I don't follow. I haven't looked as his pob, but I can't imagine Ancestral Cry making much of a difference...in pob. It's a qol with some amount of unreliable armor.It gets better when you look at Carn's PoB and turn off Ancestral Cry completely.
There's no instant cries anymore without the ancestral cry gem. I think that's the basis for the QQing.Isn't this a really easy fix? Just manually hit ancestral cry.
Yeah if I had better DPS I think it would've been super easy, almost like that I got to learn it though. Hopefully I'll have a better understanding/build this coming weekend when the new league starts.The grey/red color scheme combined with all the shit going on gets pretty rough. I didn't even know there was shocking ground until three leagues after my first kill.
I went on my summoner this league and forwent the wisp forest and it's amazing how much simpler the game feels when the mobs aren't wisped up. Just cruising through shit at mach 1 on my starter with like 5D in gear who I never optimized. Hopefully it's more of a return to that this league.
I feel like they probably will end up giving an option to disable it, only because it seems like itll become annoying pretty quickly. I also don't really know how stubborn GGG is though, so they may just say deal with it.It basically has to. They set up this league mechanic such that you can't ever pretend it doesn't exist or otherwise not interact with it. If going through the campaign with haunted mobs is like putting a bunch of wisp juice on top of everything they'll be emergency nerfing in the first hour. The difficulty has to scale up later and even then if people get to white or yellow maps and the difficulty bricks their character that won't work either.
I think this has a MUCH more favorable scaling factor. It seems like there is tiers to the haunted modifiers and you only get so many at sub map level. Wisps were bad because it was the same modifier at all levels across the board, just the number of mobs that got affected changed.
So I'm thinking this will be much smoother as they learned from not adjusting mechanics for early game. Also they have a corpse tier system so it'd make sense to have modifier tiers on the haunting as well.
Meta's already on DD archmage. I've tried a lot of variants of it over the years, never been quite satisfied with a solution to the 1-2 combo. The corpse requirement almost always adds an unsatisfactory delay to clearing.
Ice nova and Frostbolt have always been strong, it's the clunk that has kept it out of meta. Since DD has the same clunk but scales even better off shit gear, nobody really talks about it. Heirophant, Archmage, Ivory Tower, Kitava's Thirst, scaling strength and int, it looks like ~20M DPS on what I call "starter" gear. "starter" mean nothing over 10s of chaos per slot unless you absolutely need it for the build to function.
There were a few things I couldn't solve that kept me from investing further:
- The "nearby" targeting on Ice Nova is extremely liberal. I could have Frostbolts travelling in the opposite direction, approximately half a screen away, and the Ice Nova would attach to them. It was really frustrating for killing stragglers.
- The 50% proc rate meant sometimes you were stuck casting(and repeating) an Ice Nova on yourself. This would happen occasionally in indoor maps as Frostbolt from the previous pack were likely to not travel around corner or into the next room. Automation support might actually help here as you could put something with a short cooldown and jack up its cost to 100 in order to spew out as many Frostbolts as possible. Vortex used to fill this role in these types of builds back when it was instant. But it was also kinda shit at it since it ate Frostbolts.