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WARDLOOP | Mechanics Explained in Detail | Examples Inside | PoE 3.17 Archnemesis скачать в хорошем качестве

WARDLOOP | Mechanics Explained in Detail | Examples Inside | PoE 3.17 Archnemesis 3 years ago

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WARDLOOP | Mechanics Explained in Detail | Examples Inside | PoE 3.17 Archnemesis

As Wardloop Builds seem to be somewhat META in the Archnemesis League I made this video explaining the entire mechanics behind the archetype the best I can. If you prefer a written version: The main concept behind wardloop builds is that we use Summon Skeletons, have their duration run out at a set time and take damage from that by utilizing the Ring "Heartbound Loop". We couple this with a Forbidden Rite linked to a low level CWDT Support. Forbidden Rite then deals even more damage to our character. The FR damage combined with the damage we take from the Heartbound Loop enables us to proc level 21 CWDT Supports so we can cast the most powerful spells we want four to five times per second. Since Summon Skeletons have a base duration of 20 seconds we have to reduce that by a lot. We use three to Dust jewels and Anomalous Minion Speed coupled with a Less Duration Support to achieve the exact duration for our skeletons that we want. If we have 0% Cooldown Recovery Rate we need to reduce the Skeleton Duration to 232-264ms. Starting at 9 CDR we need to hit 199-231ms. And at 27 CDR we need to hit 166-198ms. You can also go for the next breakpoint, which would be 52 CDR, but that is very hard to achieve and in most cases impractical, since there are opportunity costs attached. Starting from level 11 Summon Skeletons spawns 3 skeletons. From level 21 onward it spawns 4 skeletons. A level 21 Cast When Damage Taken Support requires 3580 damage taken to proc. A level 21 DIVERGENT Cast When Damage Taken Support requires 2864 damage taken to proc. Example Calculations: 2 Heartbound + LVL 11 Skeletons 2 x 3 x 420 = 2520 3580 - 2520 = 1060 Forbidden Rite deals 40% of Maximum Life as Chaos Damage Since FR deals Chaos Damage, it scales with Chaos Resistance. At -60% Chaos Resistance it then deals 64% of Maximum Life as Chaos Damage. So to get FR to deal at least 1060 Damage your Character needs to have at least: 1060/0.64 = 1657 Life. Meaning if you are using 2 Heartbound Loops and a level 11 Summon Skeleton Gem you need to have -60% Chaos Resistance and at least 1657 Life to proc level 21 CWDT setups. Your Links for this example would look something like this: LVL 16 CWDT - LVL 18 FR - Curse - Anything LVL 5 CWDT - LVL 11 Anomalous Summon Skeletons - LVL 19/20q Less Duration - LVL x/20q Anomalous Minion Speed LVL 21 CWDT - ANY SPELL YOU WANT --------------------------------------------------------------------------------------------------------------------------- 1 Heartbound + LVL 21 Skeletons 1 x 4 x 420 = 1680 3580 - 1680 = 1900 1900/0.64 = 2969 Life required Your Links for this example would look something like this: LVL 12 CWDT - LVL 15 FR - Curse - Anything LVL 21 CWDT - LVL 21 Anomalous Summon Skeletons - LVL 19/20q Less Duration - LVL x/20q Anomalous Minion Speed LVL 21 CWDT - ANY SPELL --------------------------------------------------------------------------------------------------------------------------- 1 Heartbound + LVL 11 Skeletons + Divergent CWDT 1 x 3 x 420 = 1260 2864 - 1260 = 1624 1624/0.64 = 2538 Life required Your Links for this example would look something like this: LVL 9 CWDT - LVL 12 FR - Curse - Anything LVL 5 CWDT - LVL 11 Anomalous Summon Skeletons - LVL 19/20q Less Duration - LVL x/20q Anomalous Minion Speed LVL 21 (20/19) DIV. CWDT - ANY SPELL --------------------------------------------------------------------------------------------------------------------------- 2 Heartbound + LVL 21 Skeletons + Divergent CWDT 2 x 4 x 420 = 3360 This is more than the 2864 required for a LVL 21 Divergent Cast When Damage Taken Support Your Links for this example would look something like this: LVL 21 DIV. CWDT - LVL 21 Anomalous Summon Skeletons - LVL 19/20q Less Duration - LVL x/20q Anomalous Minion Speed LVL 21 (20/19) DIV. CWDT - ANY SPELL --------------------------------------------------------------------------------------------------------------------------- To not take any of this damage we are utilizing the Unique Flask Olroth's Resolve. The Flask makes it so ward does not disappear once we take damage. This means we reduce any incoming hit by the amount of ward we have. We then stack ward high enough to mitigate all our self-damage. To not die, we have to have 100% Uptime on this Flask. This is achieved through various means, namely a Timeless Jewel wtih the Balbala mod, which gives us The Traitor Keystone, Flasks gain x charges every x seconds and a big amount of Increased Flask Charges Gained as well as Increased Flask Effect Duration. timestamps: 0:00 0 - intro 0:23 1 - Loop Concept 1:01 2 - Why Anomalous Summon Skeletons 1:57 2 - Reducing Skeleton Duration 2:31 3 - CDR 3:10 X - Loop Summary 3:51 4 - Beginner Example 5:20 4 - LVL 21 Skeleton Example 5:48 X - When you have too little Ward 6:18 4 - Divergent CWDT Example 6:57 4 - Divergent CWDT with 2 Rings 7:11 X - CWDT LVL Warning 7:42 5 - WARD 8:27 6 - Flask Stuff 9:04 6 - Flask Modifier Sources 9:44 42 - Outro

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