In order to run 4pc Inna´s(3pc+rorg) you have to give up too much and imo even the new resist mantra isnt worth the trade. At least for endgame aka high tier grifts. I guess we agree that we either go for 6pc(5pc+rorg) strombreak or some sort of 2h woku build.
In case of stormbreaker there is already no room for inna´s. For a 2h woku setup you want the madstone. Which would leave you with chest, pants and belt. Going for this cuts aughilds and crimsons and both 3pc setbonus are so strong for these builds. Also for belt slot you have so many good options with things like witching hour, harrington, string of ears or the new cdr belt. In total thats imo much better then what inna´s 4pc offers.
I run 3 piece innas 3 piece 1k storms I do 1.7m paper doll dps (2 people in group with sader attack speed buff) with 28mil toughness. my friends and I wreck t6 with little issue and they love the buffs innas provides. I dont see why people think so poorly of it. I also like the 1% damage per stack legendary gem with innas because you can keep it stacked with sweeping wind.
Getting the 20% to all resist you need a space at your skill bar, now with full inna you don't need this space and you can replace with other skill, so in that point of view, it would be really usefull. Also it will have a rune with Dodge, so you can be happy for it too.
what you say is true but if it were armor instead of resist wouldn't that be better? I am not disappointed in the loss of dodge so much as it is a big toughness loss (roughly 6mil toughness for mantra of evasion). I don't even know what I will be getting as an activate for the new mantra, and I like the shield I get with my current set up. I just don't think that a resist mantra was the right way to go.
Dodge was a bad indicator at thoughness since it was some damages that you could evade. It was over rated. Don't meassure your survive just in that value, it is like your damage. It is really bad measured.
To get more DPS you get more elite damage and elemental damage. To get more survivality you try to get more resist, armor, reduction melee and ranged and also healing from life regen, loh and life after kill for example. Also if you have low life you will have lower thoughness, so that meassure of thoughness really sucks since it is not as effective as it should be.
Damage isnt an issue untill 32/33. With madstone you can pop up to 4 decoys from a single sss.
That's more than likely a bug that'll get fixed.
They already fixed the bug were fulminating onslaught was spreading EP to all mobs by the AOE which in turn in with a lot of mobs you could spread EP and spawn a lot more clones. Im positiv its working as intended atm and not a bug at all.
Madstone's EP proc'ing Monkey King bonus, no way that's intended when those EPs don't cost any spirit.
perhaps with the promised buffs to WoL & internal AS for generators we wont be forced into CDR builds for high rifts. In that case I can see Innas playing an important part in bring up our toughness without sacrificing damage. and in solo play you get atleast +15% damage from unity (3 mantras effecting your follower)
Doubt that bcuz more innerate ias form generators and even higher damage on WoL doesnt solve the survivability issues on higher grifts. Damage isnt an issue untill 32/33. With madstone you can pop up to 4 decoys from a single sss. Without failry low cooldowns on Serenity, SSS and Epiphany the incoming damage gets out of control past ~28. At least thats my experience from current ptr.
oh does the madstone EP application spend spirit for each EP? What if you dont have enough spirit? doesnt apply EP?
Madstone makes SSS applies EP just using the cost of SSS.
The bug using SSS/Fulmination Onslaught instead of applying 7 EP applied around 70-90% of all mob a hand which could be around 30-40 EPs on all monsters if the mob had 50 monsters... Totally and exploit.
Madstone's EP proc'ing Monkey King bonus, no way that's intended when those EPs don't cost any spirit.
4 clones is the max IF your SSS hits at least 6 mobs with the 7 possible attacks. Most of the time you end up with 1 maybe 2 extra clones. In order to make this work you need:
New Madstone and doesnt have the benefit from new Leorics
3pc woku set incl. a good amulet which is still hard to come by
Flow of eternity to lower the cd on sss and going for the physical rune so you trade some of your sss damage for the decoys
Sure the synergy in terms of survivabilty is pretty strong for higher grifts bcuz you can stack another defense cooldown which provides decent damage but its far from being gamebreaking. In terms of raw damage output its still behind stormbreaker and like i already said they fixed the bug involving fulminating onslaught. So if this would be a bug why didnt they fixed it as well? Blizzard should be aware of this bcuz there where already posting in the ptr feedback forum and on reddit.
Oh so nice so each palm added spawns the clone, didn't thought that! It is ment to work like that?
Agree, as it was being discussed on other threads we are OK till tier 24-25 but after it we are missing more survivality and more damage which can't be sinergiced since it is a trade-off between damage or thoughness.
Still missing a viable build for higher torments where don't need to face mobs to skip their damage.
I think that generators still need a DPS boost and also our spenders that deals damage, need a boost too.
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To get more DPS you get more elite damage and elemental damage. To get more survivality you try to get more resist, armor, reduction melee and ranged and also healing from life regen, loh and life after kill for example. Also if you have low life you will have lower thoughness, so that meassure of thoughness really sucks since it is not as effective as it should be.
The bug using SSS/Fulmination Onslaught instead of applying 7 EP applied around 70-90% of all mob a hand which could be around 30-40 EPs on all monsters if the mob had 50 monsters... Totally and exploit.
To have a ggooddmg with sunwuko you need yo have a lot of holy dmg? I want to test Madstone + Sunwuko + 3 secs of cd at SSS.
Still missing a viable build for higher torments where don't need to face mobs to skip their damage.
I think that generators still need a DPS boost and also our spenders that deals damage, need a boost too.