Ruby Fang FG Theorycrafting

But that’s all ignite stuff. What does that have to do with poison? It doesn’t really have a lot of generic damage over time increases. The only thing I see just quickly skimming is that Judgement has Anointed for more damage over time.

Also drop the rings for Double Sunreath implicit fire res/dmg then melee ignite, flat fire and fire over time. Can easily get 3 lp slam more ele over time etc and be a Dot king.

Nothing on sentinel will scale poison. Going damage over time to scale poison is choosing a weaker affix to scale posion which is a weaker dot. It’s double weak.

At T7 Ele over time is way stronger than T7 Damage over time. Sentinel has more multi for fire/ignite and fire pen.

I was looking at making a strong build using what has synergy then scaling resist to also add in poison stacks and make the set work.

The only interesting thing is if Ruby venom stacks would work to further scale ignite and poison dots. I love the idea of the set and will test it on my pally igniter but the set would be to compliment that not detract from it. If you try to scale poison instead it’s just going to be significantly weaker.

I guess the real question is instead of using this set what if you replaced it with something else would the build be stronger?

I guess my vision for the set would be Pally/Ignite having 1k+ ignite stacks and 500 poison stacks. The focus is still ignite/fire then trying to use the set for overall more damage over time by adding in another ailment.

I guess I just want some reason for a dumb build to exist. The fire res capping was that reason. Using it in an already good build with no synergy just seems like making a good build worse.

If the poison damage isn’t going to be that much anyway and we’re not getting serious benefit from the fire res, are we really going to waste pretty valuable mods on it? The suffixes where you can get fire res are all competing with health, health regen, armor, other resists, etc. If the fire res to poison isn’t the main focus of the build I can’t imagine that being better than just using real weapons/shields and having like 1000 more health. (number out of my ass, you get my point.)

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It’s not a dumb build it’s just there is no synergy for damage over time or poison in Sentinel. However my Pally Igniter will have probably 300+ fire resist naturally. It’s already part of the build without trying to stack it. So since it’s already there why not add in Ruby fang was where I was going with it. At least I’m not detracting much from the build and trying to build ontop of it.

Where FG you were robbing peter to pay paul.

Think this is just where it is. The posion damage won’t be much and it won’t benefit much from the fire res. It’s a shame it’s a cool set with ways to scale it just there aren’t any builds that work for it. Now if they changed the set to any hit instead of melee we would be able to cook more.

Likely this still a dead set sadly. Especially when looking at new items and synergy of new tech. Who knows many something will change a champion affix we didn’t see or something else with weaver. It’s a long reach though.

I’m probably just gonna play something really broken and try to break the game in new ways and any set shield affix will compete with the new super broken Majasa shield.

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Huh. I wasn’t sure exactly what you meant by that so I took a look and I get it now. There is just a lot of random fire res or elemental res you incidentally take if only to get your other resists capped.

I wish I knew what they were thinking when they made items like these. Like some of the cool looking uniques and sets are SO specific that they must have had some idea for how they’d be used and then you actually go looking for them and you come up empty, or you try what seems like THE way to make it work and it turns out to just suck like with the Bee Druid thing I tried. So did they test anything just to see if what they were putting in the game had some use or do they just throw out random ideas and hope someone else figures something out with them?

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Ok now that some time has passed and playing many different builds I want a poison build so this set came to mind again. Possibly Lich or Druid might work. One thing that is nice is the axe affix for melee attack speed and poison chance is a suffix so you can have double melee attack speed.

I’m first testing this idea leveling a Lich today with Harvest and using Aura of decay. You have a lot of poison and generic DoT nodes. Harvest also can have a chance to bleed based on Int. So you have this bleed poison melee build.

What’s interesting is that this set technically could make a meme melee harvst lich build work as it improves the build rather than detracting from it. I wouldn’t go out of my way to get fire resist it’s just the set would add to an already heavily based poison/bleed build.

I’d like to make this set work because it’s in interesting slots for melee and think we need to maybe forget about the shield affix of poison chance on fire hit. Just use an ability that has good poison synergy is what matters. It’s the set bonus and the axe affix that are really what is strong.

Just some ideas as I theorycraft and think maybe a Beastmaster could work too with aspect of the viper. Just wish we could use serpent strike without a spear.

I’m not sure if I’ll keep playing the Lich it has a lot of crazy good synergy but I refuse to use death seal and really want a Ward build. I want to play Harvest like a spellblade and generate tons of ward. That’s interesting. However I’d figure I mention it if you wanted to tinker some and didn’t mind death seal or different class options with this set.

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I actually ended up trying a Falconer version with Cinder Strike converting to ignite and giving fire res stacks… but it sucked. I couldn’t get it doing damage and it was squishy as fuck. I gave up shortly after reaching empowered monos. It wasn’t my favorite use for it anyway, so I guess whatever.

I suppose I could see Lich working. But since it’s getting a rework next patch anyway, I think I’d just wait until that.

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Yea Lich sure is annoying to play. I hope EHG just starts making abilities fun to use at lvl 1. I should toggle on Aura of decay and have no negative effects. Lich feels like you have to solve 5 problems for it to mechanically work which is bad. Which is also why now I’m gonna eat lunch and think about not playing it and just finding something fun.

I also figure I’d just list some thoughts in case I’ve missed something and someone has a good idea with what I’m cooking. I might just browse Arena top builds and get some ideas, I’m kinda annoyed because there is all this really cool gear I WANT to use but it just doesn’t work.

I really want a Seed/Wall of nothing Vessel melee build. I just can’t find the damage or Class to make it work. My Auradin uses Wall and vessel and it’s perfect but trying to find a melee build and add in Seed seems impossible. Ruby fang could work because of the slots so I’m free to use Wall/Seed and Vessel. Just can’t find a way.

Why do you want to use seed with wall of nothing/vessel? Doesn’t the damage taken from mana not work on ward? I mean I guess it still works after the ward goes away, they just don’t seem particularly synergistic.

I assume seed would just get used in a build that has a decent amount of mana but doesn’t really have a use for it. LIke maybe a Free melee + Healing Hands build since you could stack mana through attunement, it doesn’t cost mana, and Time and Faith could get you mana back. Or some equivalent thing in another class. Idk. The problem with doing it in Sentinel is it’s just hard to justify not using the crit reduction base.

Wall/Vessel is an endurance stacking HP regen build. Wall also has 16% chance to not be hit.

Seed has another 8% chance to not be hit, and 8% of HP as endurance threshold as well as flat health on the helm. I think those are great synergistic stats bolstering your chance to not be hit while increasing your endurance threshold to boost your ward decay.

The damage dealt to mana is just another layer and is protected by your endurance and most of your HP is covered by endurance. Not to mention a massive Ward shell. You basically would be 1 shot proof.

You got me thinking about it, and I think maybe the place for it is Shaman. You can stack a bunch of attunement to get mana and that also gives you HP regen and stun avoid.

Maybe something like this: https://www.lastepochtools.com/planner/olrJJX6Q

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Not real familar with Shaman where are you getting the HP regen? I was looking at Str staking on Beastmaster because Str gives HP regen. Or take that node and be a Shaman/Druid

It seems like Shaman has low endurance threshold can you get enough maelstrom stacks?

I think the goal of the build should be 1700+ endurance threshold and wouldn’t go crazy on stacking mana just have a way to regenerate it.

This build is also interesting to me because of the new OP small weaver idols that are Ward retent/War per second and Flat health and Regen. So Wall/Vessel double dip with them it’s super strong. (putting 2 of these idols on my Auradin Wall/Vessel build really upped my EHP)

Making an unkillable build with some new tech seems intereseting.

I wish I could use Seed on my Auradin but I need max mana for Aura. I also can’t take the HP regen blessing because I need the mana one. I just been having so much fun with a Wall/Vessel build it’s so strong. I wanted a build to really take it to the next level.

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Ironbark at the end of the tree gives flat HP regen per 3 attunement. I suppose I’m ok with dropping some points and fitting str into the build, going into BM for the %HP regen per str might also be good. Gathering storm does scale with both, so some kind of hybrid melee/spell thing seems possible.

I will also say, it’s not perfect, but you could run last bear 2 piece in a str stacking build. You don’t get the +30 str since you’re running wall of nothing, so idk if that’s worth it over just running it and some HP on the chest. I couldn’t do this in the shattered lance build for obvious reasons sadly.

Also, another random idea: I was playing a Soul of the Mountain Spriggand Druid and I was pondering using the boots that give you a bunch of stuff in Spriggand form in exchange for not being able to move. One of those things is a bunch of flat HP regen. I didn’t end up going for it for obvious reasons, but it might be interesting to try a Vessel/Wall of nothing setup there, you just don’t get to run soul of the mountain, so it’d be a bit of a different build. The seeds mana thing wouldn’t work though.

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Such a bummer shattered lance is in the relic slot.

I feel like this Season is the Hybrid health/ward regen season. I think people sleeping on Vessel builds and are obsessed with Shattered world or pure HP builds. Ward is still super strong and HP now is just strong enough to be perfect for Hybrid Ward setup.

Ahh thanks missed that.

Lucky for me, I’ll probably never have one, so I won’t have to make that choice. :stuck_out_tongue:

But actually, I’ve run into this problem with Red Rings. I dropped like 5 of them early in the season thanks to the imprinting thing and now any build I make I kind of just wonder “I could just be using red rings instead of whatever I picked.” Like I have Ocearon in that build because it makes sense right? But those COULD be Red Rings and I’m gonna be doing a lot of stat stacking anyway. However, more awkwardly, I could only get 1 LP on 2 of them so I did 2x T7 Str, so it’s not so great if I want to do a different kind of build.

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I really should mess with this ring more. I never really worked it into any of my builds. I’m not sure why. It really is a good ring. Gonna test some things with it.

Yea I’ve never used a Red ring. Right now I’m using a crab ring and am a big fan because of the swiftness, % armor, + 6 all stats and implicit Vita and flat regen. So I got +22 attunement from my ring. Some extra ward retention and all good things for the build.

I’m so torn on crab ring. Setting aside what the stats give you, the swiftness is nice, but it just feels wrong not having a roll.

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Ohhh another thought with the shaman build: There’s that new champion affix that gives Ward Decay Threshold and Ward/Sec per Maelstrom. Unfortunately since it’s an amulet affix it competes with the unique amulet, but maybe it’s worth it if I can get a good enough exalt with it. It’d be the more defensive option compared to the unique amulet.

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I might have figured it out by accident playing my sparkcharge spellblade. I’m using firebrand to buff my dragorath melee spellblade and then realized the node “insulation” provide 50 armor and 25% fire resist per stack. At 6 stacks that’s 150 fire resist right there most builds use 6 stacks. However you could opt into additional stacks.

I’m going to keep playing my sparkcharge version but I’m intrigued, because the mage also gets flat fire resist in their passive tree 24% and there is this cheeky idea using teleport with mirror images using the pale ox armor redirecting damage to them. In order to use this tech you have to take the fire resist to path over there anyways another 20%.

So just these skills/passives you would take is 194% fire resist. Not adding in any other gear like sunwreath, idols or anything. That’s a great starting point.

Now for scaling poison damage, you take glacier for the rime effect which gives you global 150% increased damage over time. So a nice built in buff to scale both your dots.

I think I’d play this as an ignite build though and use enchant weapon to detonate the ignites for more damage. This is just a super early build concept idea but it has some decent built in working parts where this set could work.

https://www.lastepochtools.com/planner/ApjwrOmB

Gonna keep leveling my spellblade (78 level) and mess around latter with it.

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