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I over looked the elemental reflect issue. It is true that without an Added Chaos, you can evaporate yourself to a reflect pack even with 2% leech and Atziri's Flask on.

So in that case does Added Chaos become mandatory? Id say yes.

Whoever willing to reach insane dps, Atziri's Flask and added chaos is required.
Last edited by gtrans#4236 on Jan 3, 2015, 4:54:51 PM
"
LilCroissant wrote:
"
gtrans wrote:

Spoiler
Added Chaos is not that great with a 30% effectiveness. I know, I know there aren't many mobs with chaos res so its pretty good, I completely agree. But what you should also consider is the fact that in maps, pretty much EVERY mob has elemental resistance. Not only they have resistance, they are unbelievably over-capped. Sometimes reaching the highs of 150% of single resistance with a little less of the other elements.

A single curse will have literally effectiveness against these kind of monsters. But on the other hand, fire penetration is just a wonder. It effectively removes 37%(level 20 fire pen and the passive) of their Capped Resistance bring it down to a mere 38%. The sheer amount of damage you gain by this simple reduction is UNPARALLELED! No added chaos or what ever added damage you can bring to the mix that can come close to a penetration gem.
Spoiler


If the mob has 112% or over fire resistance, the fire penetration gem effectively does nothing.


So far in maps, I've tried

gmp - spell echo - added chaos - faster casting
gmp - spell echo - added chaos - added lightning
gmp - spell echo - added lightning - faster casting
gmp - spell echo - added chaos - fire penetration
gmp - spell echo - fire penetration - faster casting
gmp - spell echo - fire penetration - added lightning

These are in order of my perceived clearing speed.

Fire penetration add 37% to the fire portion of the damage to non-resist mobs, and up to 50% damage to the fire portion of the damage if the enemy is exactly at the cap. But remember you're running the heralds, so that doesn't increase total damage by that much.

Currently I'm at 1906 fire, 913 chaos, 706 lightning, and 394 cold damage with heralds up. So the fire portion is less than half of the actual damage. So in the best scenario, fire penetration add 25% damage, while in the non resists situation it adds 18% damage, while in the worst scenario, it adds nothing.

Added chaos diversifies your damage types and it helps regardless of the resistances of the mobs. Faster casting is a multiplier to your total damage.

Fire pen is viable, but it's not better than added chaos. It's probably tied with added lightning in a 6 link if you don't have empower, or you can use it as an alternative when you're using a chest without the right colored sockets.

Overall, the differences are minor, but I think the original build comes out on top.




Wrong. Penetration is different and far more potent than Resistance reduction.
Spoiler


Consider a player using a skill with Penetrates 50% Fire Resistance dealing 100 fire damage to an enemy:

If the enemy has +0% Fire resistance

The enemy's resistance will be treated at 50 lower than it is, which in this case will result in an effective -50% fire resistance. The enemy will take 150 fire damage.

If the enemy has +25% Fire resistance

This will result in an effective -25% fire resistance. The enemy will take 125 fire damage.

The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%

This will result in an effective 25% fire resistance. The enemy will take 75 fire damage.

The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.

The enemy first loses 30% resistance, bringing them down to +120% fire resistance. They are still well above their maximum, and their resistance value remains at 75%. The 50% penetration then results in an effective 25% fire resistance. The enemy will take 75 fire damage.

The enemy has +10% Fire resistance. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.

The enemy first loses 30% resistance, bringing them down to -20% fire resistance. The 50% penetration then results in an effective -70% fire resistance. The enemy will take 170 fire damage.

http://pathofexile.gamepedia.com/Penetration
Last edited by gtrans#4236 on Jan 3, 2015, 4:49:02 PM
Hi,
Very nice build :) Have a few questions about gear. What do you think about The Vertex
Vaal Mask and Rainbowstride boots for this build?

Thx for answers.
"
Vacys wrote:
Hi,
Very nice build :) Have a few questions about gear. What do you think about The Vertex
Vaal Mask and Rainbowstride boots for this build?

Thx for answers.
With the Vertex, you essentially trade elemental resists for more ES to fuel your MoM and some evasion for extra defense against phys. If your resists are overcapped, the Vertex is the superior option.

Rainbowstrides aren't great. They act as 60 pseudo-res, 20 MS boots. Their main advantage is in the huge amount of mana they give for MoM, but typically you want boots that have a T1 or T2 life roll and more than 60 pseudores.
[2.2] KuteKitteh's CI EA Regen Tank - Durable w/10k ES, instant clear, EZ-Atziri, affordable!: /1625757
Hi Kutteh.

I just reached 89 and my last point according to your tree is +10% Projectile Damage next to (Sniper).

Was wondering is it better than +12% Increased Spell Damage at Witch start (after +16% Spell Damage - Left path witch) or Shadow start +10% Increased Elemental Damage? Which of those 3?

Also more life after that or what?

Thanks :)

I'm @ 5.1k Life
5.39k Incinerate tooltip
Last edited by RamziKhoury#3899 on Jan 4, 2015, 2:06:30 PM
hey ya! just wanna say this built is awesome! im a lvl 90 witch respeced from arc and i have to say the dps is just great! nvr have i been able to do so many different type of map mods :D


currently :4.9k hp 1.29k unreserved mana and tooltip dps is 7.9k. Will break 8k when my heralds and ACD reach lvl 20 :D cheers
Last edited by lumosnox1#4837 on Jan 4, 2015, 4:24:16 PM
"
gtrans wrote:
"
LilCroissant wrote:
"
gtrans wrote:

Spoiler
Added Chaos is not that great with a 30% effectiveness. I know, I know there aren't many mobs with chaos res so its pretty good, I completely agree. But what you should also consider is the fact that in maps, pretty much EVERY mob has elemental resistance. Not only they have resistance, they are unbelievably over-capped. Sometimes reaching the highs of 150% of single resistance with a little less of the other elements.

A single curse will have literally effectiveness against these kind of monsters. But on the other hand, fire penetration is just a wonder. It effectively removes 37%(level 20 fire pen and the passive) of their Capped Resistance bring it down to a mere 38%. The sheer amount of damage you gain by this simple reduction is UNPARALLELED! No added chaos or what ever added damage you can bring to the mix that can come close to a penetration gem.
Spoiler


If the mob has 112% or over fire resistance, the fire penetration gem effectively does nothing.


So far in maps, I've tried

gmp - spell echo - added chaos - faster casting
gmp - spell echo - added chaos - added lightning
gmp - spell echo - added lightning - faster casting
gmp - spell echo - added chaos - fire penetration
gmp - spell echo - fire penetration - faster casting
gmp - spell echo - fire penetration - added lightning

These are in order of my perceived clearing speed.

Fire penetration add 37% to the fire portion of the damage to non-resist mobs, and up to 50% damage to the fire portion of the damage if the enemy is exactly at the cap. But remember you're running the heralds, so that doesn't increase total damage by that much.

Currently I'm at 1906 fire, 913 chaos, 706 lightning, and 394 cold damage with heralds up. So the fire portion is less than half of the actual damage. So in the best scenario, fire penetration add 25% damage, while in the non resists situation it adds 18% damage, while in the worst scenario, it adds nothing.

Added chaos diversifies your damage types and it helps regardless of the resistances of the mobs. Faster casting is a multiplier to your total damage.

Fire pen is viable, but it's not better than added chaos. It's probably tied with added lightning in a 6 link if you don't have empower, or you can use it as an alternative when you're using a chest without the right colored sockets.

Overall, the differences are minor, but I think the original build comes out on top.




Wrong. Penetration is different and far more potent than Resistance reduction.
Spoiler


Consider a player using a skill with Penetrates 50% Fire Resistance dealing 100 fire damage to an enemy:

If the enemy has +0% Fire resistance

The enemy's resistance will be treated at 50 lower than it is, which in this case will result in an effective -50% fire resistance. The enemy will take 150 fire damage.

If the enemy has +25% Fire resistance

This will result in an effective -25% fire resistance. The enemy will take 125 fire damage.

The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%

This will result in an effective 25% fire resistance. The enemy will take 75 fire damage.

The enemy has +150% Fire resistance, but is capped at their maximum fire resistance of 75%. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.

The enemy first loses 30% resistance, bringing them down to +120% fire resistance. They are still well above their maximum, and their resistance value remains at 75%. The 50% penetration then results in an effective 25% fire resistance. The enemy will take 75 fire damage.

The enemy has +10% Fire resistance. The enemy is cursed with Flammability before being attacked, which causes them to lose 30% Fire Resistance.

The enemy first loses 30% resistance, bringing them down to -20% fire resistance. The 50% penetration then results in an effective -70% fire resistance. The enemy will take 170 fire damage.

http://pathofexile.gamepedia.com/Penetration


Interesting... That still doesn't change the fact that fire pen is only better when you're going against fire resistant mobs, and only barely better. My calculation before still applies, just it turns out you're getting maximum effectiveness when above the cap. ~25% increase damage in best case scenario for fire pen, compared to ~23% increase damage all the time for ICD. Not to mention diversifying your damage type is always good and it scales better with cast speed. Your build is certainly viable, but it's not better.
Do you really take the cast speed nodes over the left templar circle ? Thats 8 ele, 24 fire, 18 ele 2 pen, 6 ele, 25% more dmg compared to 24 cast speed ? Not worthy ?

Greetings
"
RamziKhoury wrote:
Hi Kutteh.

I just reached 89 and my last point according to your tree is +10% Projectile Damage next to (Sniper).

Was wondering is it better than +12% Increased Spell Damage at Witch start (after +16% Spell Damage - Left path witch) or Shadow start +10% Increased Elemental Damage? Which of those 3?

Also more life after that or what?

Thanks :)

I'm @ 5.1k Life
5.39k Incinerate tooltip
Actually I remember the reason I took that projectile damage node, and that was because I took the movement speed node after it for faster clear time.

If I didn't take that node, I would actually take a cast speed node from Shadow; if not, I'd grab a 12% spell node.


"
Insxicht wrote:
Do you really take the cast speed nodes over the left templar circle ? Thats 8 ele, 24 fire, 18 ele 2 pen, 6 ele, 25% more dmg compared to 24 cast speed ? Not worthy ?

Greetings
Believe it or not, the celestial circle is very, very weak. Also, we're running added chaos damage so the circle is 80% as effective.
[2.2] KuteKitteh's CI EA Regen Tank - Durable w/10k ES, instant clear, EZ-Atziri, affordable!: /1625757

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