Burn Damage
This version of Hydra does all of its damage with burning damage. This means we sacrifice up front burst damage, for high ramping damage over time. Hydras burn deals its damage over 6 seconds, so we see a big increase on our damage after this amount of time. However, thanks to Tyrant Bane we gain even more damage the longer the fight goes. This jewel stacks up to 1000, with each application of burn giving us a stack.
At Max Stacks of Tyrant Bane, the enemy takes 300%[x] more damage, or 4x Damage
⢠There is not currently a way to see how many stacks a mob has, just after 2-3 minutes they start to get cooked
Dealing with Damage Resistance Aura Mobs
When gathering all of the enemies up, if there is a damage reduction mob you will need to make sure the Disintegrate beam from our catalyst hits it, to disable it until we can kill it. Whenever you have disabled a damage reduction, you will take 15% increased damage, which stacks if you have more than 1, so make sure you be very careful while this is happening. Once the damage reductions have been taken down, this build is actually very tanky. Thanks to Shimmering Ice Armor, mana spent lowers the cooldown of Ice Armor, so casting Hydra as well as activating the Qax rune will constantly reset the cooldown, allowing us to stand and tank multiple groups of elites at a time.
Smoldering Ember Infusion + Enchantment Master
⢠The Enchantment master legendary node grants us elemental damage based on the elements of our Enchantments
⢠The Smoldering Ember infusion lets us copy the highest Elemental Damage bonus we have onto other elements
⢠In our case, we are copying high Lightning or Cold Bonuses onto FIRE
Teleport Enchant has a shock tag, and Familiar Enchant has all 3 elements, which means we get the following:
⢠68% lightning damage
⢠40% fire damage
⢠40% cold damage
Without the infusion we get 40% fire damage, and with it we COPY the 68%[x] with Lightning onto Fire
Familiar Enchant
This build runs familiar enchant, which has a chance to spawn a familiar that matches the conjuration you casted. When we cast Hydra, we have a 33% chance to make a fire familiar, which will boost our Hydra (Fire) Damage by 10%[x].
In order to try and have a fire type familiar out at all times, we don't want to wait out the full duration of Hydra before recasting it, but make sure you do not cast Hydra while your mana is not at or close to 100%.
Bosses (Lair and Pit)
Lair: While this variation of Hydra will not instantly down T4 lair bosses, it will still kill them very quickly.
Pit: Burn Hydra feels incredible while pushing to the max level of pit possible for our character. With Tyrant Bane jewel socketed, we gain stacking damage per burn application, up to 1000 stacks or 300% increased damage. This will likely happen around 2-3 minutes of fighting the boss, so as the fights get longer, the stronger we get. We also gain damage per nearby burning enemy, so bosses with adds are ideal, but not required. Thankfully, every 2 minutes we will spawn 3 jeweled guardians from our Idle From Below jewel, which will live for a substantial amount of time boosting our damage. This combined with our stacks of Bane, mean we get to see the Pit bosses health start to absolutely melt, even in pit 110+.
Runes
Ahu Qax:
- This combo does not activate until an enemy is no longer healthy (under 80% health)
- Qax doubles damage
Poc Thul:
- We need a way to freeze and use this rune to do so