2 days ago
Level 89 Crit Ball Lightning of Orbiting Gladiator3.26
Life: 2,84874%
ES: 166
Ward: 651
Mana: 343
Pool: 3,665
Resistances: 75%/75%/75%/19%
Evade: 31%
DPS: 328,458
Speed: 5.05
Hit Chance: 100%
Crit Chance: 35.90%
Crit Multi: 459%
Config: 15% Shock
Bandit: Kill All
Pantheon: Soul of the Brine King
Gear


























Gems
Vaal Righteous Fire
Frostblink
Summon Skeletons
Summon Raging Spirit
Forbidden Rite
Less Duration
Cast when Damage Taken
Ball Lightning of Orbiting
Awakened Added Lightning Damage
Increased Critical Damage
Arcane Surge
Increased Critical Strikes
Cast when Damage Taken
Petrified Blood
Tempest Shield
Assassin's Mark
Phase Run
Storm Call
Cast when Damage Taken
Arcane Surge
Awakened Spell Cascade
Summon Skeletons
Cast when Damage Taken
Raise Zombie of Falling
Tree Preview




- +1% Chance to Block Spell Damage per 5% Chance to Block Attack Damage

- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour

- 10% of Damage taken Recouped as Mana

- Chance to Suppress Spell Damage is Lucky
Notes
Video:
https://youtu.be/P_8ykgiJ7-k
Fantasy:
Build premise.
99% attack and spell block + enough life recoup with cwdt loop and we are immortal.
we only need enough ward to cover the constant self damage. After that we can stack life.
the point of the ward loop is to give us insane amounts of life regen
then our block will mitigate 99% of hits. so then we just have the random 1% hits that get through to deal with.
Reality:
Damage is only decent and it is pretty hard to push it further.
A lot of our damage is from merc (doryani merc). Which will probably not exist next league.
Might be able to go classic ice spear / freezing pulse setup for loop but I was trying to do something unique.
Actually need a lot of life recoup and a lot of dot's will still fux you up. Of course we can get more.
The way glad block works is you need to block a hit before lucky block is activated. So 1/4 chance to be hit before the 2% chance to be hit. So a very clunky version / not really hit immune at all.
Random stuff like curses or sources of increase damage taken will get you insta killed. Curses is solveable but other stuff is not.
Interesting Tech:
cwdt loop with heartbound + falling zombie + srs desync
I don't know the exact mechanics and based on the ward loop discord they are saying srs duration needs to be a multiple of cooldown.
Also it looks like they mostly use a 6 link setup to make it work but I have mine with four and three link.
It's a really finnicky setup and there's definitely other gem ordering or qualities that work but you will have to experiment yourself to figure those out.
In my video I will have a section showing off the loop and I will show what happens if you change gem order, duration, cooldown etc.
CWDT stuff
(from reddit)
Yes and no. CWDT has a 250ms CD instead of CoC's 150ms; that means the calculations will be different in outcome although similar in principle.
The relevant server ticks are the 6th, 7th, and 8th server ticks at 198ms, 231ms, and 264ms respectively. By default, the server-adjusted CD of CWDT is 264ms,
being the first server tick over the true cd of 250ms;
to reach the next breakpoint of 231ms requires 9% CDR (250/1.09 = 229ms),
and to reach the breakpoint after that of 198ms requires 27% CDR (250/1.27 = 196ms).