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Loimulohi

Gladiator Stance, Versatility vs Mastery

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Hello everyone

 

As a sort of beginning Protection Warrior with an interest into Gladiator Stance I started reading the Gladiator Stance guide and ran into the God... I mean Moderator-given fact that Versatility is better than Mastery for a Gladiator Stance Warrior.

 

Now I thought that a tad odd, as I've felt from my other characters that Versatility tends to give, point for point, very little damage increase. So I started theorycrafting a little, starting with making sure that Mastery gives 2/3 attack power of the block chance it gives per point of Mastery, which equates to 0.00909% increase in attack power per point. Versatility, on the other hand, gives an extra 0.00769% (perhaps not the exact number) damage per point.

 

Now this tells us very little because of AP coefficients and whatnot, so we go further. I'll give the crafting for the four most important skills, Heroic Strike, Devastate, Shield Slam and Revenge. Playing around a little, it seemed that Heroic Strike has an Attack Power Coefficient (henceforth APC) of 0.77, Devastate that of 1.54, Shield Slam that of 3.18 and finally Revenge had an APC of 3.37. These coefficients were found by removing 123 AP worth of gear (no other stats changed) and calculating the relative change in the tooltip damage of the skills.

 

This meant that the percentual damage increase per point of Mastery would be for Heroic Strike 0.0070%, Devastate 0.0140%, Shield Slam 0.0289% and Revenge 0.0306%. Now if I am not totally mistaken, this already shows that only Heroic Strike gains more damage from Versatility, while all the others benefit more from Mastery, point for point.

 

Finally I decided to weigh this against the relative usage damage output of the skills in a fight. I did not gather data myself but instead used noxxic.com's simulations (available here). Now I have gathered that Noxxic ain't the best webpage for theorycrafting there is ('Cause Icy Veins is the best, obviously), but I figured that their percentages can't be totally wrong. Anyhow, take the following with a grain of salt.

 

With the relative weights I found Heroic Strike to gain an increase of 0.0012%, Devastate an increase of 0.0030%, Shield Slam an increase of 0.0060% and Revenge an increase of 0.0030% per point of Mastery. The relative weights per point of Versatility on the other hand are 0.0013%, 0.0017%, 0.0016% and 0.0008% respectively. It is now increasingly clear that according to my theorycraft Heroic Strike  benefits more from Versatility than Mastery but only by a minute amount while all other skills benefit more from Mastery.

 

 

Now comes the big question: What have I missed? What have I miscalculated? Where is my error? Or can it be that Icy Veins has simply misevaluated the damage increase Mastery gives a Gladiator Stance Warrior?

 

 

Cheers

-Loimulohi

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      2.       Skills

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      ·         Head: Leoric’s Crown / The Helm of Rule (crafted; for the % block if you want to block a lot to proc Salvation’ bounty shield passive)) / Helm of Akkhan;


       
      ·         Torso: Tyrael’s Might (guaranteed all res) / Breastplate of Akkhan (always has 3 sockets !). Well-rolled Akkhan’s armor seems to be the best bet. Aquila is also good – then you can wear either Ice Climbers or Illusory Boots and put the other boots in the cube;


       
      ·         Belt: Vigilante Belt (for guaranteed Cooldown Reduction – CDR) / Belt Of The Trove (guaranteed all res & melee dmg reduction);


       
      ·         Trousers (Legs): Cuisses of Akkhan (2 guaranteed sockets) / Skelon’s Deceit (crafted, if you don’t want Akkhan’s)

      ·         Boots: Illusory Boots / Ice Climbers / Board Walkers (crafted – worst possible option) / Akkhan’s boots (good option). Try to put here Illusory or the Climbers. They will offer you more value than Akkhan’s. If you wear Illusory Boots, then you can wear in cube Aquila Curaiss for the sweet dmg reduction.


       
      ·         Pauldrons: Akkhan’s (guaranteed all resists !) / Death Watch Mantle. Akkhan’s are definitely the best possible option here;


       
      ·         Bracers: Krelms (due to passive bonus – best option) / Nemesis (ask team) / Kethryes’ Splint. Nemesis are ok, could be mandatory. At least I was asked to wear them.


       
      ·         Hands: Akkhan’s. No choice except Gloves of Worship in Nephalem rifts to speed them up. If you don’t need the speed bonus from shrines to be efficient – stay with the Akkhan’s here.


       
      ·         Weapon: Unviolable Faith (awesome option for Suppadin – the best one !) / Swiftmount (moar horsie !!1). I have resigned from Salvation and put Swiftmount into cube. You might wear Swiftmount and have Unviolable Faith in the cube. You don’t need any damage here so it’s wise to reroll the dmg stats (except +STR which gives you armor but reroll stuff like +attack speed or +X – Y elemental damage). Ramaladni’s Gift – if you want to have Gem of Ease here then use it.


       
      ·         Shield: Coven’s Criterion (guaranteed % block) / Storm Shield / Salvation (best option, also spawns with guaranteed % block) / The Final Witness (cool passive) / Akarat’s Awakening. IMHO best are: The Final Witness and Salvation or Akarat’s in cube. Use Unviolable Faith then if you want to wear shield in cube;


       
      ·         Ammy: The Traveler’s Pledge (take ring from this set to use some extra dmg reduction) / if not – Hellfire Amulet or The Flavor of Time (guaranteed cooldown reduction)


       
      ·         Ring #1 & #2: Justice Lantern (for % block, if you want to have Salvation to proc the bonus more often) and Oculus Ring (mandatory on supports). Ring of Royal Grandeur is mandatory too but in cube only. If you have low % roll on legendary bonus on Oculus, it seems wise to cube it for max % bonus and use your RoRG paired with Justice Lantern.


       
      ·         Best setup: Akkhan (possibly with CDR roll; head) or Leoric’s Crown (head) / Akkhan (torso armor) / Vigilante or Trove (belt, your choice depends on your needs) / Akkhan (legs) / Illusory Boots (feet) / Akkhan (pauldrons) / Krelm’s (bracers) / Akkhan’s (hands) / Unviolable Faith (weapon) / Final Witness (shield) / Traveler’s Pledge OR Hellfire Amulet Or Flavor of Time (ammy, your choice) / Compass Rose + Justice Lantern OR Justice Lantern + Obsidian Ring (rings)


       
      ·         Best setup notes: If you take Akkhan’s helm instead of Leoric’s Crown, you will unlock 3rd Akkhan’s set bonus with your RoRG in cube. Lack of Crown’s passive can be overcame by CDR & socket on the helmet. CDR is important – horse & Akarat’s Champion & Law of your choice. Weapon – you can safely reroll the +dmg to something more important like CDR. ;) You’re not here to kill.


       
      ·         Little weapon protip: make a socket via Ramaladni’s Gift and put here Gem of Ease.


       
      Cube:

      ·         Weapon / Shield: Salvation (Bounty-exclusive Crusader shield – blocked attacks will you & allies by 30% of blocked amount. Few thousands, though less than 10k, is possible. You need to get decent block % then) or Akarat’s Awakening (you still need a good block chance to proc the effect and reduce your cooldowns by 1 sec) or Swiftmount (6 secs horsie with Endurance… feelsgoodman) or Inviolable Faith (everybody will get his own healing… I don’t know if basic or with rune of your choice !) or The Final Witness (more CC and even more team dmg !) or In-Geom (reduces your cooldowns after killing an Elite);


       
      ·         Armor: Aquila Curaiss (best safety – you won’t lose any Wrath so you will constantly have 50% damage reduction). There’s basically no really good alternative to this except Illusory Boots / Ice Climbers if you wear Aquila.


       

       
      ·         Ring / Amulet: I recommend Ring of Royal Grandeur (bounty stash exclusive item). The best possible option;


       
      ·         Best setup – Cube: Salvation (healing, weapon / shield slot) OR Swiftmount (mobility, weapon / shield slot); Aquila Curaiss (armor); Ring of Royal Grandeur (jewelry slot).


       
      4.       Gems

      As you know, sockets are important. The most important slots are: helm (1 slot), armor (3 slots), legs (2 slots), weapon (1 slot). You can have a slot (1) in your shield too. For weapon, add socket with Ramaladni’s Gift if you can use one (preferably on a well rolled ancient weapon).

      I am a HC player so I may overemphasize Toughness. That’s a suggestion. Similar setup worked quite well with my LoN Bomber.

      All possible slots: DIAMOND. Yes. You don’t need that STR as you don’t deal damages. You need to stand here and heal. Seems crazy but works.

      Weapon: Hmmm… tough choice. Amethyst for Life Per Hit is the best option. Other than that, socket on weapon won’t help you much. As I have said before, put here Gem of Ease if your weapon has a socket. If not, use Ramaladni’s Gift. If you don’t have it – don’t bother with socket in weapon. CDR is more important to have than a socket.

      5.       Legendary Gems

      There are only 3 slots for them – 2x ring, 1x ammy. Be sure that your jewelry contains a socket.

      Possible options:

      ·         Bane Of The Powerful (after lvl 25) – you don’t need any dmg but that reduction against elites is good to have;


       
      ·         Bane Of The Trapped (after lvl 25) – extra CC (slows mobs), BoTP is more important, I think;


       
      ·         Esoteric Alteration – non-phys dmg reduction. Good thing to have;


       
      ·         Gem of Effacacious Toxin (after lvl 25) – you can poison enemies with Slash, I think, to proc the lvl 25 bonus. 10% more dmg from other team members for each poisoned enemy and 10% dmg reduction for whole team. Needs testing, I think;


       
      ·         Mutilation Guard – reduces melee damage done to you;


       
      ·         Moratorium – another defensive option;


       
      ·         Molten Wildebeest – more life regen + shield for you;


       
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      6.       Paragons


       
      ·         Page nr 1: 1. Movement (enough to get 25% total from items + pgon) 2. Vitality (all the rest) 3. Ignore rest options here.


       
      ·         Page nr 2: 1. Cooldown Reduction. Most important stat here. 2. Critical Hit Chance. 3. Damage. 4. Attack Speed. CDR is the most important here. It’s safe to put rest points here though with your near-minuscule damage, it doesn’t matter :P You don’t even have to put points anywhere than CDR.


       
      ·         Page nr 3: 1. Resistances. 2. Life %. 3. Armor %. 4. Life regen. All points here. It’s mandatory.


       
      ·         Page nr 4:  1. Life on Hit. 2. Gold Find. 3. Resource Cost Reduction. No area damage. It won’t help at all.


       
      7.       Your skill rotation

      Your job is simple – Shield Glare the mobs (so DPS would do more DPS). The you apply Consecration for extra sustain for the team. Use Akarat’s Champion for personal protection and use empowered Law for the benefit of your allies.

      The Final Witness will help your team greatly as it applies your Shield Glare in 360 degree around you. Unviolable Faith will give extra sustain to everybody and what could be better than healing, you might ask? MOAR HEALZ !!!1 ;)

      Steed Charge through some nearby area to scout and notice your allies about the elites (like putting your banner).

      This build, with awesome CDR, feels like finger dance. You constantly do something. Very active playstyle though you might feel it’s very passive.


       
      8.       What to focus on gear

      You need to have decent CDR. Your damage means nothing at all. Better focus on your own Toughness. CDR is important. I think that anything above 60% should be very good. That value is inferred from my own experience and Deadset’s very good LoN Bomb guide. Also, focus on resists, armor and your life. Forget about any damage improving stats – except strength as it counts into your armor and thus improving your Toughness. You can safely reroll any attack speed %, Critical Hit Damage or +dmg on weapon. ;) Don’t throw away INT-rolled gear. INT gives you resists. And you need them too. More than damage.

      Personally, I have managed to acquire 66% CDR. My Akarat’s Champion’s CD ends 1-2 seconds before the effect wears down so I can reapply it. Empowered Law lasts 10 seconds (thanks to the Long Arm passive) and its cooldown is also about 10 seconds. There’s just about 1 second window where the empowered Law is off but I can’t recast it. Still, it’s about 90-95% uptime.

      Augments – Vitality (Amethysts). 1-2 Strength augments shouldn’t hurt you much though. Strength also improves your Toughness (by increasing your armor).


       
      9.       Thanks!

      Thanks goes to RadTang (me ! :P ) for the idea and work put on this guide. Whole Revolutionaires (<REV>) clan on Europe server – for the support ! J And of course, thx everybody for helping me with testing it. Remember, this build is highly experimental. No one is crazy enough to play Crusader as support.


       
      10.   Few last words

      This build is based on Diablo 3 2.4.2. I am aware of 7th piece of Akkhan’s set coming in 2.4.3. This build is highly experimental. Any testing and comments & ideas are very welcome. Tested it on a few GR 80s and seems that it works. DPS could do that solo as far as I think but he felt a bit better with me at his side. He would feel even better with a monk support though.

      Yours,

      RadTang


       
      (Enjoy the zCrus ! :P )


       
      REVisions:

      1.0   – Initial, Condemn-focused version.

      2.0   – Major changes (thx War !): skills -> to current in-game setup; gems in items -> to current in-game setup; paragon points distribution changed; some various fixes, tweaks and so on. Some parts were changed (like Basics section). Serious rework after some testing. This is Slash-focused rework.

      2.1   – Little change to Gear part. Added info about upcoming (soon-to-be-live 2.4.3 patch) Akkhan’s amulet and speculation about the Ess of Johann (not tested).

      2.2   – Changed Legendary Gems & Gear sections a bit (thanks again, War !). This is the first release to be published outside the clan.