Patriarch Champ - 12k life Survival Wolf Barb

TopHatCat64

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Patriarch Champ - 12k life Survival Wolf Barb

Patriarch Champ

Stats
Code:
Lvl 95

Feral rage damage: 1359-2621
AR: 2816
5 fpa

Life (in wolf form): 12036
Resists: 75/80/85/75
Defense: 22794
5 frame fhr

Str: 66 | Dex: 20 | Vit: 474

Skills
20 Battle Orders
20 Natural Resistance
20 Shout
20 Iron Skin
20 Axe Mastery
3 Increased Speed
1 Battle Command

Fighting Gear

Code:
Wolfhowl 'Ber'
Mara's
Zod-bugged Eth Runemaster 'Ber Shael Shael Shael res jewel of ias'
Shaftstop 'Ber'
Stormshield 'Ber'
Blood Clutches crafted gloves*
Thundergod's Vigor
Wraith Tread rare boots*
Order Knot rare ring*
Bitter Finger rare ring*
Switch: 'Heart of the Oak' Flail / 'Heart of the Oak' Flail
28 resist sc's w/ 20 life | 2 resist sc's w/ 5fhr

Might Merc: Reaper's | 'Fortitude' Archon | Guillame's

Wolfhowl
Fury Visor
Defense: 359
Durability: 35 of 35
Required Level: 79
Required Strength: 129
Fingerprint: 0xe027162
Item Level: 88
Version: Expansion 1.10+
+3 to Warcry Skills (Barbarian Only)
+6 to Werewolf
+6 to Lycanthropy
+3 to Feral Rage
+138% Enhanced Defense
+15 to Strength
+14 to Dexterity
+15 to Vitality
Damage Reduced by 8%
Level 15 Summon Dire Wolf (18/18 Charges) 1 Sockets (1 used)
Socketed: Ber Rune

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0xc6d42166
Item Level: 81
Version: Expansion 1.10+
+2 to All Skills
All Stats +5
All Resistances +29

Rune Master
Ettin Axe
One Hand Damage: 164 - 332
Indestructible
Required Level: 72
Required Strength: 135
Required Dexterity: 35
Fingerprint: 0xf1691b1e
Item Level: 87
Version: Expansion 1.10+
+75% Increased Attack Speed
236% Enhanced Damage
20% Chance of Crushing Blow
+5% to Maximum Cold Resist
Lightning Resist +26%
Cannot Be Frozen Ethereal
5 Sockets (5 used)
Socketed: Ambergris Jewel of Fervor
Socketed: Ber Rune
Socketed: Shael Rune
Socketed: Shael Rune
Socketed: Shael Rune

Blood Clutches
Sharkskin Gloves
Defense: 38
Durability: 14 of 14
Required Level: 73
Required Strength: 20
Fingerprint: 0xacfbf472
Item Level: 89
Version: Expansion 1.10+
2% Life stolen per hit
10% Chance of Crushing Blow
+13 to Strength
+14 to Dexterity
+18 to Life
+32 to Mana
Poison Resist +5%

Wraith Tread
Mesh Boots
Defense: 65
Durability: 16 of 16
Required Level: 25
Required Strength: 65
Fingerprint: 0x3d675273
Item Level: 85
Version: Expansion 1.10+
12% Chance to cast level 4 Charged Bolt when struck
+10% Faster Hit Recovery
+45% Enhanced Defense
Lightning Resist +37%
Fire Resist +40%
67% Extra Gold from Monsters

Order Knot
Ring
Required Level: 66
Fingerprint: 0x5adb2d1d
Item Level: 87
Version: Expansion 1.10+
+8 to Minimum Damage
+19 to Strength
+25 to Life
Lightning Resist +27%
Poison Resist +6%
+2 to Light Radius

Bitter Finger
Ring
Required Level: 66
Fingerprint: 0x7be158e6
Item Level: 87
Version: Expansion 1.10+
2% Mana stolen per hit
+18 to Strength
+16 Maximum Stamina
Lightning Resist +17%
Fire Resist +15%
Half Freeze Duration

Prebuff Gear

Code:
For Battle Orders

+3 BO 'Delirium' Fanged Helm
Echoing amulet
'Heart of the Oak' Flail
'Enigma' Breast Plate
'Heart of the Oak' Flail
Arachnid's Mesh
Beta BKWB
BKWB
10 War Cry skillers

For Werewolf

Wolfhowl
Mara's
'Heart of the Oak' Flail
'Enigma' Breast Plate
'Heart of the Oak' Flail
Arachnid's Mesh
Beta BKWB
BKWB

Character Evolution
Champ was originally built as an experiment to see how high a life pool I could achieve (see old pat thread here). Once I surpassed 12,000 life, though, I started to question the real purpose of my character.

12,000 is a pretty number, but what does it actually mean in-game? With my old gear loadout, it meant that I was able to easily "eat" hits from normal, everyday monsters but it also meant that I took large chunks of damage - at a high rate - against even moderately troubling monster packs, let alone the notable outliers of monster difficulty. I was a thin coating of concrete over a flimsy balsa wood frame.

Not good.

Thus came the shift, as I re-geared from maximum life to maximum survivability.

My massive life pool was an excellent starting point because hit points are the most universal defensive stat in the sense that life "absorbs" every type of damage. To take things to the next level of indestructibility, I had to pack on gear that would protect that life pool from having to do ALL the heavy lifting against potent force multipliers like conviction and amp damage.

-
Gear Evolution

My gear underwent numerous iterations as I went through various stages of theorycrafting / wealth accumulation.

Main Weapon


A. Ribcracker w/ Shael - A fixture on many a melee build, Ribbie was cheap, fast, and effective. Ribbie's only drawback was that did not allow me to use an off-hand weapon.

B. Griswold's Redemption w/ 4 Shaels - Later on in my character's life, I decided to sacrifice damage for speed. I wasn't doing a lot of damage, even with Ribbie, so Grissy allowed for more crushing blow chances. Grissy is able to reach uniquely fast speeds (3fpa) for melee attackers.

C. Griswold's Redemption w/ 3 Shaels and 29% fire resist, +9 str rare jewel - Post shift, I was trying to find socket space for more resists. Taking away a shael and replacing it with a resist jewel dropped me down to 4fpa, but got me to max fire resist while effected by a monster's lvl 11 conviction

D. Zod-bugged Eth Runemaster w/ 3 Shaels, 26% lightning resist/ 15 ias jewel, Ber - And now we come full circle, and I realized that a Zod-bugged eth Runemaster offered 20 more damage per frame (and thus greater life leech) while allowing for added resists and crushing blow. RM is one frame slower at 5fpa.

Off-hand Weapon

A. Heart of the Oak Flail - For lack of a better option, I was swapping my second HotO between my weapon switches. I went with HotO largely for the boost to resist all, +3 skills helped boost up defense and damage a bit.

B. Eth Runemaster w/ resist jewels of hope - After some research, Runemaster struck me as a particularly attractive utility option. I was able to squeeze out more resists then HotO, had the added bonus of more BO'able life through jewels of hope, and CBF allowed me to swap out Ravenfrost for a rare ring.

C. Jeweler's shield of Colossus w/ 2 Jahs and 1 Cham - As my plans for maximum life continued, I realized a JSoC filled with 2 jah's and 1 cham offered the highest possible boost to BO-able life while still getting CBF out of my off-hand slot. Luckily, I had not committed the runes to this option before swapping in Stormshield.

D. Stormshield w/ Ber - My final choice for maximum survivability. SS offers the highest percentile damage reduction achievable from the shield slot. Only 14% blocking (an important consideration, since I never want to actually trigger my super slow block), cold and lightning resist help me overstack resists, defense per clvl is gravy.

Armor

A. Duress Archon Plate - Champ was originally built before 1.13 and its subsequent boost to rune drops. I had no patience for HF Rushing or LK's pre-1.13 drop rates, so I was making do with budget options. Duress was the logical choice since it's one of only two options for boosting crushing blow from the armor slot. All res and a nice boost to fast hit recovery helped my decision.

B. Fortitude Archon Plate - After 1.13, higher runes became a possibility, and Fortitude replaced Duress. Fort boasted more and better mods to boost overall survivability and damage: higher all res, life per clvl, ctc Chilling armor to boost defense, and of course, the big raw damage boost.

C. Shaftstop w/ Ber - After my paradigm shift from maximum life to maximum survivability, I swapped in Shaftstop. Shaftstop boasts the highest percentile damage reduction achievable from the armor slot and it has a big boost to bo-able life, to boot.

-

Now that the major pieces of gear were set, I got to work finalizing my remaining gear slots to maximize my tanking abilities against worst case scenario monster packs. How did I define a WCSMP? Here's how I broke them down:

Worst case scenario for physical damage monsters

Monster type: Frenzytaurs, Archers, Dolls
Unique monster mods: Cursed, Aura-enchanted with Might/Fanaticism, Extra Strong
Additional considerations: Decrepify being cast by Baal or Oblivion Knights
Gear to neutralize: -89% damage reduction

- Ber'd Stormshield (-43% dr)
- Ber'd Shaftstop (-38% dr)
- Ber'd Wolfhowl (-8% dr)

Against WCSMP, you're not going to negate ALL the damage. It's more a matter of reducing it to a manageable rate. Damage reduction % was the key mod against physical damage monsters. Against normal monsters, DR% is useful, but less effective then integer PDR. Against the hardest hitters, it's the opposite, with DR% being much more effective against the highest damage attacks. With -89% damage reduction, I reduce Decrepify to -39% damage (instead of +50% damage) and reduce being Cursed to +11% damage (instead of +100% damage).

Worst case scenario for elemental damage monsters

Monster type: Gloams, Council Members
Unique monster mods: Aura-enchanted with Conviction, Lightning Enchanted for Gloams or Fire Enchanted for Council members, Spectral Hit
Gear to neutralize: 225% fire resist, 230% cold resist, 235% lightning resist (Runemaster and Thundergod's Vigor boost max resist)

- Lvl 23 Natural Resistance (69% resist all)
- Mara's (29% resist all)
- Runemaster (26% lightning resist)
- Stormshield (60% cold resist, 25% lightning resist)
- Rare ring (15% fire resist, 17% lightning resist)
- Rare ring (27% lightning resist)
- Rare boots (40% fire resist, 37% lightning resist)
- Charms (the remainder)

The maximum level for monster conviction is lvl 11. That's -80% fire/cold/lightning resist. To negate it, I chose to overstack my resists. If anyone is wondering why I'm always looking for resist charms w/ life, this is why. Without my resists sitting in the negative, Conviction-enchanted monsters are much less scary.

As an added measure to combat Gloams, I swapped Thundergod's Vigor into my belt slot. T-God's has the dual benefit of boosting my max lightning resist AND adding integer lightning absorb. As a side note, poison is not affected by conviction but I have that maxed as well.

-

Co-op Considerations and Concluding Thoughts

Champ was definitely built with co-op in mind. As you might expect from a dedicated tank, my gear is heavily slanted towards defense. Consequently, I suffer from low damage and AR. I can do my part against bosses with my high attack speed and crushing blow, otherwise, I'm rarely going to get kills. I work best when teamed up with squishier characters that can unleash torrents of damage. Glass cannon bowazons, budget sorcs, trappers, etc...

My ultimate goal for this character is to never have to retreat from any scenario I encounter. Anytime I do, it means that I expose my teammates to damage that I should be much better equipped to take. I can't let that happen.

::Cue the heroic music, incoming clouds, and end credits::
 
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Re: Patriarch Champ - 12k life Survival Wolf Barb

Holy ****, that's quite incredible.
I suppose you need to test him a lot in players 8 games to see how long he can stand up to triple bosspacks might fanaticism cursed extra strong conviction. Or something ridiculous like that.
The only thing that bothers me is that high damage+leech +lifetap is generally way better than overstacking on defensive mods.
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Wow, that's pretty impressive... Good read too. I especially like the ending... :thumbsup:
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Yeah that is really impressive. He might prefer to have life leech instead of life tap for the possibility of co-op friends using curses of their choice, instead. Or I guess the reaper's on the merc to increase crushing blow damage with decrep. This is pretty fantastic though!
I was going to ask if you would prefer 2 ctas for higher bo, or is that too much extra work considering you actually use the HOTOs as your switch?
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Holy ****, that's quite incredible.
I suppose you need to test him a lot in players 8 games to see how long he can stand up to triple bosspacks might fanaticism cursed extra strong conviction. Or something ridiculous like that.
The only thing that bothers me is that high damage+leech +lifetap is generally way better than overstacking on defensive mods.

Thanks!
Yea, the testing process is tough because it's rare that you actually find that exact combination of boss mods on that exact monster type. I'm back and forth on lifetap.

Pros: I could leech off unleachables and gain back a steady stream of life against everything
Cons: I don't do a lot of damage, somewhat negating lifetap's advantage. Also, lifetap would overwrite Reaper's decrepify (-50% monster damage) which reduces a lot of incoming damage before all my character's defensive gear kicks in.

Wow, that's pretty impressive... Good read too. I especially like the ending...
thumbsup.gif

Thanks!

Yeah that is really impressive. He might prefer to have life leech instead of life tap for the possibility of co-op friends using curses of their choice, instead. Or I guess the reaper's on the merc to increase crushing blow damage with decrep. This is pretty fantastic though!
I was going to ask if you would prefer 2 ctas for higher bo, or is that too much extra work considering you actually use the HOTOs as your switch?

You got it, pharphis. Decrepify serves the double purpose of reducing monster damage and allowing me to actually damage some physical immunes. I didn't invest points in Berserk, reasoning that my teammates would be much better suited to kill PI's.

Thanks!
Regarding CTA's, I was so fixated on the +5 to BO boost from Beta CTA's (which I never could really afford) that I forgot that modern patch CTA's have a +4 to BO boost. I would only need one CTA, though. Two CTA's (due to the oskill restriction that limits oskill bonuses to the class that owns the skill to +3) would give me +5 BO total. One CTA + HotO would give me +7 BO, one more then my current loadout. As it turns out, I actually have one 2x4 empty space left in my cube - just enough room to squeeze in CTA.



 
Re: Patriarch Champ - 12k life Survival Wolf Barb

This is the thing I've been waiting for the last 6 months or so. I haven't even played D2 lately or posted on the forums but I've been checking out your latest posted topics from time to time to see if it has been done yet. And boom, now it's here and with 20% extra. I saw you trading a bunch of res/20lifers during my hiatus but I think I've still missed a lot because 2k more to the 10k life bulb I heard you planning is amazing (plus all the DR%)! Grats :thumbsup:
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

I didn't even think about the reduced damage FROM monsters due to decrep until after I posted. I suppose that puts decrep even further up there as a priority for you, since you have lot's of DR% already. I would totally like to give this character a whirl or see it happen. Did you have some MP plans coming up? softcore or hardcore?
I also never knew the oskill thing was limited to +3 total. I thought it was +3/item. I'm assuming this has been tested or it's actually been very clear to everyone and I just never noticed?
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

This is the thing I've been waiting for the last 6 months or so. I haven't even played D2 lately or posted on the forums but I've been checking out your latest posted topics from time to time to see if it has been done yet. And boom, now it's here and with 20% extra. I saw you trading a bunch of res/20lifers during my hiatus but I think I've still missed a lot because 2k more to the 10k life bulb I heard you planning is amazing (plus all the DR%)! Grats :thumbsup:

Tupsi, thank you. More then a couple forum members have expressed similar sentiments to me in private. Really, without the Single Player Forum, there would have been absolutely no chance that I would have had the determination to finish this pat.

Thanks goes out to everyone who has ever expressed interest in my pats, my style of play, or who has traded with me or outright given me items (Fyourics, I'm looking at you :thumbsup:). Without you, this would not have been possible.



 
Re: Patriarch Champ - 12k life Survival Wolf Barb

BRAVO!!! This is one amazing tank, and a good writeup too - I like it a lot. Congrats on "finishing" (err... is any character ever really finished?) what was obviously a ton of work.

My question is - have you found anything that's actually a threat to this character? And how long can you tank the nastiest of the nasties?


Nitpick: Personally though, I would have socketed 'Sol' runes and a String of Ears... but I'm a cheapskate ;). It would have a little less %reduction, and you'd loose out on received lightning damage because of dropping TGods, but with Decrep you'd probably entirely cut out the damage received from most monsters altogether. You have a ton more style-points with all those Bers and (virtual) immunity to Gloams though.

PS. One other benefit to adding the CtA is the access to BattleCry (if you don't have it in your skills)... another method to reduce monster damage out of the gate. Of course you'd have to de-shift to use it, but since you're after top-end damage negation/reduction...
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

I didn't even think about the reduced damage FROM monsters due to decrep until after I posted. I suppose that puts decrep even further up there as a priority for you, since you have lot's of DR% already. I would totally like to give this character a whirl or see it happen. Did you have some MP plans coming up? softcore or hardcore?
I also never knew the oskill thing was limited to +3 total. I thought it was +3/item. I'm assuming this has been tested or it's actually been very clear to everyone and I just never noticed?

I definitely do plan on taking this guy out to test his mettle in MP. He's softcore but I still haven't died with this guy and hopefully I can keep it that way.

As for the "oskill restriction", it's listed on the Arreat Summit under "[FONT=arial,helvetica][SIZE=-1]Skill Points that work for Any Class ("oskill" Skill Points)"[/SIZE][/FONT]. Granted, the AS is sometimes wrong, but I'm pretty sure this has been confirmed by independent testers.

BRAVO!!! This is one amazing tank, and a good writeup too - I like it a lot. Congrats on "finishing" (err... is any character ever really finished?) what was obviously a ton of work.

My question is - have you found anything that's actually a threat to this character? And how long can you tank the nastiest of the nasties?

Nitpick: Personally though, I would have socketed 'Sol' runes and a String of Ears... but I'm a cheapskate ;). It would have a little less %reduction, and you'd loose out on received lightning damage because of dropping TGods, but with Decrep you'd probably entirely cut out the damage received from most monsters altogether.

PS. One other benefit to adding the CtA is the access to BattleCry (if you don't have it in your skills)... another method to reduce monster damage out of the gate. Of course you'd have to de-shift to use it, but since you're after top-end damage negation/reduction...

Thanks!
Haha, I know what you mean, builds like this are never really finished. There's almost some further level of refinement possible through better charms, the perfect rare or some gear from an earlier patch.

As for Champ's tanking capabilities, that is something that will require extensive testing in MP. I've spent so long acquiring all the gear for this guy that I haven't gotten around to much multi-playing.

You are right that adding some PDR would negate almost any normal monster I encountered, but I made a decision to worry solely about the worst monsters I could encounter. I have so much life that normal monsters don't make enough of a dent in my life bulb to ever cause me trouble.

Good catch, I just realized I forgot to post my skills, I added that back up in the first post. I've been staring at this character for 4 years now and I forgot that not everybody knows my skill selection. :crazyeyes: As for Battle Cry, I try and stay in wolf form for as long as I can. Without it, I lose a ton of life and, more importantly, I lose Feral Rage. You'll notice I have no life leech on any of my gear, no fast/run walk on my boots, and no native combat skills. I rely totally on FR to provide all my life leech, foot speed, and damage. Without it, my combat capability is severely hampered.



 
Re: Patriarch Champ - 12k life Survival Wolf Barb

That is awesome! I wish I knew about your project beforehand. Having a 10k wolfy (with a lot less gear/planning,) I'd love to see the comparison between wolf (and bear tbh) and wolfbarb with that gear. Any thoughts of building a wolfy for comparison?

Truely an awesome use of high runes. Very stylish!
Congrats on the Patriach, and best of luck with your MP games! :thumbsup:
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

That is awesome! I wish I knew about your project beforehand. Having a 10k wolfy (with a lot less gear/planning,) I'd love to see the comparison between wolf (and bear tbh) and wolfbarb with that gear. Any thoughts of building a wolfy for comparison?

Truely an awesome use of high runes. Very stylish!
Congrats on the Patriach, and best of luck with your MP games! :thumbsup:

Thanks!
For whatever reason, Druids and I just do not get along. I've made a couple, but they are by far the class I've had the least success building.

Actually, the comparison build I'm making is a variation on the PDR Taunt barbarian I built awhile ago. My new Taunter is also a tank with a heavy emphasis on overstacking DR% and resists.

Their paths diverge after that basic emphasis, however:

- Taunt allows direct control of (non-champ/unique/boss/ok/minion of destruction/defiler) monsters by drawing them towards your character (and away from more fragile teammates). Extremely useful when it comes to gloams.

- Not in being wolf form also lets me use other combat skills. I was planning on Concentrate to boost defense.

- I can replace Wolfhowl with a different, more versatile helm.

- Weapon choice is easier without wereform breakpoints limiting viable options.

- A high blocking% becomes a viable option again without slow wereform fbr breakpoints.

Seems like a lot of good points for the taunter, why did I build a wolf barb exactly?

- A hell of a lot of more life, more then I could achieve with any other build.

- Taunt is treated like a curse, so it overwrites lifetap/decrepify on monsters. As I said previously, decrepify is a big part of defensive armament, so losing it is difficult.

- Style, really. I love oskills and turning my barb into a wolf is just damn cool :yes: .



 
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Re: Patriarch Champ - 12k life Survival Wolf Barb

Such a great read! I traded a pres/vita charm with you ages ago, and if it happens to be on this char, I'm proud!

Also, I've always wanted to see actual use of Rune Master. Atma bug might be cheesy, but to use a zod rune on a Rune Master.... yeah, style.

What I wouldn't pay to have this guy in HC.
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Such a great read! I traded a pres/vita charm with you ages ago, and if it happens to be on this char, I'm proud!

Also, I've always wanted to see actual use of Rune Master. Atma bug might be cheesy, but to use a zod rune on a Rune Master.... yeah, style.

What I wouldn't pay to have this guy in HC.

Thanks, FredOfErik!

If you traded me a res charm with 20 life, it's on this character. EVERY res charm with 20 life that I've ever found or traded for is on this guy. Be proud! :thumbsup:



 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Amazing char, I love the extremely overstacked resists. Speaking of which, I think I see my ambergris jewel of fervour in that sexy weapon. I'm proud!
12k life is just insane, I don't think I've even seen anything past 4k before. I really should get around to building shifting chars, looks like a ton of fun.
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Masterfully done, hero! Very cool write-up and character. I've always liked the high life-themed wolfbarbs over their titan counterparts, so props for that. Can we get a screenshot of your axe? An ethereal bejeweled Rune Master has heaps of style points. Anyway, congrats!

e: Oh, and how quickly does he run Baal?
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Masterfully done, hero! Very cool write-up and character. I've always liked the high life-themed wolfbarbs over their titan counterparts, so props for that. Can we get a screenshot of your axe? An ethereal bejeweled Rune Master has heaps of style points. Anyway, congrats!

e: Oh, and how quickly does he run Baal?

Thanks, LE! I was actually contemplating emailing some of the old-timers like you, but lo and behold you read my mind and saw my thread.

You and I are of the same mindset when it comes to high life vs. high strength wolf barbs. It's the one thing wolfbarbs do better then any other build, might as well emphasize it. Here's the Rune Master. I wish I could remember who traded it to me, but the forum search is so messed up now.

Solo Baal runs? Pretty slowly. He's really not built to run by himself. I leveled exclusively in the Pit all the way to 95.



 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Huge congrats on the sexy Pat!

I've been expecting the result of all those 20life resists small charms for a bit :thumbup:

We need to MP! ^^ (respec to base vita bowazon... niiice)
 
Re: Patriarch Champ - 12k life Survival Wolf Barb

Nice job! I love the use of so many high runes in unconventional ways. I also love wolfbarbs, but have only made one once on bnet and only hit about 5500 life due to not accumulating decent gear.

1. Did you just think using grief phase being too normal? I do think Runemaster is styling, but has just over half the damage. If this was made for high player counts, I doubt 20% cb would be a doubling of your damage. And losing cbf may not reduce your attack speed at all, the D2 attack speed calculator I am looking at doesn't have a frozen option. Grief phase doesn't lose any speed when decrip'd or with lvl 12 holy freeze and drops 3 frames with both in effect (the ettin drops 5 under the same conditions). Either way the runemaster is an awfully good choice.

2. I wonder if testing your build against an army of revives and passive aura providing paladins would be a capable simulation of the worst possible mods.
 
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