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Márkusz wrote:

As I see it sarn was already in a bad shape with offscreeners, trappers, miners oneshotting everybody, zerphi at least brings a change from the other direction.


Sorry I'm with Mulla on this one, at least the offscreen meta recquiered aiming. Now you just press one button and look at everything exploding around you.
there isnt much different between HoT and zerphi molten in terms of gameplay
"You have great power. You're right to be proud. It's unfortunate you have to die now, but I will honor you with 45% of my strength."
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Rupenus wrote:
there isnt much different between HoT and zerphi molten in terms of gameplay

Pretty much. Just arc and run around vs holding mouse2
Lavender or Leave.
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You'd better run.
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Yall should make CA builds and flood sarn with chaos degen, admittedly I'm using decay, but it seems to work on Killara at least. Considering you all actually make builds rather then just tack shit together like I do, it wouldn't take long for you all to make Sarn great again. On that note I got a +3 bow if anyone seriously wants to give it a go, I upgraded mine so it's just collecting dust at the moment anyways.
"That's nice cupcake" ~ Rlowe, 1984 - RIP in pieces, least we 4get
"""Everyone is an asshole and I'm awesome" ~ Mygalomorphae, 2016" ~ philophil, 2016" ~ Mygalomorphae, 2016
"Fuck." ~ Rlowe, 2017
"...post-ironic thread..." ~ Rlowe, 2017
Last edited by Alpha_Dragon on Jan 25, 2017, 3:55:39 PM
In breach variants to the cwdt zerphi setup are very common as well, all that I've seen so far are played by immature and probably not too smart people. Yesterday one of them was even complaining that another one was too laggy.

But the same (immature, stupid, sheeple) is also true for most of the elementalist golem players this league, only with less lag. I had a conversation with one today and from the way he talked ... I can only assume he was around 13 years old.

But suppose that the zerphi build wasn't know, those people would then just be playing some other bandwagon fotm easymode build and abusing the hell out of it. Instead of 3 cwdt lag builds + 2 elementalist golems in arena, there'd be 4 elementalist golems spawn farming sarn ladder + 1 rolling boulder build or some other.
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Márkusz wrote:
The braindead crowd is still not that strong with it, they tend to be squishy, so there are options to workaround them, it's just not suitable / confortable to everyone, or requires too much of a build change (embrace the oneshotmeta).

As I see it sarn was already in a bad shape with offscreeners, trappers, miners oneshotting everybody, zerphi at least brings a change from the other direction.


The first paragraph, I find to be very true. Despite extensive build guides by phil/salty and yourself, I have seen most Sarn imitators fail to perfect EA zerphis and MS zerphis. They usually have gear, gem, and playstyle problems.

The second paragraph, I take offense to it. Miners and trappers are among the weakest playstyles in the game. Due to extensive specialization in gear and skilltree, they are easily countered by offscreeners, by sufficiently fast attackers and casters. They have few useful Uniques and have to struggle to get acceptable mine and trap throwing and laying speeds. In addition, the Mine and Trap gems no longer doubledip, and the field and Cluster variants penalize doubledipping with a direct less damage penalty. Nevermind the fact that I am a bow miner who one shots people in Sarn with massive damage and doubledipped Aoe and Mine Damage ignites. :D

But seriously, traps and Mines need a revamp
IGN: ArborealTeapot [Standard]
~Your Happy Hugfriend~ (Not Hugfiend...)
A lot of the Zerphi/Scolds band wagoners are really weak. They ignore chaos resists and other means of survival. They simply thought they could live on the sheer mechanic of Scolds/Zerphi while they hit flasks. It's true there is some math to be done and a constant you have to keep for this build type to work. Though all in all it's still too strong a mechanic and for those that do have their characters optimized it's absolutely fucking reeeeeeeeetarded.

The idea of self procing trigger set ups is fine.

The fact they do mega shit tons of damage as trigger set ups...is a joke
The fact you can heal for 1000s per cast, basically instant heal every time you attack requiring people to 1 shot you within .xx of a second is a joke. If you have to literally kill someone in 1 hit during such a small window, are you kidding me? That shit is balanced for real?

Off screen frost wall fagboy meta was 100x more skill based then Zerphi/Scolds/HoT/Worms/CoC/Mjolnir/Derpcharge Juggernaut/anything trigger based.
GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
Last edited by MullaXul on Jan 25, 2017, 5:43:38 PM
"
Epee wrote:
The second paragraph, I take offense to it. Miners and trappers are among the weakest playstyles in the game. Due to extensive specialization in gear and skilltree, they are easily countered by offscreeners, by sufficiently fast attackers and casters. They have few useful Uniques and have to struggle to get acceptable mine and trap throwing and laying speeds. In addition, the Mine and Trap gems no longer doubledip, and the field and Cluster variants penalize doubledipping with a direct less damage penalty.


Still talking in the perspective of sarn arena, offscreening with selfcast/attack builds, constantly running away, can be an annoying playstyle that trappers amd miner tend to adapt, as they can deal lethal damage from further than arrow range. Most of the factors don't even come to play when they go glass and all that matters is how much damage they stack, and they have a warp to run away with, which sadly also tends to be the most powerful playstyle in sarn, that can score kills on any minmaxed broken zerphi or CI fulltank character.

Double dipping was never as much of a problem as T value bypassing in PvP, which is a much less known mechanic. Cluster and minefields, as they were introduced without any care given to their effect on the formula, can mean multiple hundred percent worth of more damage multipliers in PvP, fully countering their drawbacks.
IGN: Márkusz
My builds: thread/1600072
( •_•)>⌐■-■
(⌐■_■)
"
Márkusz wrote:
"
Epee wrote:
The second paragraph, I take offense to it. Miners and trappers are among the weakest playstyles in the game. Due to extensive specialization in gear and skilltree, they are easily countered by offscreeners, by sufficiently fast attackers and casters. They have few useful Uniques and have to struggle to get acceptable mine and trap throwing and laying speeds. In addition, the Mine and Trap gems no longer doubledip, and the field and Cluster variants penalize doubledipping with a direct less damage penalty.


Still talking in the perspective of sarn arena, offscreening with selfcast/attack builds, constantly running away, can be an annoying playstyle that trappers amd miner tend to adapt, as they can deal lethal damage from further than arrow range. Most of the factors don't even come to play when they go glass and all that matters is how much damage they stack, and they have a warp to run away with, which sadly also tends to be the most powerful playstyle in sarn, that can score kills on any minmaxed broken zerphi or CI fulltank character.

Double dipping was never as much of a problem as T value bypassing in PvP, which is a much less known mechanic. Cluster and minefields, as they were introduced without any care given to their effect on the formula, can mean multiple hundred percent worth of more damage multipliers in PvP, fully countering their drawbacks.


All very true.

GGG, the ADA of gaming....huuuur i gotz mai skilz.
IGN: MullaXul
"
Márkusz wrote:
"
Epee wrote:
The second paragraph, I take offense to it. Miners and trappers are among the weakest playstyles in the game. Due to extensive specialization in gear and skilltree, they are easily countered by offscreeners, by sufficiently fast attackers and casters. They have few useful Uniques and have to struggle to get acceptable mine and trap throwing and laying speeds. In addition, the Mine and Trap gems no longer doubledip, and the field and Cluster variants penalize doubledipping with a direct less damage penalty.


Still talking in the perspective of sarn arena, offscreening with selfcast/attack builds, constantly running away, can be an annoying playstyle that trappers amd miner tend to adapt, as they can deal lethal damage from further than arrow range. Most of the factors don't even come to play when they go glass and all that matters is how much damage they stack, and they have a warp to run away with, which sadly also tends to be the most powerful playstyle in sarn, that can score kills on any minmaxed broken zerphi or CI fulltank character.

Double dipping was never as much of a problem as T value bypassing in PvP, which is a much less known mechanic. Cluster and minefields, as they were introduced without any care given to their effect on the formula, can mean multiple hundred percent worth of more damage multipliers in PvP, fully countering their drawbacks.


Ya the few times I can't outright 1 shot somebody with my single bear trap, I have to switch to cluster.

It's hard man. Most of my sockets are empty too.

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