Disintegrate build showcase and rant

This is a showcase of my Fire Disintegrate spellblade against Aberroth. Why put it in Feedback and Suggestions? Because so many things are a problem here, my build description became more of a rant so I thought better make it a feedback post instead.

Spellblade actually has a ton of synergy with Ignivar’s disintegrate for an Int stacking setup. Even then the damage is mediocre (better than lightning) but defense is much worse (even though my lightning variant had 40% more damage taken from glass cannon). Two red rings (if I can find them) can probably help solve the defense problem but its worse damage unless you slam Int on them.

This fight in particular is super punishing for standing still and I feel Lucomancer should have atleast twice the current duration if we are expected to dodge this many autotracking DoTs.

In patch 1.1 channeling skills were changed to no longer stop mana regen and in exchange the base channel costs were increased. Earlier the %channel cost increase of stage 2 and 3 disintegrate was manageable due to its low base cost. I think the Devs have not adjusted the %channel cost increase with stage 2 and 3 properly inline with the changes which means disintegrate now has a ridiculous mana cost.

My initial plan was to add Firebrand as it looked like there is a very good synergy between the flat damage, more damage to enemies affected by spreading flame(which can be easily applied by disintegrate) and ward generation. It sounded good on paper but in practice trying to maintain firebrand stacks turned an already clunky setup into an unplayable mess (even with all the stack duration and refresh stacks nodes). If Disintegrate got a chance to proc Firebrand per second (similar to the Lightning blast node) Fire version would be much more viable because atleast the damage will be good. Those 3 nodes with Fireball look useless to me so would be good to replace them.

Also a note on Ward per second, its my first build heavily using this defensive mechanic (rather than Ward on hit, Uhkeiros, Exsanguinous mod, Vessel of Strife) and its not bad but the recovery is much weaker than other sources. I feel like all the sources of this could be buffed a little (1.3-1.5x) to make it a much more viable defensive option.

Also Fire Aura visual is horrible, I can’t see any ground effects clearly and these end up being the most dangerous. I know there is an adjustment of enemy DoT in 1.2 but still this visual effect covering the ground is very annoying.

To summarize the problems with Disintegrate: it has an inherent defensive drawback of standing still, as well as an offensive drawback of requiring 3 stages to reach its full damage. It does not deal enough damage to compensate these drawbacks. The mana cost is also way too high considering these drawbacks. While the rework has been fairly interesting, the skill needs major buffs to be competitive both defensively and offensively with other skills.

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