[1.3.X MIJOTHY'S SHOCKING RF INCINERATOR - 200k+ DPS, 10k Fire Pen Tooltip (LMP), Shocks all bosses*
Is 73 the minimum level to sustain righteous fire with this build? I'm not sure how 65->73 would make a difference, but I can't sustain at lvl 65 with RotP, the max res node, all the regen nodes taken, all the aura buff nodes taken, and lvl 18 PoF and 17 Vitality. The only thing that I see missing is the 1% from the Lapis Amulet, but I'm off by more than that.
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New passive tree with the next 1.3 patch?
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I haven't been playing/keeping up to date with the changes recently, but I've drafted a quick potential version of the 91 tree for 1.3.
Spoiler
https://poebuilder.com/character/AAAAAgAAz37E9jwtxq63PkGH-eify6cwns3SIVcN2WGtjQn21HwGDiftGS7-VA3NK1Aczj0Pgsdo8q9sTP9boKdVfA7GnhB_DH026AHnkFUnL-w4wBoaOICkZOcXL_rSZp5CoySw2wuCHhSwTC0RD6yY99eboY9GHRQvb9kTcLvsGMHFiELsVSqNSRs22PFsVcY6WONqFm999YcpJKrYvf4KaHSUoNpi2E165nGFY_1G16-NogDwHxRNgpuxQtq54XOaO37ieTnp1fTpU6UMXxynGJG8n_xLg7YnC4bRYVKGYA==
Compared to the 1.2 version, I've dropped the quick recovery cluster as the mana+HP regen combo is attainable for less points elsewhere (notably the templar starting area), I've swapped points in the ash, frost, and storm cluster to the new celestial judgment cluster, and I've dropped 2 points in static blows for celestial punishment and elementalist. This final change gives us the same 10% chance to shock, but leaves us without 20% extra shock duration. I doubt this will matter much for general clearing, but it may make shocking bosses slightly tougher without top-end gear. On the other hand, we do get 30% increased damage against shocked enemies which may compensate somewhat for the 20% decreased duration. In terms of regen, I've left the new tree with 7.2% life/second, which is plenty more than is needed with the recommended +1 res amulet, but ever-so-slightly less than what is needed without. It's possible that flat life gain per second could make up the difference, but I would be hesitant about being so close to the boundary. All in all, I think shock- and damage-wise, we come out better when we factor in the general increase in damage across the tree (195% elefire, 225% with c.punishment with 5% pen vs the old 153% and 2% pen) and (10% chance to shock, 30% inc dur vs 10% chance to shock, 50% inc dur). Survivability-wise, we lose about 13% max life, which is a lot. With a +1 max res amulet, we can take 3 points out of combat stamina, and grab warriors blood for 2 points, leaving us a spare point for life. We have 6% block (vs the old 8%), but we have slightly more armour and regen. Casting-wise, we have 20% more mana regen and 1% less reduced mana cost of skills. If I were to return to the character, I'd probably allocate some points out of damage nodes and put them in HP, but as it is, this is the rough 1.3 version. There may also be more efficient paths and it likely may even be prudent to drop the champion of the cause cluster, giving us 5-7 points to allocate to regen to make up for the lost max res and vitality effectiveness. @jhonson, it may just be a matter of levelling your vitality to max (or buying a 20). With vitality 17 you need 7.51 tree regen (at 80% total buff/aura nodes), whereas with vitality 20 you need 7.236. Without a 1% amulet, you would need to drop some points from elsewhere to grab a bit more regen (warrior's blood or the like). Could you post your tree please? Last edited by MIJOTHY#1500 on Dec 16, 2014, 5:53:55 AM
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have been playing this build since long time. it is actually nice and superior but what i wonder is do we need RF to shock or i can still shock without using RF as a damage wise,what i am planing is using pledge of hands lighting coil and sure i will keep 3 dragons as it is the core item to shok and will go for some other fire nodes for more damage instead of life regeneration etc,would be glad if you can answer :) thanks!
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" Well I think using pledge instead of RF as a damage boost would be a somewhat different build. If you can hit the flat fire damage stats outlined in the OP, then I don't see a reason why you shouldn't be able to have similar shocking capacity. Since you have extra damage nodes and an extra link on incinerate, it should be possible to get most of the way there. Whether the gem and nodes can make up for the massive 'more' multiplier of RF remains to be seen though. Note that it's flat fire damage rather than simple tooltip DPS that matters more for shocking heavies. |
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This is my current skill tree. I have 1 point unallocated atm.
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgAAAnEDxgSzCfYMXwx9DjwQfxEPFHEUsBcvHKcdFCSLJLAlrScLJ-0o-i9vNuk8LT0PQYdCo0WdTC1TUlOlVbVZ818_ZOdmnmh0bBZwu3KpfLt99YCkga-CHoLHg7aG0YcZiEKPRpBVlKCa4Juhns2iAKIPpzCsmKyqsQW3PrjQwBrBBMHFxPbFisaexq7YTdi92RPaOtpi2wvjauoY6-7sGPAf9zL31_jr-ej60vxL_Qv-Cg==
I do have the Warrior's Blood in this skill tree, which should make up for the amulet and provide a .5% additional regen which I thought would be sufficient to cover the missing regen from using a non-maxed Vitality. Unfortunately I'm still slightly shy of sustaining. Any info you could provide would be greatly appreciated. Overall the build still feels very strong. Thanks for the guide :) |
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" Thank you very much :) |
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Spoiler
The most likely candidate from a mathematical point of view would be that you have 89% fire res, as that requires 12.474% regen for sustain, and perhaps some of the difference is made up by flat life regen. This might be because of a sub-20 Purity of Fire (as you gain 2% res when 4% compared to 3% because of the aura/buff effect nodes)
Here's a quick checklist of fire res sources, just to double check: 75% Base 1% Tree (76%) 8% Rise of the Phoenix (84%) 4% Purity of fire (88%) 3% Aura/Buff Effect (91%) [1% Max Res Amulet or Chest (92%)] Having just re-read your original post, you mentioned having a level 18 purity of fire. That's the problem I think. Once that hits 20 (or you get a level 20 one), it'll provide 7% max fire res when activated versus 5% of sub-20. When that happens, you can drop some regen nodes if you want. @sch12wkao You're welcome :) Last edited by MIJOTHY#1500 on Dec 7, 2014, 2:56:17 PM
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how do you even manage to get 1.2k dmg on incinerate..lol its super hard to scale it that high.
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Some new theorycraft on this build?
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