As I said, I made a medium twist over chronobunker since WoP nerf.
My reasoning over:
My main goal was to provide an alternative to the celestial chronobunker since WoP nerf that made it more of a curse in a teamfight over a point, because of the chance that all team gets itself in it (except for the large one such as Mid Foefire), or loosing a cap that I’m supposed to keep because of too much distortion uptime;
I also noticed that one of the MAJOR weakness of the previous build was it’s sheer vulnerability against condi clear (which became massively more prominent since the last few days/week)
Therefore, I decided to remove the massive amount of Alacrity I could provide, and the amount of boon shared and give a more condi-clear twist by foregoing two wells for nullfield and feeback and switching IIllusion for TEnchantment…
I also swapped a couple of things around and decided to go over for a toughness/healing amulet because of the lack of Condi damage mitigation (would rather be able to heal myself fully back than try to stack on vitality), this gave birth to this… thing that I surprised myself into liking much better than I expected (truly, I made it more as a troll build in the beginning to go against condis and laugh at them as I could just shed them off as long as I wanted)
Went into ranked, and was, again, surprised at how capable I was at surviving against outnumbered fight while (at least) keeping the point contested.
In 1v1, the point will be mine for the whole fight
In 1v2, I can still manage to keep it on fairly medium-size, encumbered or large points (all of the foefire ones, Niflhel mid and mine) and can keep it contested for a really long while
In 1v3, I can keep the point contested and survive long enough for a teammate to arrive (a good 40 second)
I haven’t yet tested in 1v4 scenario, but I am not that optimist about the build
In teamfight, the build is still a solid help, capable of shedding and providing resistance often enough so that condis aren’t a problem ever to weaker class, while keeping enough survivability and CC to rez a teammate under cleave pressure and still being capable of assuring a quick stomp (if it doesn’t bug)
Video
Will provide as soon as I can
Afterthoughts
I tested it in a couple of ranked game (both solo queue and team queue)
It does hold its ground against 1v3, as before, and it’s much more resistant to conditions, which I greatly appreciate (also provides teammates with clearcondi and resistance and can strip boons out of enemies)
However, the lack of celestial makes its damage truly lacking, I am not able to kill anything (which is kinda the point of a bunker).
Lack of Alacrity, after being used to it, truly is a bummer, but it’s not nonexistent and is still present enough to make a difference
I still have to:
- Test with amulets variants to see if there isn’t a more optimal version;
- Test with TimeWarp instead of GWell and maybe put another well instead of Feedback;
- See if Purity is the truly best option as sigils goes; (maybe battle/doom/geomancy?)
- See if a more offensive amulet could do the trick to add more power… < would therefore go back to its bruiser status
- Have more ingame experience with it
- receive feedback (reason why I am here)
TLDR;
In my opinion, the build is a good bunker one, but lacks the damage celestial could provide, the sustain of WoP, and the incredible amount of alacrity uptime. However, the capability of clearing condition and providing resistance to the whole team is a nice change and balance things out, especially since the prominence of condis over the last few weeks. The build is still capable of fulfilling its main role as it was before WoP nerf, and it’s still a nice addition to a team, especially if the other team runs revenant and necro.
What do you all think? And as usual, don,t be afraid of being harsh, I’m asking for criticism and feedback, not ego boosting comments (but I know you will deliver )
(edited by Pepsi.8907)