3.26 | Banner Slammer | SSFHC | 25M DPS with No Uniques | 150M+ Deep Endgame | T17 Viable Confirmed!

PoB not working for me, says it is incompatible. (I am using fork updated as of June 12)

Mebbe I am dumb. Am I dumb? :(
The updated tree is in the beta version. If you go to Options-->opt-in to weekly beta test build it should update.
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lamaikyl#5875 schrieb:
Do you know if the banner maim can be supported by maim support for increased phys damage taken and would that scale with banner aura effect? i think the old flesh and stone had something like that and it did scale.


Sadly, it doesn't work. This was one of the nodes on the tree that actually launched this idea for me. The banners themselves cannot link with maim, so maim support does not interact with the gem. Plus, the passive seems to suggest that enemies are afflicted by the debuff, rather than the buffs casting it anyway.

Would be cool if it worked, but it's probably for the best. If Maim support worked on banners, it would probably reinstate "mandatory ancestral totem" playstyle on every melee build version 2.
Really tempted to start this but a little conflicted with whether or not I should do earthshatter or maybe do Vaal ground slam and take the adrenaline node/fortify attack speed instead of master of metal.
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Really tempted to start this but a little conflicted with whether or not I should do earthshatter or maybe do Vaal ground slam and take the adrenaline node/fortify attack speed instead of master of metal.


I have reservations about Ground Slam working like that. Adrenaline can be sourced on Tanu Ahi, and the healing from the adrenaline node is not too useful because we have the capacity to pop a 75% instant heal from deploying a banner if we choose to slightly alter passives for it.

I am also hesitant about fortification stacking because of suffix pressure and the loss of impale scaling. Going Ground Slam seems to imply just completely losing a layer of offensive scaling. The upside is that fortify stacking would make you more durable against hits, but if it comes at the cost of making it impossible to sustain mana costs (replica badge) or sacrifice your resistances with no banners up, that's a little bit of a problem. Plus, foritfication stacking is anti-synergistic with the adrenaline node. If you keep stacking DR, it's incredibly hard to trigger low life status, which means having to fit Corrupting Fever into the build somehow, which is difficult because the build already so efficiently utilizes each gem socket.

Plus as a tertiary thing, we already intimidate everything automatically and have the option to specialize in ailment purges early and have multiple possible ways to go fully ailment immune, so that node further loses more value.

Ground Slam is not a bad skill by any means. I just don't have a seemingly clever way of scaling its damage quite as much yet.

I kind of wonder if a crit-based variant of this build for Ground Slam is possible, especially now that we can't build resistances on weapons, which in theory kind of nudges crafting in that direction. Worthy Foe, in late game setups, does about as much DPS as Master of Metal (albeit without an armor steroid). Since we're taunting often (but only on things near us, really), dropping PT, impale nodes, and going crit MIGHT do something useful.

Then again, this conflicts with the idea of using the +2 mace to ensure uptime on all swings because a crit base would probably be necessary, so this maybe implies taking more warcry CDR somehow...

Hopefully this outlines why I think Ground Slam kind of falls apart without much greater investigation. I've been focused on seeking optimizations for the current setup, so I haven't been able to rub my brain cells together on it too much yet.
Zuletzt bearbeitet von seikikoo#3400 um 13.06.2025, 03:02:32
Can you really place 3 banners and each banner will be max stage?
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kelhebe#6884 schrieb:
Can you really place 3 banners and each banner will be max stage?


Depending on gear and number of warcry CDR tattoos you'll realistically be at ~15-20 passive valour per second from shouts and you'll generate them slowly through kills as well. For any circle mechanic (like Ritual) you'll have 1 out before you start and the 2nd out before mobs even spawn most likely.

If you're zooming through a map with Defiance Banner you get the 3 second linger so as you run out of the area you get 63 valour back, then in 2-3 seconds you'll be capped again. If you're not stopping to kill anything you'd just be using Defiance Banner by itself to run around, like the heisters using the tech. I saw a comment that the lingering buff isn't full aura effect but I don't really understand the mechanics of that.

One issue that might make it feel not smooth that I saw in the comments is that you must actually leave the banner's radius to get the 63 valour back. You can't pick up the banner when you're done fighting to get the 63 valour. There will probably be a maximum AoE that feels "right" when mapping to target and going over that will feel not as good.
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Depending on gear and number of warcry CDR tattoos you'll realistically be at ~15-20 passive valour per second from shouts and you'll generate them slowly through kills as well. For any circle mechanic (like Ritual) you'll have 1 out before you start and the 2nd out before mobs even spawn most likely.

If you're zooming through a map with Defiance Banner you get the 3 second linger so as you run out of the area you get 63 valour back, then in 2-3 seconds you'll be capped again. If you're not stopping to kill anything you'd just be using Defiance Banner by itself to run around, like the heisters using the tech. I saw a comment that the lingering buff isn't full aura effect but I don't really understand the mechanics of that.

One issue that might make it feel not smooth that I saw in the comments is that you must actually leave the banner's radius to get the 63 valour back. You can't pick up the banner when you're done fighting to get the 63 valour. There will probably be a maximum AoE that feels "right" when mapping to target and going over that will feel not as good.


how can you calculate the 63 valour return?
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kelhebe#6884 schrieb:

how can you calculate the 63 valour return?

You have 105 valour max on the placed banner and get 30% back from leaving the area. then you have 100% increased valour gain from tree:
105*0.3*(100%+100%)=63.

I think the "4% inc. dmg on auras" - redeemer mod for the 2h weapon works with banners. It might be great to try to redeemer slam it on a decent weapon as a suffix. the chance is about 1/10 to hit it, but the other outcomes are almost all ok as well (explode or movement speed)
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kelhebe#6884 schrieb:
Can you really place 3 banners and each banner will be max stage?


Depending on gear and number of warcry CDR tattoos you'll realistically be at ~15-20 passive valour per second from shouts and you'll generate them slowly through kills as well.


I have updated the POB to include possibilities for pushing valor even further. I didn't realize runegrafts were in game. One of them basically gives this build 20% more valor per second multi. 30 valor/sec is on the table.
Zuletzt bearbeitet von seikikoo#3400 um 13.06.2025, 17:29:44

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