armor:

    -Perfect Superior Enigma Dusk Shroud - 775/15


    Pelt:

    Octogenarian's Storm Mask
    Earth Spirit

    Defense: 322
    2 to Druid Skills
    24% Faster Hit Recovery
    +3 to Summon Grizzly
    +1 to Shockwave
    +2 to Heart of Wolverine
    183% Enhanced Defense
    +18 Strength
    +16 Dexterity
    +20 Resist All
    Socketed [2]



    Gloves/Belt/Boots:
    -Perfect 2x Upgraded Magefist (Crusader Gauntl

    -Perfect Arachnid Mesh (Spiderweb Sash)
    -Perfect Waterwalk (Sharkskin Boots)
    -Perfect Aldur's Advance (Battle Boots)


    Amulet/Rings:

    -Crafted Amulet
    Rune Torc
    +2 to Druid Skills
    20% Faster Cast Rate
    +72 to Mana
    7% to Mana Regeneration
    +17 to All Resists


    -Crafted Ring
    Stone Knot
    10% Faster Cast Rate
    3% Life Leech
    +24 to Strength
    +12 to Dexterity
    +18 to Life
    30% Fire Resist


    -Perfect Raven Frost - 250/20
    -Highlord's Wrath


    Inventory:

    -(5x) Druid Summon/40 Life Grand Charms
    -(4x) Druid Shapeshifting/40-44 Life Grand Charms

    -Perfect Druid Torch
    -19/19/9 Annihilus
    -(3x) 19 Life/5 Resist All Small Charms
    -(7x) 3 Max Damage/18-19 Attack Rating/18-19 Life


    V.Damage/Other Stats:


    ***Average PvP Damage is calculated by the following formula:

    [(Average PvM Weapon Damage)/100]*17

    ***Average PvP Damage after 50% Damage Reduction (opponents' gear) is calculated by the following formula:

    (Average PvP Damage)/2[/I][/B]

    Weapon Damage

    PvM Weapon Damage Range (Breath of the Dying): 1,449-4,422
    Average PvM Weapon Damage (Breath of the Dying): 2,935
    Average PvP Weapon Damage after 50% Damage Reduction Applied (Breath of the Dying): 249.48

    PvM Weapon Damage Range (Griswold's Redemption): 989-1320
    Average PvM Weapon Damage (Griswold's Redemption): 1154.5
    Average PvP Weapon Damage after 50% Damage Reduction Applied (Griswold's Redemption): 98.13

    PvM Weapon Damage Range (Beast): 667-2104
    Average PvM Weapon Damage (Beast): 1385.5
    Average PvP Weapon Damage after 50% Damage Reduction Applied (Beast): 235.54


    Fire Claws Damage

    PvM Fire Claws Damage Range: 6,788-7439
    Average PvP Fire Claws Damage: 1209.30
    Average PvP Fire Claws Damage (after normal--75--resists applied): 306


    Total Average PvP Damage from Weapon Damage and Fire Claws after 50% Damage Reduction and (75) Normal Max Fire Resist
    Breath of the Dying: 555.48
    Griswold's Redemption: 404.13
    Beast: 541.54

    ***Depending on my opponent's Defense, Resistance, and XX% Bonus Damage Reduction the damage output will increase/decrease; all of the damage sums above are calculated at a forced minimum.



    Range of Attack Rating on Fire Claws (no enchant) - 23,065 AR to 45,000 AR
    Range of Increased Attack Speed (depends on weapon) - 60%-110%
    F.H.R. (with Spirit) - 90% (4% Over-capped on break-point)
    F.C.R. Range - 40%, 63%, 99%, 163%
    Run/Walk Speed - 65%, 75%, 85%


    VI.Stat Modifier Examples:


    Heart of Wolverine
    (42)
    Radius: 7.46 yards
    Damage: 307%
    Attack: 312%


    Heart of Wolverine Damage Modifier: 3.07

    Heart of Wolverine Attack Rating Modifier: 3.12


    Oak Sage (21)
    Radius: 46.6 yards
    Life: 130%


    Oak Sage Life Multiplier: 1.30



    Werebear (22)

    Life: 200%
    Duration: 500 seconds
    Damage: 223%
    Defense: 151%


    Werebear Life Modifier: 2.00
    Werebear Damage Modifier: 2.23
    Werebear Defense Modifier: 1.51



    Fanaticism (9)

    Radius: 12.6 yards

    Party Damage +93%
    Your Damage +186%
    Attack Speed +29%
    Attack +80%


    Fanaticism (Your) Damage Modifier: 1.86
    Fanaticism Attack Speed Modifier: .29
    Fanaticism Attack Rating Modifier: .8



    ***Stat Modifiers are important because the modifiers' similar archetypes add together and multiply against their specific offensive/defensive stat. When calculating your Stat Modifiers' effects (particularly damage in this example): after all of your attributes have effected your weapon's damage, you can also seperately calculate the benefits of multiplying your Total Damage Modifier with any Minimum or Maximum Damage increase on your gear. Being able to greatly increase all Damage types and Attack Rating is very important to this build; this explains why the 3/XX/XX is one of your best friends on this build:




    VII.Max Damage Modifiers from Small Charms:


    Max Damage is effectively useful on this type of bear because all damage modifiers that are skills affect your total weapon damage only after it has been calculated from your base attributes in addition to your gear's bonus attributes; Max Damage is useful to me because I have a high damage modifier: 690% damage with Fanaticism from Beast and at least 504% otherwise, which works out to:

    [(Fanaticism 1.86 + Heart of Wolverine 3.07 + Werebear 2.23)*(Average, Additional Maximum or Minimum Damage from gear)]

    For this example, our formula will be:

    [(6.90)*(1.0 point of Additional Maximum Damage)]

    So:

    [6.90(1.0)] = 6.90
    ^
    1 extra point of Max Damage = 6.90 points of Max Damage after HoW/Bearform

    So +3 Max Damage on my 3 Max Damage/XX Attack Rating/XX Life Small Charm actually ends up being 20.7 max damage, yielding a higher Overall Damage Average as well as extra Max Damage.




    VIII.Battle Analysis

    Paladins:
    Hammerdins: A relatively simple fight, stay Were Bear for the majority of it and teleport evasively when sync is attempted; kiting them on the ground is easiest with south/east/west walk if you change directions spontaneously. Keep a summon bear on top of or near your current and next location; this plays as defensive strategy in your opponents' mind, but is actually an offensive tactic by giving your bear the opportunity to strike them upon landing on you with the bear in range ready to smite.

    Smiters: Always an interesting fight, stay Were Bear and find puddles or obstructions in the moor that allow you to keep your distance between your opponent while they are trying to close the gap to attack you; staying away from a Smiter is the key to winning against them because they hit with every swing, regardless of block. Cast bear between yourself and the Smiter at all times; when they use charge they will collide with it and buy you time to get away. Lure the opponent around your bear in a circular fashion (I use the puddles in the moor) so that your Summon Grizzly's Smite is in range to attack.

    Fist of the Heavens Paladin: Re-shifting is the only game you need to play to win this battle; as long as you can sequentially re-cast Were Bear in opposing correlation with their attack you can stay alive for an abnormally long amount of time, allowing your Summon Grizzly to bring home a victory.


    Whirlwind Barbarians: This is a very difficult fight at times, but always walk and avoid standing still. Try to line yourself up directly with their whirlwind so that you have the best chance of hitting them as they glitch by you; Grief works wonders with this fight.


    Necromancers: One of my favorite fights, avoid approaching them in a straight line at all times; do not allow yourself to be caught between Spirits, and use corners and obstructions in the Blood Moor to drop unwanted Spirit trains. With a Superior Robo-Phase Blade it's possible to murder any Vitality Necromancer, but Max-Block characters will offer a longer and more intricate fight. Always avoid hitting their Clay Golem and avoid standing still.


    Druids

    -Wind Elemental: Radial avoidance around your opponent is key to avoiding high damage here; staying in Were Bear is a must for a killing blow, but you can switch out to teleport so that you can re-summon minions. Use Shock Wave when target is in range to hold him in place while you find his name plate, then use Maul to pre-buff Fire Claws with a stun on hit; now you have a 4 f.p.a. stun with 12,000 fire damage against an opponent who is normally not geared in max-block or high fire resistance.

    [B]-Fire Elemental: Fight this opponent as a mirror build, but switch it up for the killing blow by tele-stomping him in Were Bear.

    [B]-Rabies: Put on max-block, maximum damage reduction gear and a -30 enemy fire resistance/+30% fire damage 6 socket phase blade or crystal sword; use walk but teleport to avoid and recast summons if they come into contact with rabies before teleporting again, otherwise you will reset their location on top of your character and give yourself Rabies. Other than that, cast Fissure in front of your opponent and lure him into Fissure traps and it's ez-street.

    -Fire Claws/Fury: Max-block and maximum damage reduction is a must for both, as some Fire Claws wolves will also use Fury to avoid their opponent's use of fire absorption; Use the -30/+30 sword mentioned earlier and treat it the same as a Rabies fight, or put on robo-phase blade and walk-fight your opponent.


    Melee/Bear Sorceress


    -Trapping your opponent in Shockwave can be effective as well, just like the Necromancer fight; remember that when you run off of their screen and provoke chase that it is the perfect opportunity to lay down a Shockwave field in their direction (65% of the time they will land in it and be stunlocked).

    ***Also, after Shockwave, remember to time your movements from standing to running so that you leave your standing position immediately when they Teleport on top of you; this ensures that they won't hit you, and they'll probably get annoyed after awhile and ruin their own strategy by giving chase again (which allows for another attempt at a Shock Wave Trap).


    *currently being edited, rest up soon*



    Last edited by Octogenarian; 30-07-2012 at 02:24.

  2. #2
    IncGamers Member Jary's Avatar
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Very interesting build. I like the creativity.

    My suggestions:
    cut cyclone armor & poison creeper in favor of more fire damage. Cyclone really wont save you from much of anything in the dueling world, even Windies with lvl45+ synergies can tank maybe one FB. Go for the damage and keep your SB items when you need.
    For your inventory, I'd go all Summon/Lifers. The tradeoff on AR/Damage wont be as bad since HoW will boost you as well, but the main thing is to get your grizzly even stronger. +4 Skills will go a long ways, once your damage is at the point where you can one-hit most Bowazons and non-MS Sorcs you're sitting pretty good.

    I like the build for being able to get in and fight-- gives you sort of a double threat, instead of relying on only finess and shockwave. The downside of course is being in the 3-5k (?) life range vs 9k+ being a straight Summon caster or FC, which can make it a lil more dangerous.
    Using a Shock-Summoner for several years my least favorite matchups were Hammerdins, Smiters & WW barbs.. in the past I had some success switching in bramble/eBotd against the ladder; Hammers was all about switching HoW and teleporting like a maniac, if I' was lucky I could take out the weaker ones but any gg would just beat me up bad >.> My question for this build is... what matchups does it improve of those aforementioned? Which ones become easier and/or what are your worst matchups? For example, I'd expect your Windy matchup to become tougher but your Necro matchup could get easier with Fireclaw at your disposal ^^ Nice build




  3. #3
    IncGamers Member vknez's Avatar
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    your life and block rate is crap, you have low dr, you are slow, your damage is low and blockable/reducable. you cant beat any semi serious pvp char
    shockwave is blockable...
    what the hell you gona smack with wizzy?
    you use gris caddy with 5 fpa instead of 4 fpa pb with 30 @...
    doom,botd useless as attack weapon (read very slow)
    max/ar charms useless on build
    +1 poison creeper for what?
    cyclone armor last how long? 1 sec?
    1-3 shot other characters? give me a break. glass cannon bowas yes, but thing is you cant aproach her alive...
    10 k damage on your grizzly is unrealistic with your set up. try this calculator:

    http://tph.tuwien.ac.at/~gottwald/dr...alculator.html




  4. #4
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Quote Originally Posted by vknez View Post
    your life and block rate is crap, you have low dr, you are slow, your damage is low and blockable/reducable. you cant beat any semi serious pvp char
    shockwave is blockable...
    what the hell you gona smack with wizzy?
    you use gris caddy with 5 fpa instead of 4 fpa pb with 30 @...
    doom,botd useless as attack weapon (read very slow)
    max/ar charms useless on build
    +1 poison creeper for what?
    cyclone armor last how long? 1 sec?
    1-3 shot other characters? give me a break. glass cannon bowas yes, but thing is you cant aproach her alive...
    10 k damage on your grizzly is unrealistic with your set up. try this calculator:

    http://tph.tuwien.ac.at/~gottwald/dr...alculator.html
    life/block rate: if you can't avoid attacks well enough when you have 99%/163% fcr then you shouldn't be playing this character; it is extremely mobile while teleporting (even to the point where i can kite glass cannon arrows) and i block extremely often, actually.

    shockwave: whether or not it's blockable is not the issue; the fhr lock alone is still worth the investment and this skill has saved my *** in almost every fight, even against maxblock characters.

    wizzy/doom/botd: if you forgot how to read maybe you should scroll up and check out the character name. this is a hybrid character and doom/wizzy are both extremely viable as pure shock summoner setup if i ever need to bounce to it; wizzy lets me hit the 163% fcr breakpoint for shock summon setup, doom is mega bm vs any amazon and hammerdin as a caster weapon (why would i choose a weapon with 30% ias to melee with), and breath of the dying zerker has the highest attack rating of all my weapons (33k fully buffed and 11k damage) and swings pretty god damn fast compared to a grief or last wish (who the **** says botd is a bad weapon?).

    max/ar charms: yeah so you divide your total damage into two sections (physical and fire damage) because this is a HYBRID character, right? Then adding bonuses to each damage classification must improve your damage as a whole substantially, so therefore adding more maximum physical damage would actually be beneficial!? *gasp* When considering i use a level 40 fireclaw that has a 605% attack rating multiplier (not even going to go into damage with you), any attack rating is going to be worth the investment, especially on smallcharms (derp derp).


    ****attack rating multiplier example for the cave man:


    3max damage/16 ar/15 life small charm

    605% attack rating modifier from Fire Claws

    (16*6.05)

    96.8 attack rating


    now let's toss my heart of wolverine multipliers in there:

    3max damage/16 ar/15 life small charm

    312% attack rating modifier from Heart of Wolverine

    605% attack rating modifier from Fire Claws

    (16*9.17)

    146.72 attack rating

    that's a 130.72 point increase from the 16 attack rating on the small charm, and means i get just over 9x more attack rating from every point; maybe you should have taken the college prep math courses at your high school, squiddo****


    poison creeper: for lulz when nk'ing of course

    cyclone armor: turns a 1 shot fireball sorc into a 2 shot fireball sorc with even one point

    1-3 shot characters: mother****er i've 2 shot barbs and smiters with my grizzly bear; after all of the damage modifiers (level 42-45 heart of wolverine = duh?) that can be added to it 10.6k is completely attainable as an average for bear smite and guess what, i calculated it with the link you sent me too :/, and i even used it before about a year ago when i made this thing. also this unapproachable glass cannon zon that you've mentioned = lol; negro i stomp them in the dirt.

    you should learn more about the game before you flame somebody's post; i've curbstomped modding necs harder than edward norton in american history x, and i did it with this summon druid. get on my level fat man



  5. #5
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Quote Originally Posted by Jary View Post
    Very interesting build. I like the creativity.

    My suggestions:
    cut cyclone armor & poison creeper in favor of more fire damage. Cyclone really wont save you from much of anything in the dueling world, even Windies with lvl45+ synergies can tank maybe one FB. Go for the damage and keep your SB items when you need.
    For your inventory, I'd go all Summon/Lifers. The tradeoff on AR/Damage wont be as bad since HoW will boost you as well, but the main thing is to get your grizzly even stronger. +4 Skills will go a long ways, once your damage is at the point where you can one-hit most Bowazons and non-MS Sorcs you're sitting pretty good.

    I like the build for being able to get in and fight-- gives you sort of a double threat, instead of relying on only finess and shockwave. The downside of course is being in the 3-5k (?) life range vs 9k+ being a straight Summon caster or FC, which can make it a lil more dangerous.
    Using a Shock-Summoner for several years my least favorite matchups were Hammerdins, Smiters & WW barbs.. in the past I had some success switching in bramble/eBotd against the ladder; Hammers was all about switching HoW and teleporting like a maniac, if I' was lucky I could take out the weaker ones but any gg would just beat me up bad >.> My question for this build is... what matchups does it improve of those aforementioned? Which ones become easier and/or what are your worst matchups? For example, I'd expect your Windy matchup to become tougher but your Necro matchup could get easier with Fireclaw at your disposal ^^ Nice build
    Yeah I've been considering dropping the two for a long time, I just feel naked without them haha; I used to roll without a split inventory and used 9x summon/lifers (kinda miss it). I think you are right about this though and Summon Grizzly damage jumps up by about 325 per skill point, so another 1200 would put him at 6.6k base damage without hoto/soj on even; very good idea.

    My hp usually hovers around 4k depending on my gear setup and is actually entirely manageable in pvp if you know how to avoid ranged attacks, but I am trying to concoct a way to increase my hp right now and am about to make some permanent upgrades to my low-end lifer gcs. It really is annoying to divide this into a more offensive hybrid because you do sacrifice a lot; as pure shock summoner i could hit 9.6k+ hp, but I'd have zero offensive potential (i'm sure you know already seeing as you've played one) and it gets old after awhile without being able to attack yourself.

    As for the questions you asked:

    What matchups does it improve of those aforementioned (namely Hammerdins/Smiters/WW Barbs)?

    vs Hammerdin:

    -definitely makes these guys more approachable; when you drop the skill points from Summon Grizzly's HP synergies you have to rely on recasting bear a lot because he can't take many hits, but making your bear into pure damage can really help with positioning opponents, especially hammerdins, sorceresses, smiters and necromancers.

    -i like to use my bear as a meat shield for just about every ranged attack/telestomp (as well as charge), and this is done by recasting the bear on/around my position and forcing the opponent to choose an approachable route to attack me. By recasting bear you can "herd" your opponent where you want them to go in a fashion; it can also save your life if you cast it on top of yourself/where you're going to be (if running) when a hammerdin goes to telestomp, and instead he'll kill your bear (much like necro/clay golem tactic).

    -teleporting is great for mobility, which is definitely important in this fight, but keep in mind that hammerdins are meant to telestomp people while taking as minimal damage as possible so switching it up with some shapeshifting/running can help a lot. By running around more you also give yourself the option to aim your bear casts more accurately at hammerdins' blindspot (underneath their feet and slightly left of their central axis) instead of constantly teleporting and resetting your bear's position.

    -with 28k+ ar you and your bear should both be able to take out hammerdins more easily than you would as pure shock summoner. i've had many make the mistake of teleporting directly on me; i just run below them and loop back up to the blindspot, swingin' hard. just be careful that you don't lose your Heart of Wolverine when you go to attack, it is very unlikely that you will be able to make contact through holy shield without it.


    vs Smiters

    -Kiting smiters is very important with this setup, so i prefer to stay in bearform in this fight unless it is an emergency and i need to be mobile asap. By using the swamp water pools in the moor you can effectively run in tightly-looped circles without coming in direct contact with your opponent, and there are usually many of them next to each other (just kite them through it like a maze); you also want to keep your bear in mind for this fight because he is your only offense against a smiter. i like to kite them in circles around my bear while constantly turning 180/shockwaving him to keep my distance at all times, if the hits connect easily i can down said smiter in 2-3 bear swings but if not, it's either a long fight or you're **** outta luck (it's a smiter whatcha gonna do :/).


    vs WW Barbs:

    Still can't kill em (unless they are terrible).


    As for my worst matchups:
    1-WW Barb (gl hitting at all)
    2-Wind Druid (gl getting thru summons)
    3-WW/Trap Sin (mind blast ****s you)
    4-Smiter (50/50 depends on how good they are)

    *Necro becomes way easier with fireclaw; if you can kite them with teleport until they follow you willingly you can easily stop, shift, turn around, and spam shockwave to surprise them with an inescapable trap (if they land in your shock).



  6. #6
    IncGamers Member Orion's Avatar
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    I gotta give points for style on this one

    Mines PVM and very similar. I have no pts in cyclone or creeper though.

    Cast Bear on top of pally then run at pally and shockwave him before clawing him.


    My bear never dies with this setup. Strong build.



  7. #7
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Quote Originally Posted by Orion View Post
    I gotta give points for style on this one

    Mines PVM and very similar. I have no pts in cyclone or creeper though.

    My bear never dies with this setup. Strong build.
    Thanks

    About to drop Cyclone Armor and Poison Creeper for another damage test, actually haha; I'm looking to get a high ias fool's weapon (maybe phaseblade if the damage is good enough) to counteract low attack rating right now, it seems like it could be really viable with an AR boost of 1485+

    FC 605% ar --> 6.05 multiplier
    HoW 312% ar -->3.12 multiplier
    -->9.17 total multiplier

    (9.17)1485=13,617.45 total attack rating achieved from weapon after bonuses


    Last edited by Octogenarian; 10-06-2011 at 01:11.

  8. #8
    IncGamers Member Jary's Avatar
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Quote Originally Posted by Octogenarian View Post
    As for my worst matchups:
    1-WW Barb (gl hitting at all)
    2-Wind Druid (gl getting thru summons)
    3-WW/Trap Sin (mind blast ****s you)
    4-Smiter (50/50 depends on how good they are)

    *Necro becomes way easier with fireclaw; if you can kite them with teleport until they follow you willingly you can easily stop, shift, turn around, and spam shockwave to surprise them with an inescapable trap (if they land in your shock).
    Hey, try stashing Bramble for WW barbs!! I had a lot of success... sort of more toward the end of my days, running it with eBotdZ/SS, if you continually recast your bear ontop of yourself and make sure to follow ontop it, you can really make the match very favorable. I'd give it a try and let me know what you think.
    And that's a good point vs Hammerdins & Smiters. Lol, its just Guerilla War against them, not always pretty but whatever gets the job done!
    I feel old... but here's the only vid I had which had a few scenes of me rocking Bramble vs some Barbs and melee mixed in if you care ^^
    Post some screens or clips later if you can!

    http://www.youtube.com/watch?v=2V5apO3_rGw




  9. #9
    IncGamers Member
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Quote Originally Posted by Jary View Post
    Hey, try stashing Bramble for WW barbs!! I had a lot of success... sort of more toward the end of my days, running it with eBotdZ/SS, if you continually recast your bear ontop of yourself and make sure to follow ontop it, you can really make the match very favorable. I'd give it a try and let me know what you think.
    And that's a good point vs Hammerdins & Smiters. Lol, its just Guerilla War against them, not always pretty but whatever gets the job done!
    I feel old... but here's the only vid I had which had a few scenes of me rocking Bramble vs some Barbs and melee mixed in if you care ^^
    Post some screens or clips later if you can!

    http://www.youtube.com/watch?v=2V5apO3_rGw
    Gg video I've seen it before; I watched it right before I made mine haha

    Yeah I could definitely kill WW Barbs as pure Shock Summoner with the gear I have but since I'm not I'll have to do some thinking because my bear's hp even with oak is much lower than a pure build's and it doesn't survive most of whirlwind's duration, but it definitely looks viable if i had bramble on; I might have to be trickier with my placement too

    I'm going to post a video soon once I get everything and cut it together, and i'll post some s/s too.



  10. #10
    IncGamers Member Orion's Avatar
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    Re: PvP Fireclaw/Shock Summoner Hybrid

    Bramble would do the trick with WW Barbs - definitely.

    Mine is PVM - I use 3 Weps - Botd PB for stats/speed, up'd ribby for cb, and a shaeled Azurewrath with close to per stats for fun/plus skil. I think it would help vs necro summoners too. Griz caddy is probably good fast wep that you use most often tho - 15ias faster than my Botd PB!

    Grab an AR/Life charm or 2 - to up your stats for hits/def



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