[0.10.1g] The Groundshocker: Dual-Wield Elemental Ground Slam Marauder
" I've mirrored the build starting from Templar start because I thought about this as well, if you go up for the elemental damage from the beginning and do the exact same build you gain 40% mana regen (the node you take for the most direct path to the ele dmg ones asap) The marauder build you don't take that starting 40% mana regen node (if you are BM as the build intends and are copying exactly) So you gain a spare passive point over the templar build. Seems to me the trade is really, do you want more damage earlier while levelling - or more hp nodes? Templar build might be better if you want to use mana, but you have to wait quite a few levels to get your first HP node so that early Templar 'advantage' can actually hinder you. The Marauder start is definitely better if you are going BM as OP intends (or if you are in HC and want early survivability). Unless I've made a mistake somewhere in my comparison then this marauder build is better by 1 passive which is wasted if you are planning this build as a templar BM. Last edited by Hudnek on Mar 10, 2013, 7:33:11 PM
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FYI,
Xaxyx needs to redo the passive skill tree and update the original post. If you compare the Stage-1 skill map to the Stage-5 skill map you will notice that in the Stage-5 map Berserking has been taken. However, the connecting links between BM and Berserking are broken/missing. " I really don't see how Templar start will hinder a player as there are many Templar builds that pick BM. It might be better to not mirror the build exactly from the Templar start perspective, but achieve the same build through small path changes while leveling. The core of the build is dealing elemental damage via Ground Slam. The passive skill development core is expanding Ground Slam's radius, stacking HP, grabbing some resists, picking up some elemental damage boosters, bee-lining RT, and picking up BM. In reading your reply and trying out the build on my Marauder (at level 18 right now) I may have answered my question. Templar: - Early DPS/AoE development - Delayed HP/Defense development - casting/attacking from the mana bulb until BM - Longer Bee-line trip to RT - Longer trip to BM - Shorter trip to the Witch zone - Potential earlier aura stacking start due to more mana and Intel node accessibility - Potential issues with accuracy and missing until RT *** sounds more DPS/Aggressive Marauder: - Early HP, HP Regen, Defense development - Delayed DPS/AoE development - Shorter Bee-line trip to RT - Shorter trip to BM - Longer trip to the Witch zone - Potential delayed aura stacking due to early game mana issues *** sounds more defensive There will be a similar leveling experience assuming similar gear items/weapons with the Templar doing more damage between levels 1-30 or 1-40. The Marauder should have more STR, HP, HP regen with less damage between levels 1-30 or 1-40. I would love more feed back on this. I definitely want to try a dual wield elemental Ground Slam Templar. Critical Hit Jump Jets... Critical Hit Jump Jets...
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Hi Guys
Xaxys mentions for off hand wep to get increased Ele dmg and any global modifiers,(any added fire/lightning/cold is useless on off hand too?) but can you actually get a global modifiers for Ele damage? Ive seen ones for attack speed, critical strike chance, critical strike multiplier, and accuracy But not elemental damage? As we take resolute technique we dont need crit stuff... so that's useless? So for our off hand we are only looking for increased Ele dmg .. as there's no global one for Ele? Or am i wrong here? Cheers, great thread guys! |
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" For your off-hand mace look for stats like: - % increased lightning damage - % increased fire damage - % increased cold damage - % increased elemental damage - Life/Mana per Hit - Life/Mana per Kill - +1 to gem level - Mana (flat integer value gives more mana) - Mana regen. Keep in mind that the bonus mana, mana per kill, mana per hit, and mana regen. stats are useful until you pick up the Blood Magic passive. I may have missed some of the useful stats so please recheck the original post. Ground Slam will ignore the following stats on your off-hand: - flat integer lightning/fire/cold damage (ex: Adds 4-20 lightning damage) - % increased attack speed Again I may have missed some of the off-hand stats that Ground Slam ignores so recheck the original post. Once you have Resolute Technique taken in your passive tree you will no longer generate crits. However, in the early game before you get Resolute Technique you can generate crits. Also, with Resolute Technique you can sort of ignore accuracy since your hits can't be evaded. Edit: Sceptres have an implicit % increased elemental damage stat that I believe stacks. If I'm wrong one of the vets can correct me here. Critical Hit Jump Jets... Critical Hit Jump Jets... Last edited by ghoultek on Mar 11, 2013, 10:07:40 AM
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Thanks ghoultek,
I think that answers my questions, really appreciate the help!! :) I'm fairly new to reading this thread and as Xaxys later skill passive tree's not linking properly, due to new patches, taking in from what you guys have said, what do you think of this end game passive skill tree plan ? http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAecEBwSzBS0UIBRNFm8YkRkuGjgabB8CIWAn7Si1KU8shTIJMok1hjbFNug6UjqzOtg8BT1fQKBDMUbXSn1N2E4qUEdQUFJTVElVxlYEVvpXDVfiWGNZ81oaW69fP2BLYIhhUmKsY6dnoGe9ah5yqXTtdPF253fleu98g3zZgpuDOIOxhmCHdouMjHaMz49GkFWXlZf0m6Gdqp2unrmezZ_Ln9-hbaIApwinMKeEqBisqrZBuJO5zbndwBrG2MmYzfrPZdDQ0iHWndgk2WHdDd1G32_fv-Fz5CLnUuw47SDvDu9O73zwH_Iv9kj8TvzF I could switch around a few life nodes for maybe life leech or more res depending on gear, but that's my rough plan? |
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" I just started reading this thread as well, but I will point out some things I have noticed from this build. First I wouldn't go past Berserking(15% atk speed) until the rest of your tree is filled out. Maybe get Golems Blood and the following health nodes, but definitely not any more than that. Elemental Adaptation is going to be worth taking, you probably wont need it until you are around a3 of merciless, but I would plan to put it in there. Life Regen in the Templar tree is another node that you are connecting to that you should probably take. You should definitely take the node directly attached to Static Blows because it will double your shock chance. The biggest emission from this and the original build in my opinion is being so close to Inner Force and not getting it. It will add a significant amount of DPS by buffing Wrath and Anger. This build also seems like it could run a Blood magic gem in Ground Slam and spec out of the keystone in order to run some of the % based auras from mana. I will have to get a bit higher level to test that out though. If that does work out, then Inner Force is a no brainer, even though imo I feel like it already is. IGN: Xkyfen
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Cheers Cyfen19,
Very helpful!!! Ive been scouring the passive tree, but where abouts is "Elemental adaption" ? Cant seem to see lol Inner force does seem like very viable option i must say now you have pointed this out!! I think i forgot to add the node next static blows but cheers, any help is greatly appreciated!! :) |
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Hi Guys,
My Ground Slammer build is coming along very nicely now... just hit lvl 43 and doing well!! My next question is about IAS, Which items can give increased attack speed for this build? I have read the item affix page but this is not very clear on what types can give what...? Is it just gloves, boots and main hand wep? Can armor give IAS? just trying to make the optimum build :P i feel like this build could become Godly with the correct gear :D Obviously the faster attacks gem .. but item wise im thinking :P Cheers , any help its greatly appreciated Many thanks Last edited by PegLegPredator on Mar 14, 2013, 7:24:28 AM
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" You can get IAS from gloves and rings on non unique gear. I think I have seen attack speed on unique belt and boots, but you are going to end up sacrificing too many hps and resists if you choose to go that route. Just focus on getting a sceptre with >1.6 aps, the higher the better. IGN: Xkyfen
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