I have a running document where I put together the Armor Sets I want to run for each of my builds. Out of my 20 Loadout Slots, 7 are 100% achievable today, per my Vault and their potential stats.
And while of course they're liable to change down the road, I feel as though most of these builds are going to be mainstays in my repertoire.
The builds are as follows-
.
[b][u]Neutral[/u][/b]
[i]Strongholds +4 Piece Swordmaster’s[/i]
.
[b][u]Arc[/u][/b]
[i]Peacekeepers + x2 Iron Battalion + x2 Iron Panoply
Arc Armamentarium + x4 Exodus Down
NBP + x2 Crystocrene + x2 Bushido[/i]
.
[b][u]Solar[/u][/b]
[i]Precious Scars + x2 Iron Battalion + x2 Smoke Jumper[/i]
.
[b][u]Void[/u][/b]
[i]Ursa’s + x2 Iron Battalion + x2 Crytocrene
Synthos + x2 Sword Master’s + x2 TM Custom[/i]
.
[b][u]Takeaways[/u][/b]
The most important aspect to understand here is that [b]EVERY[/b] one of these builds (minus [i]Ursa's[/i]) has one specific stat at [b]190-200[/b], at least one other stat at [b]100[/b], and [b]EVERYTHING[/b] else (but Health) at [b]+60[/b] (most builds at [b]+70[/b]). At [b]50[/b] Armor Mods have 100% efficacy (that meaning they offer 100% of their described returns on the Compedium). At [b]70[/b], the Ability has 100% cooldown efficiency.
My general buildcrafting theory is that you either chase maximum Weapons or maximize an Ability's output. In the builds where I'm chasing 200 Grenade or Melee, my Weapons still manage to hit 100 on every single one of these builds.
Algorithmically, it is often far better to settle for 190 on a stat, as it tends to free up 20-25 additional points for other abilities vs going for the hard 200. If you would like to argue for 1% more damage and a marginal increase to ammo drops, be my guest, but I have found 190 to be the sweet spot for the vast majority of setups, where one doesn't have to settle for less in regards to Ability cooldowns. Furthermore, D2 Armor Picker has not updated with the changes to Exotic Armor's MW stat being 100% flexible. So on D2 Armor Picker, you can actually plug in 185 for maximizing your stats, then slot the remaining 5 points with your Exotic's masterwork slot. This algorithmically lends to greater stats elsewhere.
Another important note to make here- every build utilizes Tier 5 Armor. Not a single one has a Health spike. Not a single one utilizes a piece with a Health MW either. So if you're in the business of min/maxing stats, understand that anything with Health in PVE is 100% useless and wastes Vault space.
Another note of importance here is that these builds have ALL accounted for negative stats via Fragment selection.
All in all I'm quite pleased with the lineup of builds I have achieved thus far. I have plenty of grinding left to fill out the remaining 13 slots, and Raid and Dungeon Armor farming is an absolute B, so here's to RNG treating me right!
-
4 RepliesI wonder if I should post some of my builds here
-
26 Replies
A Dangerous SavOMG can’t believe I made it far - old
Been dabbling with two piece cryo and two piece smoke jumper some more for my hunter builds. Been loving it for double special, except for when the fact that I can’t get non health stat powerhouse smoke jumper armor to drop when I’m focusing.