Without paying attention to the rotation, the uptime of the right element is 25%. A perfect 200% CoE equals to 50% independent damage multiplier on average, which is already better than a perfect SoJ.
My suggestions to further utilize the power of this ring:
1) Stack up resource during the rotation preceding the right element. Spam the spenders when the right element is up.
2) For builds with long cooldown nukes (e.g. Jade WD), use the nukes during the right element.
3) (Theory) If there are builds that use spenders with different elements, the ring can be very powerful if one can cast the respective spenders during the right rotation. Though in practice, I am not sure if there are any builds work this way currently. (I am theorycrafting a multi-element WD build but it needs more work to make it really feels good. :P)
IMO, there are several problems with building around this.
First, the 50% average only counts when mobs have enough health. While this is probably for high grifts, I just want to mention this does not apply for T6/low grifts, where you (almost) oneshot things. On those levels, having something like 20% permanent might make you oneshot everything, while the "50% average" will overkill mobs by more than 100% active, while maybe not oneshotting them when not active.
The next problem for this ring, is the limited amount of skills we have (6). To get the most out of this, you need 4 good damage skills with different elemental types to cycle throug, only leaving you 2 "support skills". Most current builds are build around 1 damage skill, and support skills to get the most out of it. Using inefficient skills to cycle with CoE will probably lower your damage. Example of what I mean: if you have a look at carnevil WD, poison dart deals your damage. Because of the build (fetishes shoot darts, with pierce), you multiply your damage by at least 23 on single target, more on groups because pierce. So, you need fetish army and poison dart already. You need something to proc your set (damage almost *4), so the piranhas are needed, leaving you 3 slots for other elements, so it could still work. However, haunt giving you 20% more damage (fetishes will attack for 100% when not using poison darts, so 85%weapondamage from poisondart*23 from fetishes*3.75 from zuni set=around 7.3k% weapondamage*1.2 from haunt=8.8k% weapondamage), you would need (with 200% on CoE, ignoring any other % to that damage on gear) a skill that does 8.8k%/3=almost 3k% weapondamage, to make it worth replacing haunt. If it is a DoT, you can apply it once and shoot dart again, so it might be a little less, but since you will have to pay attention to the CoE cycles, it will be hard to find a good skill AND use it correct, to outperform haunt. 2 skills left. BBV is just such a huge boost, even more in party, the calculation gets even worse. Because of cooldown, it might turn out around the same 3k% the skill does (in party, nothing comes close). And you need spirit walk to survive, so you probably can't add all elements.
This is the main issue with sets, if that 3.75 multiplier wasn't there (or worked in another way), you could drop piranha, and the replacement skills would only need to do around 780% damage. In this calculation, I did not consider you fetishes will die faster (melee attack instead of ranged), the damage from your own poison dart, the poison damage you have on bracers (and maybe amulet).
But, I can be totally wrong here and it might work out, I keep checking builds to find the next "big thing" and it often takes months (some even over a year) to find the strongest setup. So I wish you the best of luck and hope to play with your build soon
PS: For a tal rasha wiz, you need all 4 elemental types to proc your meteor and the damage multiplier for your set anyway, so this ring is strong in builds like that. You use your main damage dealer as much as possible, and try to spam the other only to keep you set buffs up, procing the meteors with the CoE rotation.
PS2: Since you can't use focus/restraint in some builds (wd needs rorg), CoE is probably still the best, even if you only use 1 damage type
It is kind of gimmicky build at the moment. I am not sure if it will ever become good. Anyway, I threw it out and chance is that someone maybe able to figure out an improved version, or may make it work with other classes.
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https://www.youtube.com/watch?v=JS3kIVNvi0Q
Without paying attention to the rotation, the uptime of the right element is 25%. A perfect 200% CoE equals to 50% independent damage multiplier on average, which is already better than a perfect SoJ.
My suggestions to further utilize the power of this ring:
1) Stack up resource during the rotation preceding the right element. Spam the spenders when the right element is up.
2) For builds with long cooldown nukes (e.g. Jade WD), use the nukes during the right element.
3) (Theory) If there are builds that use spenders with different elements, the ring can be very powerful if one can cast the respective spenders during the right rotation. Though in practice, I am not sure if there are any builds work this way currently. (I am theorycrafting a multi-element WD build but it needs more work to make it really feels good. :P)
Any other suggestions?
IMO, there are several problems with building around this.
First, the 50% average only counts when mobs have enough health. While this is probably for high grifts, I just want to mention this does not apply for T6/low grifts, where you (almost) oneshot things. On those levels, having something like 20% permanent might make you oneshot everything, while the "50% average" will overkill mobs by more than 100% active, while maybe not oneshotting them when not active.
The next problem for this ring, is the limited amount of skills we have (6). To get the most out of this, you need 4 good damage skills with different elemental types to cycle throug, only leaving you 2 "support skills". Most current builds are build around 1 damage skill, and support skills to get the most out of it. Using inefficient skills to cycle with CoE will probably lower your damage. Example of what I mean: if you have a look at carnevil WD, poison dart deals your damage. Because of the build (fetishes shoot darts, with pierce), you multiply your damage by at least 23 on single target, more on groups because pierce. So, you need fetish army and poison dart already. You need something to proc your set (damage almost *4), so the piranhas are needed, leaving you 3 slots for other elements, so it could still work. However, haunt giving you 20% more damage (fetishes will attack for 100% when not using poison darts, so 85%weapondamage from poisondart*23 from fetishes*3.75 from zuni set=around 7.3k% weapondamage*1.2 from haunt=8.8k% weapondamage), you would need (with 200% on CoE, ignoring any other % to that damage on gear) a skill that does 8.8k%/3=almost 3k% weapondamage, to make it worth replacing haunt. If it is a DoT, you can apply it once and shoot dart again, so it might be a little less, but since you will have to pay attention to the CoE cycles, it will be hard to find a good skill AND use it correct, to outperform haunt. 2 skills left. BBV is just such a huge boost, even more in party, the calculation gets even worse. Because of cooldown, it might turn out around the same 3k% the skill does (in party, nothing comes close). And you need spirit walk to survive, so you probably can't add all elements.
This is the main issue with sets, if that 3.75 multiplier wasn't there (or worked in another way), you could drop piranha, and the replacement skills would only need to do around 780% damage. In this calculation, I did not consider you fetishes will die faster (melee attack instead of ranged), the damage from your own poison dart, the poison damage you have on bracers (and maybe amulet).
But, I can be totally wrong here and it might work out, I keep checking builds to find the next "big thing" and it often takes months (some even over a year) to find the strongest setup. So I wish you the best of luck and hope to play with your build soon
PS: For a tal rasha wiz, you need all 4 elemental types to proc your meteor and the damage multiplier for your set anyway, so this ring is strong in builds like that. You use your main damage dealer as much as possible, and try to spam the other only to keep you set buffs up, procing the meteors with the CoE rotation.
PS2: Since you can't use focus/restraint in some builds (wd needs rorg), CoE is probably still the best, even if you only use 1 damage type
Thanks for the reply!
Actually I did consider the points you mentioned. Right now the multi-element build I suggested is only experimental. I started another thread for my test result with my WD: http://www.diablofans.com/forums/diablo-iii-class-forums/witch-doctor-the-mbwiru-eikura/116045-experimental-build-coe-multi-element-wd
It is kind of gimmicky build at the moment. I am not sure if it will ever become good. Anyway, I threw it out and chance is that someone maybe able to figure out an improved version, or may make it work with other classes.