[2.0] 二刀流 "Nitōryū" Endgame Reave by fiqst



For a list of community builds and variants, CLICK HERE

Credit goes to ZiggyD for his southpaw build from which this build is derived from. I don't take Ambidexterity, which is the reason for "Southpaw", but this build was influenced by his guide.

About the Build:

二刀流 "Nitōryū" means dual wield or two-sword style in Japanese.

This is a dual wielding build that utilises Reave as the main attack and Whirling Blades as the secondary.

Using the best crit sword, the speed and power of Reave delivers fast clear speed, with full screen AoE.

The off hand uses the Death's Hand unique for it's Unholy Might buff and granting power charges on stunning.

The combination of double reave stacks equals full screen AoE attacks:

Reave + Vaal Reave

Activating Vaal reave allows you to double the max stack (to 8) for the reave strike:



At this point, this AoE distance can be maintained indefinitely as long as you hit a target before the duration limit ends.

This is especially effective in linear maps such as Strand and Gorge


Defence comes in the form of Daresso's Defiance to produce Endurance charges that feeds cwdt-IC. Acrobatics and Phase are taken to make dodge the primary form of mitigation.

But the true heart of defence is the distance of engagement and supreme firepower.


Current Stats:

5139 life

333k dps with full charges, Onslaught and Unholy Might.

836k with full charges, Vaal Haste, Promise, Taste, Onslaught, Unholy Might and Conc Effect







Main equipment:









Daresso's Defiance RRRBBG

Reave
Melee Phyisical Damage
Weapon Elemental Damage
Multistrike
Physical to Lightning
Increased AoE / Concentrated Effect



Abyssus RRGG

Vaal Reave
Multistrike
Ice Golem
Fortify



Atziri's Acuity RRGG

Whirling Blades
Faster Attacks
Fortify
Blood Magic



Boots RGGG

Blood Rage
Inc Duration
Vaal Grace
Hatred



Death's Hand BBB

Herald of Thunder
Curse on Hit
Assassin's Mark



Sword RRG

CwDT (3)
Immortal Call (5)
Temporal Chains (7)









Character Sheet:






Tree:


114 POINT TREE

Bandits:

Oak/All
Oak
Alira






Videos:


All videos are made with the Survivalist version (see notes)

76 Arid Lake video
76 Malformation
76 Gorge #1 2:30
78 Academy Dbl Beyond






Notes:

ZiggyD's Southpaw Reave


This build is inspired by Ziggy's reaver and uses elements from that build.

His guide can be found here:

ZiggyD's Southpaw Reave Ranger

If you're interested in the playstyle of this build but would like to see how it functions with more affordable equipment, watch the video.

I love the playstyle and i wanted to pay tribute to Ziggy by showcasing the potential that his build can get to.

Sword vs. Dagger

Lots of dagger builds around. I chose swords for their simplicity on the tree.

Daggers have the better weapon specific nodes, but you're locked into taking 2-4 complete clusters, limiting your choices.

On my tree i took only 3 specific sword nodes, which allowed me to explore the full width of the tree and gain 183% life and 4.4% regen.

The Survivalist build

This version is the one currently in use and has the best balance between offence and defence.









Abyssus vs. Rat's Nest

The choice was to lose massive crit damage or enhance attack speed.

IAS works very well with reave because each hit micro-freezes enemies and more often than not keeps them outside their melee distance. This works particularly well against charging enemies like rhoas, where they would freeze in mid charge.

The added speed of attacks ensures that they remain in place.

Rat's Nest is also important against physical incoming damage and physical reflect.

Most things die in 1 or 2 hits anyway so the clear speed difference is minor.

Soul Taker

This was a defensive choice. The soul taker allows 100% mana reservation which means another 25% aura. In this case Arctic Armour.

The combination of Acro+Phase, 10 second Vaal Grace, 3 Endurance Charges, Fortify and Arctic Armour means:

75% dodge
64% spell dodge
12% block
44% physical damage reduction from AA+Fort+EC
10% physical damage reduction from armour
79% fire resistance from AA

plus a 2 second immortal call if there is a hit.





art by MyCK
So many strikes within one breath.
But only one strike needed, for certain death.
Last edited by fiqst#3681 on Aug 19, 2015, 12:02:47 AM
Community builds and variants:


zantsurai's dualist build
"
zantsurai wrote:
out of fiqst's request im posting my duelist variation (with some difference in equipment)

first of all, my gear


explanation:
first of all: i WILL be changing my chest to lightning coil soon
i use abyssus+lc because i feel that as opposed to rats nest+daressos the dps is much higher and lc in combination with taste of hate allows you to pretty much ignore abyssus' increased damage. i personally dislike long fights and i like to take down high life mobs (rares, uniques) quickly. this is somewhat a form of defence because by doing that i give them less time to kill me. if the fights are longer, i might die to misplays, or other random problems like desyncing/dcing

i use soul taker because after experimenting with doryanis vs soultaker (discussed with fiqst), i feel soul taker is better than doryanis by quite a bit. by having soul taker, you have many advantages
1. you dont have to take mana nodes such as mana flows and spirit void, allowing you to take more frenzy charges or more jewel sockets or more hp if you desire (gives more freedom)
2. you get to use the hot-am-coh setup along with hatred+herald of ash(or AA) and generate power charges
3. the amount of crit you get from doryanis is lower than 3 power charges
4. you get cold resist. this can be a pretty important factor if youre using unique items (like i am) and dont have a lot of space for resistances. you want to be able to maximize your resistance. however thats not all, another thing that you should take into account as you progress more through the game is the elemental weakness mod. i planned my items by trying to get at least 109-110% resistances on merciless (since ele weakness mod is -34%) because then i can ignore that mod and think of it as a free mod. of course you can use pots for the map but i prefer to have freedom with my pots where i can. what i mean by this is that i want to be able to not HAVE to have a fire pot and instead i can get an armour/evasion pot or a 3rd hp pot which can be more useful in the long run

now the only advantage i found with doryanis is that you get more elemental damage. you get some attack speed and cast speed but rapiers are fast already and passive nodes and support gems give you insane attack speeds already such that the 10-15% attack speed from doryanis isnt game changing. the elemental damage IS indeed quite a bit but i dont think its enough to justify its use over soul taker.
(another benefit might be price. its about half the cost of soul taker (pretty above average ones go for 3-4ex while cheapest soul takers go for about 6-7 ex)

note: for my resistance, i try to make it so that my resistances in total reaches 169% for cold, 170% for fire and 229% for lightning. reason for this is because in merciless its -60% resistances, and then i take into account of ele weakness which is -34% and then i add in 75% (or 76%) max resist. for lightning, since lightning coil is -60% lightning resistance i take that into account too. (im changing 1 of my rings soon to make the numbers right)

now for my skill tree:
Spoiler
https://www.pathofexile.com/passive-skill-tree/AAAAAwQAAAYB3AUtBbUGIAixDY0R1RQgFHUV7BX2Fr8j9iT9JpUoKioLLlMwcTB8NZI2PTfUOkI__EMxR35KfUt4TP9Nkk4qUEdRR1VLVvpXl1h1W69fP2BBYeJieWKsY3BlTWyMbWxvO3BSdKB07Xasd9d343gNeWh_K4TZhVKHdorwi0-MC4w2jX2Nv5AKkn2XeZhvm2qdqqZ_qW6tjbGztUi18rkduXy9Nr6nwBrBBMqQz37Tb9Qj2L3ZYdrB3CPdqOOf5FHlz-dU53ToZujW6UbqGOsU7LDtP-1B7w7z6vcy_94=


some details about it:
1. i have a lot of jewels used however those are for maximizing resistances while adding some more damage and adding more int because it was pretty hard to get int and you need 155 for level 20 herald of thunder (which is also why i have 2 int nodes)
2. if i had 155 int without jewels or the int nodes, i would probably still get the jewels or frenzy charges but the int nodes would definitely go towards frenzy charges
3. similar to what fiqst said, i have tried armour in the past and that didnt work out for me. my build isnt the strongest defensively and i feel like that armour is optimized the higher you go (20k+ or so without pots or anything) and that just wont happen without a shield. because of that, armour isnt that helpful and youre guaranteed to get hit every single time with IR. with acro+phase acro+vaal grace, you gain about 75% dodge for 10 seconds. thats enough time to down a boss face tanking them with only a 25% chance of getting insta killed. and if you dont instantly die, you can back out and heal up and the boss, if theyre ranged, will have to roll another 25% chance to hit attack thatll probably miss more often than not. if you are against a hard hitting melee boss, you can just get 4 reave stacks (maybe even use vaal reave at a pack near the boss to get 8) and just kite them from far away and if they do somehow manage to reach you (may happen once rarely) you will survive most of the time with 75% dodge. with armour, if they somehow reach you theyll pretty much always hit you, and if you dont have enough armour, youre dead for sure. even though dodge is rng, the rng is always in your favour by a large margin so i prefer dodge vs armour (i also already have fortify+taste of hate in case i do get hit once)


LINKS:
helm: blood magic-enduring cry-vaal reave-vaal grace
explanation:
-by using soul taker and the 3 auras you dont have any mana to cast enduring cry. because enduring cry doesnt count as an attack, you NEED to have sufficient mana to use it (soul taker doesnt affect it). so with 0% mana youd have to use blood magic to be able to use it
-vaal reave is to get 8 stacks of course. ive been considering putting this somewhere else where i can link multistrike or faster attacks to get the 8 stacks faster because as it is i stand in a large mob risking danger whenever i use this (which is why i dont use it as often atm unless im doing a map that i know is very easy and i wanna breeze through it)
-vaal grace is because i took acro+phase acro and this brings the dodge chance to about 75%. my playstyle is to jump in with vaal grace and taste of hate, hit the boss quickly if there are no mobs, and try to kite them with the large range of reave so that i avoid as much damage as i can

chest: reave-multistrike-fasterattacks-melee phys dmg-fortify/added fire-increased aoe/phys to lightning
explanation:
-standard support gems are multistrike,FA,melee phys
-now if i had lightning coil i would use added fire but because i dont, i have to compensate for it with fortify until i do have it. without it up 100% of the time you lose too much defensive capabilities which is especially important if youre using abyssus (and dont have a lightning coil yet like this idiot here)
-i use increased aoe most of the time for my blue socket, however until i get a 20/20 herald of thunder, im using phys to lightning in order to get those power charges (will get into more detail later)

boots: hot-am-coh
this setup is for generating power charges. now the problem with this is that you NEED a high level herald of thunder (preferably have it 20/20 for best results) because if you dont have a high enough level, you dont do enough lightning damage to shock. i learned about this from fiqst so credits to him but you need to do a certain amount of lightning damage when you crit with your reave (10% hp of mob?) in order for them to shock. because hot isnt like hoa which adds a % damage, the flat damage is fairly low so you need it to be a high level in order for it to be strong enough to even shock
(im still thinking about what i want on the 4th link)

gloves: bloodrage-bloodmagic-whirling blades-faster attacks
explanation:
-blood rage for frenzy charges. i dont think i need to go too indepth here
-whirling blades+FA for travelling (leap slam is arguably better but i dont like it personally even though i sometimes wished id used it. personal preference tbh)
-blood magic is used so that i can infinitely spam whirling blades (i am pretty sure whirling blades works with soul taker but this was from before i got soul taker and i havent found a replacement gem to use)

rapier: hoa-enlighten-hatred
no need for an explanation but a small note: because im using soul taker, enlighten isnt needed but again i havent found a replacement gem so i just left it there for leveling lol

soul taker: enfeeble-summon ice golem-cwdt
explanation:
-i used to run armour and enfeeble would be much better but now that i dont i have considered trying out temp chains since as a reaver with acro you generally dont WANT to be taking hits so temp chains would help kiting mobs. however because against nonunique mobs i play rather lazily and just tank -everything i use enfeeble and see no big reason to change it
-ice golem is used because these things die very easily and with a low cwdt level they can be respawned quickly without having to do it manually (youd have to do it fairly often with their low ass hp lol)
note: i feel any of the golems would be good but i just like ice golem more

finally, stat images: (NOTE: images are without any buffs in hideout)

DEFENSIVE STATS:


OFFENSIVE STATS:

Exiled_Wanderer's end game dagger variant
"
Exiled_Wanderer wrote:
After playing the Dual Strike some more, I swapped the gem out for Reave to test it and ended up decided to use it from now on. Before the swap, I had a max of 1.3 mill tooltip dps with Melee Splash and 1.8 mill with Added Fire. Having that much dps on Dual Strike was just too much for reflect.
It didn't take much to change to Reave as the passive tree is almost identical. Changed less than 5 nodes. Items+gems are pretty much the same as well.

Gear



Passive Tree

I've begun thinking about not using Abyssus anymore. Reflect in solo play is mostly a non-issue, but in a full party, it's quite dangerous. I have 4.5k life and I'm capped on res, but I still feel pretty squishy.
So many strikes within one breath.
But only one strike needed, for certain death.
Last edited by fiqst#3681 on Aug 16, 2015, 3:17:56 AM
[reserved]
So many strikes within one breath.
But only one strike needed, for certain death.
Removed
Last edited by ZePample#0404 on Jul 12, 2015, 8:24:01 PM
You just keep coming up with fun build ideas :D I'm not sure how i feel about ice crash, but if i like it, i'll be doing another one of your builds! ;)
Ugh effort
nice build, to bad i'm super poor.

You should try to corrupt the redbeak with culling strike, thats about a 11% increase to dps to any melee character :)
"
1nfest wrote:
nice build, to bad i'm super poor.

You should try to corrupt the redbeak with culling strike, thats about a 11% increase to dps to any melee character :)


Would that work with Ice Crash only using the mainhand weapon to attack?
Interesting tree.

One thing that's missing is frenzy charges. Those are 4% more damage and 4% increased attack speed in 2.0.

Other than that I wonder whether some of the long distance pathing you do could have been avoided by uniques/other nodes. For instance the path to US/sword damage could be replaced lioneye's paws or chayula or grace+iron reflexes. Similar consideration for the right hand side path to crit/sword crit.
All my builds /view-thread/1430399

T14 'real' clearspeed challenge /1642265
Last edited by MatrixFactor#3574 on Jun 29, 2015, 1:01:59 PM
redundant
So many strikes within one breath.
But only one strike needed, for certain death.
Last edited by fiqst#3681 on Jul 12, 2015, 7:44:46 PM
OK wheres VIdeos ? plz when u make a guide we wanna see hows ur build work!
and tell as proc and conc
reflect ? what about reflect
god when ppl learn to do normal guide ! dude if u do something DO IT GOOD CAUSE U DO IT ANY WAY!
Last edited by duude#5829 on Jul 3, 2015, 4:51:59 PM

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