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[2.6.8 PTR] (GR99-114+) LoD Hydra Speed

Written By Cratic1321 on Thursday, Feb 20, 2020 | 12:00 AM

 
https://www.diablofans.com/builds/106618 LoD Mammoth Hydra Speed. Rivers of flame surge forth. Summon beasts of magma to do your bidding in this high DPS channeling build. Solo Speed, 3m-5m typical clear time. Estimated GR99-114+ range. EDIT (2/3/2020): patch notes as of indicate decrease of 4 GR to estimate as compared with final PTR values. The combinaton of Echoing Fury and Furnace allow your Hydra attacks to make short work of both Trash and Elites. Make sure your attack speed is optimized for Hydra breakpoints after Echoing fury is included. This should allow you to hit the 18 FPA BP on Mammoth Hydra. Required is only one AS affix on glove with a 50% TnT, or two 7% affixes (Glove + Ring for example) and a greater than or equal to 45% TnT. These values assume 10% paragon AS, a 1.4 AS base weapon, and are excluding the Enchantress because we want to include the Templar for healing and AP regen. Echoing Fury and Illusionist providing some much needed movement speed. Illusionist resets will also happen often, because there is not as much DR in this setup. Wormhole for the double jump. Because we don't have OID or Unity here, extra toughness allowance is made on gear (VIT + Life% affixes) for extra shielding potential. We also place a lot of passives and skills that assist with defense in minor amounts: Flame Ward Blur Taeguk Best alternate passive is likely Unwavering Will. However, I felt Unstable Anomaly better to have here for those really bad maps. Illusionist overall is simply better to have than UW for speeds also, but the toughness from UW would be nice. Resource balance requires at least one affix. Ring is preferred since this is the most open of slots. While you could run Quad RCR / AS TnT, I preferred to keep this open as it means an easier time gearing, especially with the already delicate AS and affix requirements on TnT.  However, other options include double ring, Topaz in helm. Resource options listed in itemization section. Black hole providing nice utility with the pull. Should be able to manually cast it when it is halfway off cooldown. I don't do this much in the video though, because I don't have that high of a resource allocation, and also because of the channeling bonuses now requiring 1s startup time. Most of the time Spellsteal will simply be autocast by Etched sigil procs. Spellsteal and Taeguk are additive bonuses (added in with Magic Weapon here). As tested on PTR, these additive bonuses are now dynamic when considering Hydra. This means the Hydra does not need to be resummoned to benefit from the damage increases of these. About area damage: While manually cast Hydras can benefit from AD, I felt like at this level of Speed, AD isn't necessarily required. If you'd like, you can swap it in, but I liked the flexibility of being able to simply let my ES proc'd Hydra spawns do damage if needed, considering that stopping a channel can more considerably impact damage now. Also: dropping AD allows more room for quality of life and defensive affixes (VIT and life% for higher Squirt's uptime), AS to make up for badly rolled gear, and RCR for easier management of Aquila. That's about all I can think of at the moment. Enjoy! ---- Tested 2.6.8.66344. ---- Check out some of the other 2.6.8 builds here: https://docs.google.com/spreadsheets/d/1WYgwGptWPOHl861jGNUcSrC0WM4CgZHVxu904mkp7s8/