I played a lot of Slayers. I want to make one this league to play with this new strength of blood and go for evasion and spell suppression on the right side of the tree. It's just frustrating that there's no available keystone for Lethal Pride on the centre bottom slot which is a prime spot for a lot of notables.
You and mathil just made me get up at 3am and pob the sh*t out of varunastra trauma cold convert flicker with additional night blade tech and 90% phys DMG red and decent evasion. I'm losing my mind trying to chuck everything into one build
not a main, but trying a curse effect Retch build. Needs some way to get the max leech per instance up. If only divergeant life leech wasn't bugged :( I'll need to consider adding that poison combo in, since poison is a decent portion of my damage as well.
One of my favorite use cases for this keystone is on a Dissolution of the Flesh + Petrified Blood + Recoup setup. Petrified Blood gives overleech as long as you're at low life, which you will be nearly 100% of the time. Your "recovery" comes from waiting 2 seconds between hits, and the only regen you need is to recoup the % life lost from Petrified Blood. I'd run Eternal Youth, but that reduces your maximum leech by 50%. Helps to open up this mechanic to Marauders, mostly Rage Vortex Berserkers. I tried running this on my evasion tank Frostblink Ignite elementalist, but leech doesn't work well with DoT :(
Hey nice content , I've been tinkering with this. Also if you can find a way to damage yourself all the time (lets say boneshater) you can use a flask mod ''15% of Damage Taken from Hits is Leeched as Life during Flask Effect''
I have been off and on workshopping on putting this tech on my janky low-life build, leach isn't removed at full unreserved life if you never actually reach full unreserved life. With Strength of Blood and either Vaal Pact or Zealot's Oath you can easily make a character with absolutely no life recovery, so all you need is a weapon swap to some low mana cost skill linked with lifetap and you're golden. I especially think that it would work pretty well with Divine Shield, making most hits give a net recovery (although Divine Shield's downside does mean that you are going to need to run _some_ armour).
You absolutely could do that! Perhaps with petrified blood for overleech, and you could just stack the makanga tattoos instead of going for vaal pact so can still use regen for life/es
So maybe I'm misunderstanding, but based on the wording on Strength of Blood, it states 2% additional Physical Damage Reduction for every 3% life recovery per second from leech" - It does not state that you need to be leeching for the reduction to apply. Why is it that we need to have 100% uptime for this reduction to exist? Is Life Recovery per second from leech a persistent stat or does that stat only exist while leeching?
You need to actually be recovering from leech for any effects tied to leech to be working. It's a conditional modifier, and so like every other conditional modifier it only applies when its condition is met.
It actually does say it on the keystone itself 'per 3% life recovery per second from leech', it is based on how much recovery you would be gaining from leech at any one time
I'd probably use defiance of destiny and bloodnotch since every possible hit damage source is now being covered by mitigation, then scaling life as high as possible. I managed to snag a 39% DoD amulet for 4 divs so I might as well use it for this build.
Yeah, good input and ideas. Now I have to start experimenting with this. Bought two Tattoos, to be on the safe side. Already have cARN's self poison tech. Works fantastically well. Except when it don't. Probably my PC, which is an upgraded 2012 potato. Thank you for the video, and I subscribed, ofc.
Thanks, I've been trying to figure out how to defend against the Sacrificial Zeal buff from Hand of the Fervent gloves if you stack a spells mana-cost to 5k+.
So, i really wasn't into the league mechanic and am not playing, but this talk reminded me of a physical damage reduction jugg I made. One of my primary grievances with the mechanic was that there were rares that just overwhelmed all your physical damage reduction and the character would randomly get slammed for stupid damage. There were several instances where things like groves were wholly un-completable due to overwhelm and turbo mods. I think that this is a solid way to achieve the goal, but the goal was largely crap in my experience but to the sheer number of ways the game invalidates the strategy. Do 100% overwhelm rares and mechanics still exist or has that changed?
Normal rares can roll a modifier that overwhelms 30% of physical damage reduction iirc, and you can roll some map/invite/altar modfiers etc. which adds global overwhelm but you're able to avoid those. Expedition remnants have a modifier which overwhelms 100% of physical damage reduction, but you can avoid that too by not exploding it
@@dreamcore_gg I didn't realize that the rare mod was only 30% overwhelm. I suppose that's probably because at 90% dr that's still 4x 'normal' damage for a character. tack on a few silly map mods and some past league content and those things hit you like the soft side of a truck. It definitely felt thicc much of the time, but that overwhelm hurts real bad. I think i still prefer the phys taken as X plan for next league. Thanks for the info!
ohhh if you use mahuxotl's with this tainted pact tech (which already provides both vaal pact and overleech) We could do the most weird thing and actually use The rat cage, and take fire damage as physical with a 300 hp chest and disregard fire res as long as it's higher then our negative chaos.
90% Phys reduction is amazing to have, I have made some builds that utilized that and the game is not balanced around you having such massive amounts of Phys reduction.
Is there any other way to solve life sustain without the ami? I assume instant leech alone wouldn’t feel sufficient especially vs degens. I play elemental slayer so can’t give up the yoke of suffering slot.
im testing strength of blood with my glacial hammer jugg with trauma support, since the jugg relies more on the life regen from untiring node. i have 0.5% of attack dmg leeched as life and 160% increased maximum total life recovery per second from leech. according to pob this should give me 34% phys dr with the strength of blood keystone. inc max total life rec per sec is the only mod that increases the phys dr from the strength of blood keystone according to pob. my questions are: how long is the leech duration after i stop hitting? is it 5 sec or is it longer cause of the additional 160% max leech mod that i have? do i keep the phys dr during the leech duration after i stop hitting or do i only have phys dr while hitting? would it matter if i had 2% of atk dmg leeched as life, since this is the cap i believe? do u think strength of blood makes sense on a trauma support jugg with untiring?
Leech duration is based on damage dealt, up to a maximum. Base maximum leech would be 5 seconds, and modifiers to 'maximum recovery per life leech' would increase the maximum cap on each leech instance but not the rate at which it can recovery per second, effectively increasing duration. However, you're unlikely to have any of that stat on a Jugg(it's the one found on the Slayer's Brutal Fervour node). Leech by default is removed when you reach full unreserved life, unless you have a method to obtain overleech such as Immortal Ambition, Slayer, Ascendant Slayer, Petrified Blood etc. The percentage of damage leeched as life is only relevant if you deal damage low enough that you're not reaching the leech cap(therefore increasing damage, or increasing the percentage of damage leeched as life would allow you to reach this cap per hit) It can make sense, since leech is not a very relevant stat on trauma/bs Jugg as the recovery is coming from the self phys damage into regen, but investing into overleech etc. may not be worthwhile for what you're getting in return.
@@dreamcore_gg well so far i only invested the 80% max life rec tattoo and the jewel the doubles its effect to 160%. do u think its worth it on trauma melee jugg? according to pob its 34% phys dr. i dont notice much differnce while mapping in the regen btw
The only concept where I imagine SoB to be a sound choice is for a trauma stacker. BS requires Ashes for scaling, so no game. The new glacial hammer build archetype could be adapted and even benefit from the leech scaling of SoB + instant leech. Takes off a lot of gearing pressure, and moves some of the tree. Leech uptime is taken care of by the self hit leech flask. So that the slayer ascendency is not required. Could work. SoB is probably still bait, just my feeling. Tried it for 3 leagues to fit something together...
It'll be very close. You need to make use of Petrified Blood to get perma Leech and need to somehow get to 90% pdr without Vaal Pact because you'll need Untiring to stay alive because Tainted Pact might not cut it against 200k self dps.
@@ichmagbratwurst4999 yea, I was more thinking about solving leech using a mahux and a progenesis for hp multiplier. I dislike the 5% less max hit... But it's a sound choice. Aurawise I don't know which one is better. But the insta leech should allow us to fill everlasting sacrifice frequently enough. Maybe EB on a keystone swap is needed?
@@ichmagbratwurst4999 PoB pobb[dot]in[slash]oYUm7LB1g0xb Without incombat buffs (guard + zerk) we can take about 210 trauma stacks. At level 99 230. For around 17mil proj without totem and 37mil with totem (lingers). With melee hit and two projectile hits (nimis) were at about 110mil single target DPS. With flasks 170mil. I chose molten strike over any other skill because it allows us to gain many poison stacks with only 40% chance to poison. With the guard up we have 270k max phys hit FUN. Budget around 20div crafting + 20div jewels + diallas (20div) + nimis (16div) and original sin (67div) = ~140div.
Hmm.... makes me think about Rat Cage. 90% reduction for phys and fire hits? up to 300 life as well and a good amount of evasion... maybe not that bad of a trade-off
@@nicholasfigueiredo3171 That's just incorrect, I'm not sure what else you want me to say. All forms of direct damage reduction (resistance, PDR, damage type reduction such as armour applying to elemental damage via transcendence etc.) are capped at 90%. The only exception to that rule is less damage taken(if you can acheive a single stat that reaches 100% less damage taken by itself) or reduced damage taken which is additive but exceptionally rare to find.
Use scion with slayer and pathfinder for permanent uptime on a 15% of damage taken is leeched as life crafted flask mod. With a good amount of increases leech per second you will be afk tanky.
Hey dreamcore, i really like your content by learning how to build my own things defense-wise. Could you do some of those videos damagin wise? maybe like WUATU from woolfio but on your own format. Would appreciate it
I could yeah, atm I enjoy talking about more defensive mechanics because I think a lot of that doesn't get much attention here on YT, it's mostly how many millions of dps a build does
@@dreamcore_gg I mean, I see what you are saying but most people just do crit multi stacking and use something like a heatshiver to double damage. There is some exciting ways to scale damage as much there are different ways to be tanky, right?
Cant I just skip the whole need to use writhing jar by having a magebllod and a magic flask with "damage taken leeched as life durig effect"? Then, in theory all i would need to do is take damage?
Just a question, doesn't vaal pact shorten the duration of the leech, effectivelly canceling out slayer's bonus? (also making it pretty much impossible to use with anything but a slayer)
That's interesting, I wonder what's the "% additional phys reduction" mod interact with this 90% reduction, is it adding together? If that's the case, it's game breaking, you can get 8% phys reduction on rare body armour, and with one endurance charge (thru bench craft on ring or amulet, it's minimum so always up) you are immune to any phys damage, trauma is free, you don't have to use armour whatsoever, or you go transcendance on slayer.
side note: did you see that goofy build from legion where the guy played cyclone sabo with the less spell dmg taken shield and just ate Uber atziri blasts on hc because he had 100%? was lulz
That is a bad idea because unless you intentionnaly have -60% chaos res, the leech will be over in less than 0.1 seconds. I tryied to do this when tainted packted first cameout and the best I could do was semi cwdt setup with skeletons and it was bad
@@minhocho5487 I ran FR to trigger my leech flask and it lasted about 3 seconds with 3% chaos resist. The only time I've had issues surviving the self damage is when using Awakened Spell Echo.
Every league I make a 90% pdr character and this league it was a slayer. I forgot they changed this keystone and it could have made it much easier. Lol
@@dreamcore_gg Wurm's Molt increases the Total Recovery per second. Since a single instance recovers up to 2% max hp per second, and one instance can heal to up to 10% of max hp, the longest one leech instance can last is 5 seconds, right? With Wurm's Molt on a min roll (500%, times 5), and no increased Maximum Recovery per Life Leech stat in your build, you can leech up to 10% max hp/per second, effectively ending the leech instance in one second. That would mean that Wurm's Molt is actually a nonbo, because you are not leeching anyway (keystone) and your leech instance ends in 1 second. Do I get this right? Leech is so confusing.
@@s0ulcancer Leech is overly complicated I agree. The modifier on wurms molt doesn't change the duration of leech, but instead 'amplifies' or increases the recovery that each leech instance can provide per second. If the modifier was like that on slayer(inc max recovery per life leech) it would increase the total recovery cap on each leech instance, which would effectively increase the duration of the leech since the leech is still capped at the rate at which it can recover per second but now recovers a larger amount overall.
i hate the new strength of blood x) i was building around it for a build i wanted to make this league. but then as soon as i could afford to make it. i noticed they changed strength of blood. which really sucked for this particular build.
You are locked to Slayer, your recovery option is locked to that amulet, and that amulet pretty much provides nothing, you also wasted a slot for that jewel just so you can recover. I'd rather just get phys damage taken as ele damage and you are not locked to anything. Seriously tho, I thought you found some ground breaking mechanic with your video title. The video might as well changed to "how to easily get 90% phys reduction with 3.22 mechanic".
That amulet provides one of the strongest recovery mechanics in the game when u build around it. I will say unforunately the only build that effectively uses the amulet well is boneshatter, but the amulet is insane for boneshatter. Outside being one shot you can't die with the recovery it provides.
You're not locked to Slayer, nor that amulet. You can just use Petrified Blood to get overleech, and use other methods like recoup or even instant leech (as mentioned in the video), to handle recovery. Damage taken as ele isn't something you automatically have either - that too requires you to dedicate a whole bunch of sources to stack it up. That 'locks' you in to those sources too. Also most sources of Phys Taken As only apply to Hits.
There aren't many sources of Phys Damage Taken As. Most of it is Phys Damage From Hits Taken as. Leech can probably be solved by taking the instant leech node or using life gain on hit and avoid his janky amulet interaction.
I don't usually play builds with leech, but you still need to hit your 120% max life leech/sec cap with actual leeching to get all the phys dmg reduction, no? Is this easy to do, to hit the cap being raised so high?
Any SLAYER MAINS?
I played a lot of Slayers. I want to make one this league to play with this new strength of blood and go for evasion and spell suppression on the right side of the tree. It's just frustrating that there's no available keystone for Lethal Pride on the centre bottom slot which is a prime spot for a lot of notables.
You and mathil just made me get up at 3am and pob the sh*t out of varunastra trauma cold convert flicker with additional night blade tech and 90% phys DMG red and decent evasion. I'm losing my mind trying to chuck everything into one build
Im still playing cyclone physical slayer
@@midknightcrisis8612 🤣 Sounds like a fun build though
not a main, but trying a curse effect Retch build. Needs some way to get the max leech per instance up. If only divergeant life leech wasn't bugged :(
I'll need to consider adding that poison combo in, since poison is a decent portion of my damage as well.
One of my favorite use cases for this keystone is on a Dissolution of the Flesh + Petrified Blood + Recoup setup. Petrified Blood gives overleech as long as you're at low life, which you will be nearly 100% of the time. Your "recovery" comes from waiting 2 seconds between hits, and the only regen you need is to recoup the % life lost from Petrified Blood. I'd run Eternal Youth, but that reduces your maximum leech by 50%.
Helps to open up this mechanic to Marauders, mostly Rage Vortex Berserkers. I tried running this on my evasion tank Frostblink Ignite elementalist, but leech doesn't work well with DoT :(
Hey nice content , I've been tinkering with this. Also if you can find a way to damage yourself all the time (lets say boneshater) you can use a flask mod ''15% of Damage Taken from Hits is Leeched as Life during Flask Effect''
This is exactly what I want to say, I used this flask mod on my FR assassin last league and it worked amazingly!
I have been off and on workshopping on putting this tech on my janky low-life build, leach isn't removed at full unreserved life if you never actually reach full unreserved life. With Strength of Blood and either Vaal Pact or Zealot's Oath you can easily make a character with absolutely no life recovery, so all you need is a weapon swap to some low mana cost skill linked with lifetap and you're golden. I especially think that it would work pretty well with Divine Shield, making most hits give a net recovery (although Divine Shield's downside does mean that you are going to need to run _some_ armour).
Your content is always so damn interesting. I want to play with this on an inquisitor relying on energy shield.
You absolutely could do that! Perhaps with petrified blood for overleech, and you could just stack the makanga tattoos instead of going for vaal pact so can still use regen for life/es
Was using this on my frenzy truama stacker. Worked out really well.
What about impale? Is it worth to invest in impale with boneshatter?
hey, need help, can someone explains if strengh of blood works with new vaal pact in 3.25?
So maybe I'm misunderstanding, but based on the wording on Strength of Blood, it states 2% additional Physical Damage Reduction for every 3% life recovery per second from leech" - It does not state that you need to be leeching for the reduction to apply. Why is it that we need to have 100% uptime for this reduction to exist? Is Life Recovery per second from leech a persistent stat or does that stat only exist while leeching?
I was thinking the same. Where does it state we need to be leeching?
You need to actually be recovering from leech for any effects tied to leech to be working. It's a conditional modifier, and so like every other conditional modifier it only applies when its condition is met.
It actually does say it on the keystone itself 'per 3% life recovery per second from leech', it is based on how much recovery you would be gaining from leech at any one time
I'd probably use defiance of destiny and bloodnotch since every possible hit damage source is now being covered by mitigation, then scaling life as high as possible. I managed to snag a 39% DoD amulet for 4 divs so I might as well use it for this build.
There's an abyss jewel life stacker build I've seen some time ago, don't know if the passive tree could fit this in tho.
Yeah, good input and ideas. Now I have to start experimenting with this. Bought two Tattoos, to be on the safe side. Already have cARN's self poison tech. Works fantastically well. Except when it don't. Probably my PC, which is an upgraded 2012 potato.
Thank you for the video, and I subscribed, ofc.
Thanks, I've been trying to figure out how to defend against the Sacrificial Zeal buff from Hand of the Fervent gloves if you stack a spells mana-cost to 5k+.
My first thought was cold flicker RAIDER cuz I remember old HH gave us this much phys reduction, but questionable if it can fit SoB & make it work..
Can this defense face tank shaper slam?
So, i really wasn't into the league mechanic and am not playing, but this talk reminded me of a physical damage reduction jugg I made. One of my primary grievances with the mechanic was that there were rares that just overwhelmed all your physical damage reduction and the character would randomly get slammed for stupid damage. There were several instances where things like groves were wholly un-completable due to overwhelm and turbo mods. I think that this is a solid way to achieve the goal, but the goal was largely crap in my experience but to the sheer number of ways the game invalidates the strategy. Do 100% overwhelm rares and mechanics still exist or has that changed?
Normal rares can roll a modifier that overwhelms 30% of physical damage reduction iirc, and you can roll some map/invite/altar modfiers etc. which adds global overwhelm but you're able to avoid those. Expedition remnants have a modifier which overwhelms 100% of physical damage reduction, but you can avoid that too by not exploding it
@@dreamcore_gg I didn't realize that the rare mod was only 30% overwhelm. I suppose that's probably because at 90% dr that's still 4x 'normal' damage for a character. tack on a few silly map mods and some past league content and those things hit you like the soft side of a truck.
It definitely felt thicc much of the time, but that overwhelm hurts real bad. I think i still prefer the phys taken as X plan for next league. Thanks for the info!
ohhh if you use mahuxotl's with this tainted pact tech (which already provides both vaal pact and overleech) We could do the most weird thing and actually use The rat cage, and take fire damage as physical with a 300 hp chest and disregard fire res as long as it's higher then our negative chaos.
You could try this yeah, I'd be interested to see some experimentation with rat cage, it's a fun item but so difficult to work into a build
Please try it with The Retch. They just fixed a bug with Crown of the Pale King and the Retch so now it will properly leech from the damage done.
trying to get this to work on glacial hammer jugg. getting 0 instant leech in practice but 2k leech on pob. no idea wtf
90% Phys reduction is amazing to have, I have made some builds that utilized that and the game is not balanced around you having such massive amounts of Phys reduction.
Are sirius storms chaos or phys? You either get 90% reduction or straight up ignore it with tainted pact. That'd be broken.
Is there any other way to solve life sustain without the ami? I assume instant leech alone wouldn’t feel sufficient especially vs degens. I play elemental slayer so can’t give up the yoke of suffering slot.
Since the tattoo isn't limited to 1, there's potential there to use 3-4 of them and invest into regen without speccing into vaal pact
You've inspired me to try this
im testing strength of blood with my glacial hammer jugg with trauma support, since the jugg relies more on the life regen from untiring node. i have 0.5% of attack dmg leeched as life and 160% increased maximum total life recovery per second from leech.
according to pob this should give me 34% phys dr with the strength of blood keystone. inc max total life rec per sec is the only mod that increases the phys dr from the strength of blood keystone according to pob.
my questions are:
how long is the leech duration after i stop hitting? is it 5 sec or is it longer cause of the additional 160% max leech mod that i have? do i keep the phys dr during the leech duration after i stop hitting or do i only have phys dr while hitting?
would it matter if i had 2% of atk dmg leeched as life, since this is the cap i believe? do u think strength of blood makes sense on a trauma support jugg with untiring?
Leech duration is based on damage dealt, up to a maximum. Base maximum leech would be 5 seconds, and modifiers to 'maximum recovery per life leech' would increase the maximum cap on each leech instance but not the rate at which it can recovery per second, effectively increasing duration. However, you're unlikely to have any of that stat on a Jugg(it's the one found on the Slayer's Brutal Fervour node).
Leech by default is removed when you reach full unreserved life, unless you have a method to obtain overleech such as Immortal Ambition, Slayer, Ascendant Slayer, Petrified Blood etc.
The percentage of damage leeched as life is only relevant if you deal damage low enough that you're not reaching the leech cap(therefore increasing damage, or increasing the percentage of damage leeched as life would allow you to reach this cap per hit)
It can make sense, since leech is not a very relevant stat on trauma/bs Jugg as the recovery is coming from the self phys damage into regen, but investing into overleech etc. may not be worthwhile for what you're getting in return.
@@dreamcore_gg well so far i only invested the 80% max life rec tattoo and the jewel the doubles its effect to 160%. do u think its worth it on trauma melee jugg? according to pob its 34% phys dr. i dont notice much differnce while mapping in the regen btw
The only concept where I imagine SoB to be a sound choice is for a trauma stacker.
BS requires Ashes for scaling, so no game.
The new glacial hammer build archetype could be adapted and even benefit from the leech scaling of SoB + instant leech.
Takes off a lot of gearing pressure, and moves some of the tree.
Leech uptime is taken care of by the self hit leech flask. So that the slayer ascendency is not required.
Could work.
SoB is probably still bait, just my feeling. Tried it for 3 leagues to fit something together...
It'll be very close. You need to make use of Petrified Blood to get perma Leech and need to somehow get to 90% pdr without Vaal Pact because you'll need Untiring to stay alive because Tainted Pact might not cut it against 200k self dps.
@@ichmagbratwurst4999 yea, I was more thinking about solving leech using a mahux and a progenesis for hp multiplier.
I dislike the 5% less max hit... But it's a sound choice. Aurawise I don't know which one is better.
But the insta leech should allow us to fill everlasting sacrifice frequently enough. Maybe EB on a keystone swap is needed?
Rage sustain via the mastery and one large cluster. Take a zerker, BC jugg isn't that good due to unstoppable on the honoured tattoo. Steal untiring
@@ichmagbratwurst4999 PoB pobb[dot]in[slash]oYUm7LB1g0xb
Without incombat buffs (guard + zerk) we can take about 210 trauma stacks. At level 99 230. For around 17mil proj without totem and 37mil with totem (lingers). With melee hit and two projectile hits (nimis) were at about 110mil single target DPS. With flasks 170mil.
I chose molten strike over any other skill because it allows us to gain many poison stacks with only 40% chance to poison.
With the guard up we have 270k max phys hit FUN.
Budget around 20div crafting + 20div jewels + diallas (20div) + nimis (16div) and original sin (67div) = ~140div.
I used 90% true pdr last league with endurance charges stacking with enduring cry, it is very strong
I've done this first week of the league on Vaal Pact character and got so much free PDR it was insane.
Good ol' Writhing Jar Slayer, played it all the time long ago; especially for lab farming
Hmm.... makes me think about Rat Cage. 90% reduction for phys and fire hits? up to 300 life as well and a good amount of evasion... maybe not that bad of a trade-off
Can you do it with CI? Having 1 life still allow you to engage with overleech right?
Yes
this would also work really well with the rats cage
Yes! Finally someone is talking about. Slayer got such a massive buff this League.
How much % maximum recovery I need?
Additional physical reduction is not capped at 90% it was confirmed by chris and you can get 100% and will take no damage.
physical damage I mean and it is additive with endurance charges
This is incorrect - additional physical damage reduction is additive with itself and armour's physical damage reduction up to the cap of 90%
@@dreamcore_gg ARMOUR phys is capped at 90% additional phys reduction is not.
@@nicholasfigueiredo3171 That's just incorrect, I'm not sure what else you want me to say. All forms of direct damage reduction (resistance, PDR, damage type reduction such as armour applying to elemental damage via transcendence etc.) are capped at 90%. The only exception to that rule is less damage taken(if you can acheive a single stat that reaches 100% less damage taken by itself) or reduced damage taken which is additive but exceptionally rare to find.
Use scion with slayer and pathfinder for permanent uptime on a 15% of damage taken is leeched as life crafted flask mod. With a good amount of increases leech per second you will be afk tanky.
Maybe a video on "unconventional" defenses? As in, stuff that goes beyond block/suppress etc?
This is like turning the blade in my wound. Luckily I got to enjoy nigh-damage-immunity for a moment still last league.
"Vow Pact"
Lmao
That might be awesome for Trauma as well
there's a flask mod that gives y percentage of damage taken leeched. So, y just need a way to damage youself. To ignore the worm flask i mean
Hey dreamcore, i really like your content by learning how to build my own things defense-wise. Could you do some of those videos damagin wise? maybe like WUATU from woolfio but on your own format. Would appreciate it
I could yeah, atm I enjoy talking about more defensive mechanics because I think a lot of that doesn't get much attention here on YT, it's mostly how many millions of dps a build does
@@dreamcore_gg I mean, I see what you are saying but most people just do crit multi stacking and use something like a heatshiver to double damage. There is some exciting ways to scale damage as much there are different ways to be tanky, right?
Not working for me, i dont know why😓😓😓
Cant I just skip the whole need to use writhing jar by having a magebllod and a magic flask with "damage taken leeched as life durig effect"? Then, in theory all i would need to do is take damage?
It would depend on how much damage you take - would likely not be anywhere close to capping out leech
Just a question, doesn't vaal pact shorten the duration of the leech, effectivelly canceling out slayer's bonus? (also making it pretty much impossible to use with anything but a slayer)
No, vaal pact doubles the life recovery from leech per second, and doubles the maximum recovery you can receive from all leech instances
That's interesting, I wonder what's the "% additional phys reduction" mod interact with this 90% reduction, is it adding together? If that's the case, it's game breaking, you can get 8% phys reduction on rare body armour, and with one endurance charge (thru bench craft on ring or amulet, it's minimum so always up) you are immune to any phys damage, trauma is free, you don't have to use armour whatsoever, or you go transcendance on slayer.
All modifiers to additional physical damage reduction are additive up to the cap of 90%
the highwayman 💥 unfortunatly im an necro :D
side note: did you see that goofy build from legion where the guy played cyclone sabo with the less spell dmg taken shield and just ate Uber atziri blasts on hc because he had 100%? was lulz
Could also use a leech flask and hit yourself with Forbidden Rite to start Leeching
That is a bad idea because unless you intentionnaly have -60% chaos res, the leech will be over in less than 0.1 seconds. I tryied to do this when tainted packted first cameout and the best I could do was semi cwdt setup with skeletons and it was bad
@@minhocho5487 I ran FR to trigger my leech flask and it lasted about 3 seconds with 3% chaos resist. The only time I've had issues surviving the self damage is when using Awakened Spell Echo.
Every league I make a 90% pdr character and this league it was a slayer. I forgot they changed this keystone and it could have made it much easier. Lol
Wurm's Molt ?
This belt will increase the amount of recovery you can gain from a leech instance but won't increase the leech cap
@@dreamcore_gg Wurm's Molt increases the Total Recovery per second. Since a single instance recovers up to 2% max hp per second, and one instance can heal to up to 10% of max hp, the longest one leech instance can last is 5 seconds, right? With Wurm's Molt on a min roll (500%, times 5), and no increased Maximum Recovery per Life Leech stat in your build, you can leech up to 10% max hp/per second, effectively ending the leech instance in one second. That would mean that Wurm's Molt is actually a nonbo, because you are not leeching anyway (keystone) and your leech instance ends in 1 second. Do I get this right? Leech is so confusing.
@@s0ulcancer Leech is overly complicated I agree. The modifier on wurms molt doesn't change the duration of leech, but instead 'amplifies' or increases the recovery that each leech instance can provide per second. If the modifier was like that on slayer(inc max recovery per life leech) it would increase the total recovery cap on each leech instance, which would effectively increase the duration of the leech since the leech is still capped at the rate at which it can recover per second but now recovers a larger amount overall.
Finally! A genuine solution for massive Physical Damage Reduction ^_^
i hate the new strength of blood x) i was building around it for a build i wanted to make this league. but then as soon as i could afford to make it. i noticed they changed strength of blood. which really sucked for this particular build.
imagine the trauma stacking
Best poe content creator by far.
hah yeah been using this for a while pretty nuts
Trauma phis flicker?)
You are locked to Slayer, your recovery option is locked to that amulet, and that amulet pretty much provides nothing, you also wasted a slot for that jewel just so you can recover.
I'd rather just get phys damage taken as ele damage and you are not locked to anything.
Seriously tho, I thought you found some ground breaking mechanic with your video title.
The video might as well changed to "how to easily get 90% phys reduction with 3.22 mechanic".
That amulet provides one of the strongest recovery mechanics in the game when u build around it. I will say unforunately the only build that effectively uses the amulet well is boneshatter, but the amulet is insane for boneshatter. Outside being one shot you can't die with the recovery it provides.
You're not locked to Slayer, nor that amulet. You can just use Petrified Blood to get overleech, and use other methods like recoup or even instant leech (as mentioned in the video), to handle recovery. Damage taken as ele isn't something you automatically have either - that too requires you to dedicate a whole bunch of sources to stack it up. That 'locks' you in to those sources too. Also most sources of Phys Taken As only apply to Hits.
There aren't many sources of Phys Damage Taken As. Most of it is Phys Damage From Hits Taken as.
Leech can probably be solved by taking the instant leech node or using life gain on hit and avoid his janky amulet interaction.
You can also use forbidden flame/flesh; brutal fevour and go for champions since you only need that specific ascendency.
I don't usually play builds with leech, but you still need to hit your 120% max life leech/sec cap with actual leeching to get all the phys dmg reduction, no? Is this easy to do, to hit the cap being raised so high?
Yes, it depends on how much damage you are dealing with hits but for most builds it's trivial to achieve
You don't even need vaal pact and it's still broken