Strength / Life Stacker Slam / Grenadier TheoryCraft
By Jots.
The build is a hybrid Melee Slam/Grenadier build who’s goal in single target is to proc heavy stuns then dump all grenades during the stun window. The current Weapon choices are Crossbow and Quarterstaff although I could be convinced to switch to Mace(s). Also, the build stacks a lot of cooldown reduction
Ascendancy Choices:
- Integrated Efficiency – 3 additional skill slots.
- Gem Studded – Can use 2 copies of the same support gem in different skills – Important for the build.
- Adaptive Capability – Attribute Reqs of Gems can be satisfied by your Highest Attribute – Stacking Str.
- Enhanced Effectiveness – Inherent bonuses from base stats are doubled – Hopefully getting a Ton of Life via Strength.
Ways to Scale Str and Life:
- 2x Iron Grip Support on Cluster/Explosive Grenade – Projectile attacks scale damage with strength – No word on how it scales yet but likely to make or break how good the build is.
- 2x Corrupting Cry on Seismic and Infernal Cry – 10% of strength as phys DoT. If it can stack, could be good.
- Titan Bindings Node – 15% of Max Life as Armor.
- Urgent Call – Recover 3% of life and mana when you use a warcry (Should be using 2 every 5 seconds).
Other Key Nodes:
- Grenadier – +1 cooldown use for grenades.
- Cluster Bombs – Grenades fire an additional projectile but with 50% increased duration (We’ll detonate them so duration isn’t a concern).
- Repeating Explosives – grenades have 15% chance to activate a second time.
- Projectile Damage Nodes.
- Increased Cooldown Recovery Rate Nodes – Currently getting from nodes – 77% additional for grenades, 90% additional for Warcry.
See the pic for current gem loadout.
- Green = Skill used twice (Gem Studded).
- Yellow = Not sold on the skill / supports inclusion or could use elsewhere.
Click to enlarge…
Skills:
- Cluster/Explosive Grenade – Main burst Damage of the build.
- Flash Grenade – Stuns and armor break.
- Explosive Shot – Detonator/Filler Skill if needed during a boss stun burst phase.
- Summon Wolf – crit chance howl when enters + Infernal Legion to make it die in 5 seconds + Essence harvest. I’m not sure how long the CC howl lasts for so infernal Legion may be dropped. Also, Interesting synergy with Minion Pact which could be an option on the grenades instead of concentrated effect.
- Cast on minion death – Detonate Dead. I’m not sold on this. Might be a better call for cast on minion death? Also, 1 wolf dying every 5 seconds or so seems like not a great return.
- Blasphemy – Enfeeble, Temporal Chains. Not sold on Chains since i’ll be in melee for boss fights but could be situationally useful.
- Scavenged Plating – more armor.
- Herald of Ash – 15% extra damage and more AoE when blowing up maps.
- *Seismic Cry/Infernal Cry – 10% of strength as phys DoT + 4 second daze (which vaulting impact eats) + empowering Slams + Stun Progress.
- Vaulting Impact – Slam for warcry synergies, eats Daze for Stun, and traversal – Might be better replaced with Maces and a differnt slam. Best mana cost while not eating armor break which i’d prefer to have for burst scenarios.
AoE/Mapping Strategy:
Drop damage grenades and detonate with explosive shot. Use vaulting impact as traversal if appropriate. Use wolf when useful as a sacrifical distraction.
Single Target/Boss Fights:
- Wolf for CC Howl Needed at any time | Keep one charge on the damage grenades but use as filler during “stun the boss” phase.
- Stun the Boss Phase – 2x Flash grenade > Swap to Quarterstaff > Seismic Cry > Vaulting Impact > Infernal Cry > Vaulting Impact > for 2x flash available to repeat.
- Burst Phase (boss is heavy stunned) – 2x Explosive Grenade > 2x Cluster Grenade > 1x Explosive Grenade > Explosive shot > Fill with shots/grenades as needed until boss is no longer stunned.