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Can we get a sticky? No one will go searching for a thread they don't know about. Accept me anyway.
Last edited by Madman99#4487 on Jul 15, 2012, 3:16:42 PM
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Character Name: Me_Smash_head
Server: Hardcore Deaths: 0 Level: 34 (at the time of typing) Goal behind build: To be able to not give a darn about being attacked. Passives used:
Spoiler
Took as many % of max HP regen nodes as I found. Then got nearby armor nodes and (unaware of any more regen nodes) went off to the templar area for massive bonuses (Body and Mind -20% armor bonus; Discipline and Training -12% HP bonus, +30 to HP; and the Catalyze nodes -more than double my elemental damage)
Planned Passives: Found the golem blood nodes by duelist. I'm hoping to get them. If I were to die, I would possibly grab the other two nodes in Body and Mind. Skills used:
Spoiler
Vitality, for the even greater regen bonus. Shield Charge for those pesky mages and archers...and to play pin ball for a bit of fun. Glacial Hammer for single targets (again maximizing bonuses from Catalyze). And Ground Slam for groups. At this point, normal mobs (even completely surrounded) offer no threat to me.
When I run into a boss, or creature that degens my health, I throw up my rejuvination totem, and just keep with the auto attacks, it more than makes up for the extra damage. How my itemization helps me:
Spoiler
I'll talk about my gloves, first of all, which converts 1/4 of my physical damage to cold damage, which is then multiplied by 2 by passives. So, that and my rings are the main source of my non-skill damage. The rest of it, the entire point was to stack armor and health regen (either from direct improvements or bonus to health).
Wanted Items Stats: More reflect on melee damage, so I really could go AFK and find more bodies at my feet when I come back. Items from default league: If he should ever die any time soon, I would have Wake of Destruction boots. These have a massive damage bonus, and I don't lose much in terms of armor. Crusader's Chainmail is also there waiting, granting a massive bonus compare to my current armor. (Especially with that +2% regen on low life [as if I'd get there] ). Last edited by ShacoFinder#3077 on Jul 16, 2012, 12:27:42 AM
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Character: Targuil_Istrong
So I made something most people would deem nigh impossible and unplayable: Ethereal Knives+bear trap templar with some tanking ability via high hp and armor. Ethereal knives and bear trap are physical spells which techically makes them have many benefits over elemental spells. First of all added fire damage and hatred boost their damage greatly. Secondly, bigger the damage, harder for the enemies to resist their damage too! Thirdly: you don't have to waste your passive points on elemental damage nodes as It's uneffective, instead there are other efficient ways to do this to which I will come to later. Now many will ask:
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"What good there is in ethereal knives? It has low range, not boostable by elemental nodes and slow cast speed." Low range is negated with faster projectiles support which makes the projectiles go further in their life time. Damage is boosted by Iron Will. That's right, thats the bad boy right here. So I decided to stack strength for my damage output and hp. Now, at around 60 level iron will gives me over 80% increased spell damage with the cost of 6% cast speed. Fair tradeoff i'd say. Net dps output increases dramatically later on without any manacost multiplier. Oh, one thing was forgotten: the notorious cast speed. Firstly I thought i'd just stack cast speed on items and some on passives, which I somewhat do currently, but while levelling with knives I realised something. Its' aoe damage output is so high it usually oneshots large groups of enemies with ease.
Bear trap just has ridiculous damage. (Will hit 10k damage soon) But why stay with 1 knife spammer when you can have 3? Add totem and get extra totem passive and you're all set. I confirmed that I am still in HC league. Then I died.
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I would like to nominate my marauder : Grendelake
why i think this is build of the week material is the fact that i built the entire character around Shield Charge. First off, i fell in love with shield charge when i realized i could play pinball in PoE. i thought it was hilarious , then decided to find out if it works or not. because Shield charge "always hits" i decided to not focus on accuracy in any fashion, except for heavy strike for which i needed a litte boost from additional accuracy to make the combo work more effectively. results: halfway through cruel, and am currently 1 shotting most enemies, giving me that pinball feel. i know he is not at full potential yet, but i have been using shield charge as my primary attack since i was able to use the skill gem. Grendelake: currently lv 34 Marauder 800 life 1111 defense 276 base dps in character info screen character focus: blood magic high hitpoints high regen life for blood magic, high damage reduction. (currently 75% with 3x endurance charges and molten shell.) current skills: shield charge: (primary and focus of build) linked with added fire damage, weapon elemental damage and increased physical damage. base dps at lv 34 : 531.9 heavy strike: ( secondary single target) linked with additional accuracy and stun. Molten shell: (defense bonus and aoe dmg for sticky situations) linked with increased duration Lightning strke: (not a huge help, but fun when its time to range as melee) enduring cry: (everyone loves resistance and D.R.) warlords mark: ( for sustaining endurance charges during large/long fights) anger aura: (because the life reserved is not % based, it gives me more room to take hits and spend life for skills.) my current equipment and skills are geared towards knockback and stun, all to aid shield charge. however, shield charge may be my primary attack, i do utilize a combo with heavy strike and shield charge when fighting bosses or in a full group because rare mobs tend to have enough hp to survive multiple hits, with the current knock back passives, heavy strike gives me enough distance to recover from the attack and then perform a shield charge for lovely damage. rinse and repeat. using enduring cry and warlords mark curse gives me the defense i need to survive the long haul. current build: current end game passive skill goal: the reasoning behind the movement speed passive choices is that shield charge's movement from current location to target is based off your movement speed, by picking up Armor master and Celerity gives me a huge advantage against quicker enemies and the ability to charge large ammounts of enemies in a short period of time. I hope this build makes the spotlight because i dont see enough people using sheild charge. it really is fun and if you focus on it, it may even be you main sorce of damage. (like me!) :) thank you all. The answer is 42.
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Lortek lvl 43 Marauder.
http://www.pathofexile.com/passive-skill-tree/AAAAAQEAANTk5gGWWiYBzjiLBlcPbAbmyYEXFRfWIBKibiRCnaAmkyM_MAh9QDQ-v1I0qAF5NN9LPDoc02M7xWUoPsBFuz77mSo_B54hVHnnAFvZNjhwI3fgdZ0axHhNAbp_TNIEhuaFD46nLqKPiBFZkN4HLJD-fL2SPryzojeodqh2tD2soUrBrcPaMbP11je0KCn6tNY747uv36C-g3zhwAzcYcoWDmfNsSBX1IvEq9YrD7jY3UXN3bR_EeWDW3TmgR7W_155vw== This is my first character..I found a double strike gem pretty early on and decided I was going to use it. Everyone I asked told me double strike is trash and heavy strike is much better, therefore I set out to prove otherwise. This did not prove to be the daunting task that others had suggested it would be when I found a life gain on hit support gem. Double strike attacks twice meaning I get double the life on the gem, add a faster attacks and an increased physical damage (or fire damage) gem and we are getting somewhere. As you can see, Lortek is a pure sword and board warrior...pretty boring fare compared to an ice lance spitting totem but I gotta tell ya it's pretty fun. As you can see on my skill tree I went for as much shield block as I could get my hands on, enough attack speed to get me close to 2.0 attacks (gear does the rest) and some extra one handed and sword damage/speed. Currently he has 820 health 3000 armor and double strike is listed at a whopping 443.6 dps.. in case you did not know, that number is listed for only one hit of double strike meaning in theory I am striking you with 2 443.6 dps blows in the blink of an eye. This is comparable damage to heavy strike without the obnoxious knock back and slow swing. Being a str/dex build has afforded me with plenty of accuracy allowing me to forgo Resolute Technique (another skill I was told every marauder should have) which means I have the option to stack some crit on my build if I so please. Another great thing about this is I am able to use skills such as flicker strike to close gaps quickly without taking unnecessary damage and whirling blades to trash groups if I so desire (although I don't need it). If I find myself in a large group I can easily get myself three endurance charges by using enduring cry coupled with my life gain on hit I rarely use a life flask. What I lack in AOE I make up for in resilience, speed and lethality. The only real problem is that he is mana hungry, thing is he attacks so fast that he gets the full amount from his mana flask so it really is a non issue. I have not died since I got my elemental resists up. I have yet to see anyone like him, you should give him a whirl it is quite fun! Last edited by Halfaddict#4367 on Jul 16, 2012, 8:20:53 PM
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My char is about boring Lightning strike spam so probably wont qualify xD, its very effective in chaos tho Name: Ungabadunga L:69 (if i remember correctly) Marauder
Last edited by Melmak#6002 on Jul 17, 2012, 5:18:57 AM
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" I killed Merveill with Lortek and he was quite tanky with his life on it + double strike. Last edited by RegulusX#7690 on Jul 17, 2012, 1:35:38 PM
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Laio - Elemental Equilibrium Caster
Features: Firestorm +Inc. Duration +Lightning Damage Freezing Pulse +Faster Projectiles +Lesser Multiple Projectiles +Lightning Damage This basically allows both skills to keep neutral damage at all times with Equillibrium. However, when I cast firestorm and then spam freezing pulse into it, I get a +50% bonus (technically more) damage each time! The fast cast speed of pulse and fast fireballs of firestorm allow it to go back and forth quickly :) How To: Cast Firestorm in front of you (where you anticipate mobs to be) and then spam freezing pulse into that firestorm. If there are only a couple mobs/all small mobs freezing pulse alone should do the trick. --- EDIT: GGG: please at least try this character. You'll see that I can kill just as fast if not faster if I just use Freezing Pulse and Firestorm INDEPENDENTLY. I really think you need to buff Elemental Equillibrium: even at it's best it's no better than casting Elemental Weakness. I discuss the drawbacks in this thread: Elemental Equilibrium Discussion Last edited by laian#4700 on Jul 19, 2012, 11:02:06 AM
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"As someone who ran purely Discharge for a long time, I feel like I can give some valid feedback about the current situation. I threw together a Discharge build the other day on an alt account that had not spec'd passive points since the last patch and I found Discharge to be rather worthless (too much work to kill anything but whites in Merciless), but I'm leveling the gem up on my main account to see if the gem being level 15 was the problem. When I'm using a 6L ES chest and other crazy gear (Hrimnor's resolve, Maligaro's Virtuosity, 2x Kaom's Sign) and it's still not terribly strong, it's not a good sign. It's one of those things, Discharge almost has to be too strong when maxed (all the perfect gear) for it to be viable without the perfect gear. It's also tough to build around it when you can't even use it until level 24. I'll give it another go in the next couple of days, and if it seems usable, I'll probably build a character from scratch on my main account (with a more appropriate name) or possibly wait until the skill tree is reset and use the first character I made post 0.9.9 that was intended to be a discharger. How Fusings Work: http://www.pathofexile.com/forum/view-thread/38585/page/3#p1451934 IGN: TheHammer Last edited by TehHammer#0539 on Jul 18, 2012, 11:08:20 AM
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Character: Mptan
Class: Duelist Combat preferance: Hit and run with ground slam, heavily specced into movement speed, life and aiming for more life regen (as current level is ~30). The major part of the tactic is using phase run to quickly enter and exit combat, using the totem to regen life where necessary and occasionally blood rage to speed up attacking. In my opinion a perfect melee survival build :) ign:mptyspace Last edited by mptyspace#7155 on Jul 19, 2012, 9:00:36 AM
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