Hi, everyone! I am back from taking some extra time for my family and real life stuff. I got tired of fighting the child agro and decided to take some time embracing it! Anyway, it’s good to be back and playing more regularly. I know there have been a lot of questions posted here and on mmominds, and I plan on answering them ASAP. Sorry to be MIA. Here is my plan on this post:
- I’m going to write down here what my current equipment setup is, and update my build with this information to help with the folks that are running this build on console that probably won’t be getting the new mod for a few months.
- I’m going to write up my equipment is going to be in anticipation of the new mod coming up with pictures and stats. In this, I’m also going to include some information about the new mod that is important, for those that do not know.
I know there have been a lot of questions about updating my build and I am here to do that. I’m going to write it down here and update the build itself, so I should be covering my bases. I know the new mod is dropping soon for PC, so there will be changes happening. But, I figure the console players are probably still a couple of months away, so an update isn’t a bad idea.
Here is my equipment right now: Jarl’s gaze, executioner’s black attire, survivor’s wraps, and vivified shadewalkers raid boots. I am running the wheel of elements, shard of orcus wand, symbol of air, and heart of the blue dragon.
My companions are Sellsword (summoned), Air Archon, Earth Archon, Siege Master, and Erinyes of Belial. On my summoned, I am running 3 loyal avenger.
My offensive enchantments on my character: I’m running 2 cruel, and the rest are Black Ice Enchantments.
My offensive enchantments on my companion: 2 Brutals, and 1 Azure
I have Vicious in all my defensive slots. (no stronghold lifesteal boon yet)
I mostly run with a transcendent barkshield. It works really well vs big single hits. Against tons of small hits, like dots, it is virtually useless. So, if I am in that kind of situation, I’ll go with my soulforged. If you are just starting out, soulforged has more utility because it can be useful anywhere, so get that one first before the barkshield.
Now, generally you’ll notice that I have been stacking my recovery up around 9000 or so. Having a decent recovery helps so much! If you up it, you will notice a difference. I took a bit of a hit to my crit, which sits at about 86% when bondings are procced. To get that stat up where I need it to be, I’ve been using consumables. Don’t be afraid to give yourself that extra boost from them. It’s a way to tweak your character at endgame that is often overlooked.
On my companions, I have dropped the Wild Hunt Rider. It was nerfed and is just not the companion it used to be. And, yes, I’m running the Erinyes. It gives me about a 3.2-3.4% boost in damage, which is the best that is left, I think. The fire archon’s bonus is never active 50% of the fight, so I went with the crit severity even though it isn’t my favorite.
On my mount insignia powers, I am running Cavalry’s Warning, Artificer’s Persuasion, Protector’s camaraderie, Protector’s friendship, and Assassin’s Covenant. If I am running mobs, I’ll swap out Protector’s friendship for gladiator’s guile.
This brings up another somewhat unrelated point, that I keep seeing in Reddit, Facebook, forums, etc. That is, people recommending Black Ice enchantments for TRs partially because the extra stats from a three stat enchantment helps with assassin’s covenant. This is complete baloney.
Here is why: The difference in stats between a 3 stat enchantment (460+230+230=920)and a 2 stat enchantment (420+420=840) is 80 (920-840). Let’s assume you are an endgame TR running 4 defensive slots on your character and 3 defensive slots in your companion. That makes the total difference between the stats:
(4*80)+(3*3*80)= (4*80)+(9*80)= 13*80= 1040. Assassin’s Covenant gives 10% of that or 104 power. You will never notice that 104 power. Ever. Never Ever. I try to be a min maxer, but even I don’t care about that. If you have more defensive slots, just add 8 power for each extra one. Yup, baloney.
Always go for the defensive stat you need, which is not Defense. Here’s why: many of our endgame enemies have a 15% resistance ignored against us. When you take that into account, point for point, Defense is not as effective a stat for us to stack as Deflect or, for that matter, Hit Points. Life steal is number 1. Get that to 20% first. Then work on deflect, and then HP.
My Next Moves
My guild doesn’t have the lifesteal boon yet, but we will soon. When that happens, I plan on swapping out my vicious on my character for wicked (Deflect and HP) and my vicious on my companion for silveries (deflect). This will give me 6.3% more deflect and 6720 more HP.
Titansteel Weapons: These weapons have the same stats as the Shadewalker weapons, but offer a 2% damage buff for you and the rest of your party. The problem with the Shadewalkers, is if you dodge into combat or out of a red splat, you activate the defensive boost which we don’t need. And, even if you do nail the offensive stat every time, you are only looking at a 33% uptime on a 10% buff which gives us an effectiveness of about 3.33% buff. Now, it works well if you can time it for SoD, while avoiding dodging at the wrong time, and keeping up every other thing we have to juggle as TRs to be optimal.
But, if just one more person in your group has the Titansteel, it will outperform the Shadewalker’s without the timing difficulties, even if you nail the timing every time. So, I’ll be getting these as soon as I can.
Fragmented Key of Stars: I’m upgrading this artifact because we are going to need more armor pen (see below) and it gives power and crit as well. Great artifact.
For the Next Mod:
There are a couple of changes for the new mod.
- Armor Pen needs to get to 85% resistance ignored. To do this, I am working on my fragmented key, like I said. But, I’ll probably use my legendary lantern of revelation until the next double refinement. That ought to bring me pretty close to 85%.
- I’m swapping out my Erinyes for my fire archon. Here is why: They are fixing the multiple archon bonuses in the next mod. Now I went to preview to test this out and here is what I found with Fire, air and Earth archon: Individually, they perform exactly as their tooltip says. But, when all three are procing at the same time, instead of the expected 20% total damage boost (fire-7%, earth 7%, air 6%), it actually gives 24.9% more damage.
Now, I’m not sure exactly what is going on, and it could get fixed before the new mod actually drops. But right now, that kicks the Erinyes out of the starting lineup in favor of the fire archon. By a lot.
Thanks for your patience everyone!!!