[1.2] Immolation Charger - burn proliferation crit Shield Charge Templar
Currently the build is discontinued due to changes in 1.3.0 patch.
Both survivability (block) and crit (crit chance / multi) were severely nerfed, without adding anything to compensate for that! Intro This is my attempt at bringing a Cyclone-CoC-Discharge build into 1.2 patch. Strengths & weaknesses
Strengths
Weaknesses
Theoretical max damage
Calculations
Theoretical max burn damage from shield charge in nearly-ideal conditions - Atziri Promis flask, max dmg roll, max charge distance, 95% dmg goes to overkill, max lvl gems. This is based on the current weapon I am using. Herald of Ash is active of course. Here it goes. Initial single hit damage: Basic Shiled Charge, zero charge distance: 2305-3792 Shiled Charge + Atziri flask, zero charge distance: 2730-4490 Shiled Charge + Atziri flask, max charge distance (+223% damage): 8817-14502 Crit Shiled Charge (555% dmg multiplier) + Atziri flask, max charge distance: 48934-80486 So, max roll Shield Charge damage: 80486 95% of that goes into overkill to create a burn prolif effect, which would be 76460 Herald of Ash converts 157% overkill dmg into ignite: 120000 Ignite deals 20% of original hit per second, which would be 24000 burn dmg/s We have the following bonuses that affect burn dmg: + 59% from Increased Burning Dmg gem + 54$ inc ele damage from tree + 75% inc burn dmg from tree + 71% inc fire dmg from tree These are the ones which affect burning damage, they also affect initial hit damage, but we already factored that in, since we took initial hit damage straight from the game tooltip. So, the final bonus to burn dmg is: +259% Final burn dmg on max dmg roll: 86160 fire dmg/s With Chernobog shield I think the damage can surpass 100000/s, and with Abyssus who knows. This is not bad for using a 5c cost weapon as a damage source. Of course, as it was already mentioned, this is purely theoretical - you don't always charge max distance, you don't always get max dmg roll. Damage heavily depends on how much of your hit went into overkill - so that is why killing targets which are on low life, or have low health initially, is preferred. Core build mechanics
Build mechanics in detail
The main idea of the build is to create a very strong ignite on the enemy with an overkill damage from Herald of Ash gem, and then proliferate it to anything nearby. For that we need to scale both the initial attack damage, which can be of any type, and the resulting burning damage.
For creating a lot of overkill damage Shield Charge is simply unmatched - at 20/20 it can gain up to 223% additional damage! If I remember correctly, Flameblast is the only skill that surpasses this damage boost. However, we don't always get this damage, since it only applies on the max charge distance, so the lower the distance the lower the damage bonus. To get a more consistent damage when facetanking the enemy, we use either a Heavy Strike or an Infernal Blow as a secondary skill. IB deals more damage overall with the majotity of it being fire, however it will be weak against fire-resistant enemies, and the only life leech you will have is either from uniques, vaal corruption or master crafting. HS on the other hand deals a lot of phys damage, which goes directly to the enemy without any reductions, it will also leech you way more life, but the overall damage is somewhat lower. Shield Charge requires us to have a shield, obviously. So 2h weapons are out. For getting strong ignites crit is practically a must, because of how much your damage can be increased by a crit multiplier. Non-crit build will simply never achieve as high single hit damage as a crit build can. The conclusion of this - weapons with low crit chance go out the window. That leaves us with daggers and sceptres. I chose sceptres because many of the nodes we need are located in the templar/marauder section. Dagger shadow would probably be a much stronger alternative, but that idea is for another time. Finally, the Herald of Ash, the skill which makes all this possible. It is great because: a) It adds fire damage to the base attack, increasing the potential overkill damage b) It allows us to offload all AoE related gems from the main attack. That means if we have a 6L, all 5 support gems will go to directly boosting its damage, to create the strongest possible single hit. Elemental Proliferation, Increased Burning Damage and Increased AoE will be linked to Herald of Ash, and will work on the ignite/burning it creates. The downside of the Herald of Ash is that you need to get a kill in order to create an AoE burn. That means you should always seek out a target with the least amount of health, preferably the one which is already wounded. For example, if you kill a target at 10% hp, most of your damage will go into overkill, and the resulting burn will most likely burn anything nearby in less than a second. If the initial burn you got wasn't very strong and the enemies are burning slowly, just continue hitting them - the less health they have left when you kill them, the stronger the burn you generate becomes! Skilltree * Endgame, 117pt * Redux version, 91pt Gems * Main attack (6L in Tabula) Shield Charge + Melee Phys Dmg + Added Fire + WED + Inc Crit Dmg + Ele Prolif (if you want to shock) or PCoC if you want to go the power charges route (get 70-75% crit chance with full charges) * Secondary attack (4L) Molten Strike + Life Leech + Melee Phys Dmg + WED. If you use Maligaro gloves, getting 4R is nearly impossible, you will most likely have something like 2R2G or 2R1G1B if you use the Vorici recipe for getting 2 red sockets. In this case you can use something like: Molten Strike + Life Leech + Faster Attacks + Added Cold Damage (G) or Inc Crit Dmg (B) * Defense #1 (4L) CWDT (lvl 4 or 6) + EC + Inc Duration + IC (building a melee char without this is stupid, really, unless you have max block) * HASH Herald of Ash + Increased AoE + Elemental Proliferation + Increased Burning Damage Increased AoE can be swapped with reduced mana. That will allow us to run Hatred as well. * Utility #1 (3L) CWDT (lvl 1) + Flammability (lvl 5) + EC (lvl 5?) (auto-cast the curse + more charges for IC) You can use a max level flammability here and cast in manually if you want. I find this to be a pain, so I use a lvl 5 on auto-cast instead. * Defense #2 (3L) CWDT (lvl 16) + Molten Shell + Decoy Totem Molten Shell can be replaced by something else. Decoy Totem is really useful for taking a few hits that you would have took otherwise, serves as enemy detector, and lures enemies into the burn proliferation zone. Tactics
Dealing with reflect With full-on damage setup both reflects become dangerous, since you deal ridiculous single target damage. That said, you can still complete all reflect maps. Deal with them the following way: Physical Reflect: Molten Strike - Added Fire - Melee Phys - WED - LL - Inc Crit Dmg You loose the ability to prolif shock, but using LL is practically required with Molten Strike, as it is an attack-in-place skill. Use Chernobog Shield. This should get you over 20000 dps. Ele Reflect: Shield Charge or Heavy Strike - Faster Attacks - Melee Phys - LL - Inc Crit Dmg - PCoC or Inc Crit Chance Don't use Chernobog Shield, pick any other. In case of Heavy Strike the dps will be around 15000 Double reflect: Needs more testing, only been in a few such maps so far. One thing I can say for sure is that using Shield Charge is pure suicide, so Molten Strike is probably the best option. __________________ So far I had only one reflect-related death - when I charged full distance on a double-reflect Zana's map, without looking at map mods. Wasn't the best idea ;) __________________ About Multistrike gem - it is actually not that good for us - it requires you to do 3 attacks which you cannot cancel, and it reduces single hit damage, meaning burn dps will be lower. How to run auras Replace AoE gem linked to HoA with Reduced Mana gem. This will allow you to run either one 40% aura and still use mana for attack, or run one 60% aura or 2*40% if you link your attack with Blood Magic gem. Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Dec 17, 2014, 2:57:58 AM
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Gear selection
On the gear you want the following stats:
Anything else is luxury. These stats will improve your damage output:
Note that flat damage increases, both physical and elemental, won't affect your damage in a significant way, even the highest tiers available. Helmet
Boots
Gloves
Belt
Body armour
Shield Lots of options here.
Jewelry First priority is to cap all resists. HP must be present on all items. Definitely get lifeleech on at least one item. Otherwise look for desired affixes mentioned above. Weapon Crit Sceptre. Nobody sells them, so your best option is to buy a regular phys one and then craft crit on it. Look for a sceptre with the highest phys damage you can afford (damage, NOT DPS), it must have one free suffix in order to craft a crit chance on it. There are two ways of checking for available suffix - the extremely easy way, and the hard and painful way. Extremely easy way is to have a PoE Item Info script installed and running, then just Ctrl+C over an item linked in chat. Hard and painful way is to look at each and every affix on an item and compare it to the affix table, in order to find which ones are prefixes and which ones are suffixes. You can still be screwed by combined affixes though.
Current Gear
Stats
Defense
Shield Charge (6L)
Molten Strike - 4L with LL
Molten Strike - 6L with LL
Planned:
Bandits Norm: Oak (hp) Cruel: Oak (phys dmg) Merc: Oak (end charge) / Alira (power charge) Tests performed:
Videos * Docks - char lvl 70, using a lvl 14 Shield Charge * Tropical Island (66 map) * I will add more videos once I reach 70+ maps Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Sep 14, 2014, 9:10:29 AM
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Really interested in this build, something new, levelling one now!
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Really interesting build, what do you think about abyssus?
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" The damage increase it will provide will be huge, but its downside... Unless you have a 5L Lightning Coil the increased phys dmg might be too much. Currently I don't have an Abyssus. On the other hand, if I can immolate the entire pack in one hit, as long as it is a crit, or kill a map boss in 2-3 seconds, it isn't really needed. _____________________ I also recommend using Molten Strike as a secondary attack now - reason is that it converts most damage to fire, and we get an ignite on a target even without killing it, just from crits. _____________________ Added current gear section. _____________________ And finally, found out a great way to open strongboxes. It was already known to work for any fire prolif build, just realised that it applies to this one as well. You need to lure some enemies near the box, kill some of them, then quickly open the box. All enemies from it will be instantly ignited and will usually die in under one second. Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Sep 7, 2014, 5:28:40 AM
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Currently testing the new equip version - Three Dragons helm with proliferation on shield charge as well, that allows to cause and proliferate shock as well as burning.
Chernobog shield is used to increase the fire portion of Shield Charge, allowing for stronger shocks. With this setup (and Maligaro gloves) average dmg of Shield Charge is now 7800, and if Molten Strike is used with same links in Tabula instead it has 20000 dps, with 3800-6200 single hit damage. This is all without LL gem though, with LL the damage will be about 25% less. As long as you are able to get one good crit, it burns through everything, even bosses, in a couple of seconds. Enemies with less health often die instantly. This setup is effectively a glass cannon, as it has only 3k hp and practically no armour, so you do have to kite a lot and evade some hits. Also updated the skilltree - dropping the lower left fire cluster, and taking the one in the Witch area instead - it is much more effective since it has fire, not burning damage, and gives access to same 20% hp for 3 nodes, with a bonus of +5% allres on a hp node. Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Sep 9, 2014, 7:41:29 PM
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most interesting build iv seen since release, seriously...
great job :D |
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some updates - posted actual stats, updated the current gear section
__________________ update #2: Dropped Three Dragons Helm to get more life. 3200 is just not enough when faced with enemies that you cannot escape, like a pack of blue leaping frogs on a fleet map. After replacing a shield and helm to rares I now have 3700 life, and plan on taking mostly hp nodes now. Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Sep 13, 2014, 2:49:57 PM
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I've actually been theory-crafting a very similar build to yours, except I went with a dagger Shadow instead.
Daggers: - Mark of the Doubting Knight - Rare Platinum Kris with T1 physical damage and critical chance mods - Bino's Kitchen Knife Rest of gear: Similar to yours, with focus on life and resists Gems: 6L: Shield Charge + Melee Physical Damage + Added Fire + Weapon Elemental Damage + Increased Crit Mult + Increased Crit Chance/Q20 Additional Accuracy 4L: Backup attack which I hadn't planned yet 4L: Herald of Ash + Elemental Proliferation + Increased Burning Damage + Reduced Mana 3L: CWDT + Enduring Cry + Immortal Call Last 7 sockets playing around with combinations of (Hatred + Reduced Mana), (Assassin's Mark + Elemental Weakness) + (Increased AOE + Faster Casting) and utility (Lightning Warp + Reduced Duration + Faster Casting) / Smoke Mine / Decoy Totem Level 80 Tree: With Mark of the Doubting Knight and all defensive gear with Assassin's Mark, you hit 75% critical chance and 7X multiplier. End-game build: With Bino's, Assassin's Mark and swapping out Increased Crit Strike support with Q20 Additional Accuracy, you will be just 1% shy of the 95% crit chance cap, or you can drop the 6th link for a much easier to obtain 5L chest with useful mods and still have an impressive 90% crit chance. My only worries while theorycrafting was wondering about: a. Cost of build b. Survivability (hoping that all hp+resists gear would be sufficient to offset the low armour/block) c. Reflect (that's what the backup attack was meant for, but unsure of viability) e. Tight constrained areas/tripping hazards and desync Of course, seeing someone actually managing to pull of a similar concept that I had is a little more reassuring that my build would be feasible. EDIT: I thought about power charges too, as all three nodes are close enough to pick up and my 6th link is can be swapped out for PCoC. I'm not too sure that the power charges would be easy to maintain on a shield charge build though. Last edited by Solens#6805 on Sep 20, 2014, 11:09:58 AM
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Mark of the Doubting Knight is just a shit dagger though, it has a 7.28% base crit chance. No reason to use it whatsoever. Bino on the other hand is great, but expensive. Aslo, if you can get Bino, chances are you should have a currency for a 6L.
Daggers may have higher mult and chane, but with maces I have 310% increased phys dmg compared to around 120% in your case, as well as higher dmg base. So in theory mace should do more damage, but is less relibale due to lower critchance. I could have tested something similar to your build, but it will end up being much more expensive so for me its not really an option. Increasing Field of View in PoE: /1236921 Last edited by Shajirr#2980 on Sep 27, 2014, 12:27:38 PM
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