[1.2.x] Infernal Sniper - AoF Crit Piercing Prolif Ice Spear

Main idea

The core concept of the build is to give Ice Spear over 90% chance to crit without using power charges and 100% chance to pierce in 2nd form, amplify its damage through crit multiplier, and use a combination of Avatar of Fire keystone as well as Cold to Fire gem to convert all cold damage into fire.
Since almost every hit is a crit, Ice Spear will ignite all enemies it passes through, and each ignite point spreads burn damage to nearby enemies
with Elemental Proliferation gem, which radius is extended using AoE nodes.

Strengths & weaknesses

Strengths

- AoE radius is decent, and 100% piercing chance allows Ice Spear to create multiple ignite points
- no skillspam, one crit spear is usually enough to take out entire pack of enemies
- high spellblock along with decent block chance and ES pool provide good survivability
- reflect can be ignored as long as it is not a reflect rare on a reflect map, only then the damage becomes noticeable
- immunity to chaos is handy
- quite a lot of space for CWDT / CWS setups, allowing to further increase survivability
- Ice Wall can be utilised with CWDT - your Ice Spears can fly through due to 100% pierce chance, while enemy projectiles are being blocked
- uses a very easy to chrome colour combination for 5L / 6L

Weaknesses

- stuns and desync caused by them. It is possible to get stunlocked under rain or firestorm-type spells which hit rapidly
and lock you in place with stuns, so wearing Eye of Chayula for some boss fights such as Merveil is strongly advised
- mobs that teleport/jump/appear directly at you are a bigger threat than normal, since they prevent you from utilising Ice Spear's second form crit chance bonus, as well as prevent you from running away to recharge ES
- not a lot of lifeleech, at max 2%. Continuous damage type situations are bad for this build
- secondary effects of Heralds of Thunder and Ice are not utillised due to AoF keystone, they are used purely to buff Ice Spear damage
- ES build, so the total amount of ES you have is directly proportional to how expensive your gear is. 500+ ES chest and 200+ ES helm are the recommended minimum to have

Map mods

Blood Magic - cannot run as CI
Ele Reflect - can be ignored. The only danger is when you encounter a reflect pack there, then it is advised to not fire Ice Spear through the entire reflect pack
Half regen - annoying but doable
No regen - not doable unless you switch Pierce with manaleech, then its possible
75% Fire res - annoying but can be done

Everything else is doable depending on how careful you play, although with some enemy combinations like increased speed devourers with added lightning damage and -max res it is better to just reroll the map.


Build overview
Ice Spear is used as a main skill for clearing packs and sniping bosses.
Flame Surge is used as a melee / singletarget skill to either kill bosses quicker, or kill enemies which manage to get into melee range. It gets +50% damage on ignited enemies.
For defense a combination of uniques is used to get 60%+ chance of spellblock in addition to regular block, as well as multiple CWDT / CWS setups of your choice.
Voidbringer gloves are required since they provide huge crit chance increase, and they have a lot of ES compared to Maligaros which have none.

Auras / buffs used:
Clarity - to improve mana regeneration
Heralds of Thunder and Ice - to improve Ice Spear damage
This setup leaves enough unreserved mana for selfcasting.

Skilltree

* lvl 93
* lvl 84

The character can also be built as a templar, but its area is getting a rework so I am not sure if this will be valid after 1.3.0

Gear selection

later

Weapons

later

Current Gear

Still need to rechrome the body armour to 3B1R1G in order to use Pierce gem.
Clarity + Heralds will be linked to a single Red Mana gem and put into boots, while CWDTs will be moved to a weapon and shield.
Not sure if Molten Shell is worth running or should it be replaced.


Bandits

Norm: skill
Cruel: skill
Merc: skill

Videos

* Wharf (lvl 67 map) - early testing - not using Pierce gem there due to running out of chromes, so chance to pierce is only 40% there.
More videos will be uploaded as I reach higher maps.
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Last edited by Shajirr#2980 on Nov 28, 2014, 4:54:55 PM
Does anyone have any idea about what to do with survivability of this after 1.3.0?

Block nodes got relocated and heavily reduced in effectiveness, so Laz+Ratpith+Rainbow combo isn't really worth it at this point...

Spell Acro is also not an option due to halving ES with Acro.

Unless I am missing something, the only option left is using max ES gear and Chayula for stun immunity.
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