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" Here's a paused 2x totem elemental equilibrium templar that doesn't need much to work with: The passive tree at level 42, when he died from a double lag spike (yes HC). The skills we pick are: Single target spells - Fireball / Ice Spear+added lightning+increased crit damage. (bound to LMB/RMB) Area skills - Totem/Ice Nova/Shock Nova/Faster Casting. ( bound to E/R ) Curse - Elemental Weakness / Enfeeble. Defenses - minions and totems. :P Minion life is the only important mod for better tanking. (Q/W) Auras - Clarity + Discipline (+ Purity later for minions) The build is intended to 1) try and stack damage increases from multiple sources, 2) and shy away from pouring passive points into individual elemental increases until the end-game. 3) Avoid having any dexterity. ^^ There are dex skill gems that will increase the viability, but we're not going to use that. We have thus -resists, shocked status stacking, and a relatively small amount of +spell damage. The faster cast+shock nova+totem+increased shock passives is the key element in the order of battle, as it is a good source of shock that boosts all damage. If I had an additional curse, I would add critical weakness. Why take both minions and cold damage? It is necessary for the minions to tank for the totems and stop them from being stunned, especially shock nova as it also has a minimum range. I added minion speed to the skeletons to keep them moving while I keep casting. The freeze from the ice spear can be controlled by being closer to your initial targets, so you can generate a couple of zombie bodyguards. Note that the fireball is completely un-upgraded, since I lack the necessary support gems. ;) The added lightning is bound to ice spear to add shock as well. The main benefits of the build is a spectacular show when you plant both totems next to one another. This forms a little sanctuary where you are much safer from melee monsters. A possible end-game looks like this, although one could transfer more points into minion life nodes. NB: Key mods on items to look for are spell damage/elemental damage/cast speed, to supplement their lack in the passives tree. Last edited by zharmad#7992 on Aug 21, 2012, 3:34:58 AM
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" I just had the pleasure of watching this character clear Weaver's Chamber with ease. I love seeing Ethereal Knives kick butt, and sticking them on a totem with Pain attunement and two redbeaks...clever. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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" Ele hit is like a spell, it absolutely is required to be high level. Also, it's DPS won't show up in the tooltip. You actually have to manually calculate it's contribution to your DPS, by looking at the average base damage (about 350 at lvl 17 iirc) and running it through the multipliers in your build/gear and then multiplying by attack speed. But you're right, with that passive setup it may well be a downgrade. Just a thought since you are running Wep Ele dmg support. Last edited by aimlessgun#1443 on Aug 21, 2012, 6:03:04 AM
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Well I just absolutely destroyed the act 2 boss at lvl 55. My totems are now doing 1.1k dps each and ripping through everything. I'm a little fragile but don't have much of a problem as long as I play carefully. Got +163% rarity and +31% quantity when fighting.
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nothin reskilled already
Last edited by RoterRamses#2931 on Aug 24, 2012, 11:50:54 PM
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Vote for the unarmed marauder aka killingmashine
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Blood Berserker
Blood Berserk uses 2h axe to invade packs of mobs and sweep them to pieces. He has blood rage and blood magic, and mass life leech. Also, maxed resistances are required. He's not very fat (I have only about 1200 hp npw), but while Blood Berserk fights, he is almost invincible. When I was getting blood rage + blood magic, I expected I'd just drain my hp till death. But actually I live as long as I fight (and kill archers first). As I said, only problem is archers. Use flicker strike and sweep to kill them first. I recommend sweep because you don't have to point to archer first. And time is very important for this character. Also you can flicker strike into center of pack of mobs and just sweep until they all die. If there are some harder mobs (rares or blue), double strike comes. Blood rage increases attack speed while character is on low hp, and this is common condition for this character. He's fighting on brink of death. And most times he survives. Sometimes dies... So this is not an HC build. Weapon: 2H Axe Skill gems: Main solo killer: double strike + faster attack + melee damage + life leech. Optionally 2 attack/mf gems more. Main group killer: sweep + faster attack + melee damage + life leech. Optionally 2 attack/mf gems more. Main crowd intrude skill: Flicker strike. May be supported by melee damage and some other damage gems. Some other skills: blood rage: life leech, frenzy charges Frenzy: refresh frenzy charges on bosses Phase run: increase damage for flicker in hit'n'run tactics. (Necessary for some very hard hitting bosses) Grace aura: increase armour drastically Temporal chains and enduring cry very useful too. Some other skills can be good to, but for now I have only these. Skill tree is: Blood rage consumes 4% hp per second. To make it less, there is troll blood, now it's only 2%. Also very handy for bosses with hit'n'run'n'regen tactics (I've used this tactic for merciless Brutus). At end of 3rd difficulty, my mana was instantly consumed, and my mana bottles too. So there is comes blood magic. Plenty of life leech required. Fighting continuously is required. If berserk get's stunned in crowd of mobs, he is going to die. That's when comes Unwavering stance. Since I can't evade now, I transform all my evasion into armour. Also needed these skills about end of 3rd difficulty. If need some Int for some int gems (like increased crits), there are 2 easily accessible +30 Int skills. Flasks: After getting blood rage, I got 4 life and 1 granite (armour) flasks. I guess 3 life and 2 granite are better. Or 2 life, 1 "always crit" and 2 armour flasks. Don't have these flasks to test. Armour flasks are used when I find my hp lowering too quickly. Just using this flask restores my hp to full (because of life leech), but if it's not helping , can drink hp potion too. Life leech sources: Blood rage (4%) Life leech support gems (1%+) Life leech passive skill (2%) Life leech from armour/weapons/flasks. Edit: modified skills section Last edited by idarktemplar#1285 on Aug 22, 2012, 3:22:55 PM
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ShuuheiHCee (templar) - Yin Yang
Elemental Equilibrium / Totem / Support Currently at lvl55, this is a hardcore character intended for group play but can still effectively solo. The build is great fun for players who like to press buttons by utilizing numerous spells, obliterate hordes of mobs with elemental damage but still remain in control of their surroundings. Passive tree -larger area of effect(aoe) -elemental equilibrium(EE) -increase the number of totems, to 2 This is the basic passive skill tree build, which covers the nodes required for this to work. The rest is gem related, where most of them are collected from templar quest rewards. It also leaves the build for your own personal preferences, whether you want to get more dps or survivability. note. only 28 points are spent but lvl31 is required for totem support gem aiming for 83/111 Build Gems main Ice Nova w/ totem, cold to fire, faster casting - the trigger Ice nova is chosen as the trigger for elemental equilibrium because: 1. large areas are consistently covered to maximise the number of enemies hit(when compared to other aoe spells) 2. cold to fire gem covers 2 elements to produce -50% to lightning resistance. 3. provides a form of crowd control (slow/freeze) 4. if the target burns you still benefit from -25% to ice/lightning, 5. faster casting allows EE to refresh faster so it is relative to lightning 6. you can summon 2 for larger area coverage/damage/faster EE buff refresh which creates a basis for... Shock Nova w/ add lightning damage, iron will. (a different lightning spell can be used) The spike damage from lightning, especially with EE, means you are capable of dealing with mobs very quickly. Iron Will slows the cast speed down but adds strength as a +spell damage% multiplier for even bigger bursts of damage. This also gives more time for the Ice Nova totem's faster cast rate to refresh EE's buff for maximum burst, during Shock Novas recovery/cast time. The inner void of Shock Nova makes the spell hard to use in most situations. This is where the Ice Nova totem helps give you the crowd control in order to position yourself to cast. It is the reason the Novas are structured like this because the player has more control in positioning themselves than planting totems. As you will need to wait for the Ice Nova totem to attack first, the agro of the mobs do too. This gives you an even easier time to position yourself. However, problems are still there: -high mana costs -slow/freeze of ice may not occur -totem can be interrupted -problems doing damage to high resists mobs so... secondary Decoy Totem Provides support. utility and backup for the Ice Nova totem, if it ever fails. The Ice Nova totem can interrupt/slow movement and attacks which will help both totems to survive longer. Side by side, split or even using double decoy totems, the most important thing is that it gives you a positional advantage and keeps you safe. Elemental Weakness What else? Provides more damage and status chances for your spells. Since you'll be using all elements you can burn/freeze/shock mobs. It helps make Ice Nova totem more consistent with it's cc. Combined with EE, a minimum of -80%(-55% when burning) lightning res to neutralize high resist mobs and destroy others. (do not know if there is a -resist cap)
Spoiler
Now at -44% res, will neutralize any miss-triggers.
- if they are immune to curses, decoy/ice totem gives you plenty of utility to work with, although I do admit it does lack any real effective way to deal immune/high res elites that doesn't take some time. Enduring Cry Mobs are crowding, why not get some extra survivability just incase? In combination with Ambu's Charge(shares endurance nodes), you can help keep the team alive, as well as 'tank' with totems. Clarity You'll be spamming totems and spells. Potions won't be enough. Sustainability - the moment you lose mana is when things become troublesome. Tactics Always lead with a totem and setting up the other shortly after, to keep yourself safe. You can cast them from quite a distance. Decoy totem - if you feel in danger of aggressive mobs and require a 'tank' Ice totem - no threat, quick cc/EE Apply elemental weakness to increase damage and the chance to slow/freeze. Use enduring cry, when the mobs are crowded to the totems and if you feel in danger. Once ice nova has triggered EE and decoy totem 'tanks' you will have plenty of time to position yourself for shock nova. Wait for the ice to trigger EE, if needed, and repeat. For a very safe approach Pre-emptively setup decoy totems from max distance. If: 1. totems are triggered, enemies are nearby and play accordingly2 2. totems do nothing, move to the totems are repeat. note. Remember to reapply and change combination of totems when needed. If in doubt of what spell triggered EE, hover over the mob. You'll have plenty of time with the totems going off. (take into account elemental weakness) Equipment This build isn't really equipment based. Survivability is always welcome, as a hardcore build. However, if played right you should rarely ever get hit. Spell damage/Cast speed help and a shield is recommended. This leaves the build very open, providing you with many options with gems and passives nodes for further customization, as long as the core build remains. eg, Increase aoe/cast speed Whispers of Doom(+1 curse on mobs) + Temportal Chains = more CC Static Blow node = increase shock duration/chance Increase block chance + Tempest shield + Stone of Lazhwar(unique lapis amu) = more survivability, chance to block spells and damage It does lack some single target dps but can be easily worked into the build. eg, Double Decoy Totem + Shock Nova to trigger EE, then alternate between Ice Spear w/ cold to fire for dmg/slow/freeze/burn. Enjoy, Shuuhei Last edited by Shuuhei#1120 on Aug 22, 2012, 7:54:11 PM
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" It looks like you don't know how elemental equilibrium works. Each hit trigger the buff, not just the first one. So each hit erases the previous buff. Build of the week #2 : http://tinyurl.com/ce75gf4
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Shadow-Rauder
I hope you guys like my build because it seems to be the only armor-melee shadow working in Hardcore, im currently the number 5 shadow in the Hardcore ladder (level 70) and I can tank almost anything, I currently have 3.7k hp, 280 life regen per second with Vitality aura, 77% all resists with Purity and 28% Damage reduction from armor. for skill and weapons I use One-Handed swords (dual wield). For single target skill I use Dual Strike and for AOE damage I use Cleave. so as off now i have 2.2k DPS on dual strike attacking 3 times per second (0.31secs each attack) and 1k in Cleave attacking 3 times per second (0.33secs each attack), so DPS isnt an issue with this build either. Heres is the link to my build: http://www.pathofexile.com/passive-skill-tree/AAAAAQYABB95HgSOp5wK_CqvDvSWERIhjyMX7NacGGDZSRntnoAphsCPKhF0Ziwu0YcvowyDMZNJ9zQ2tWo2uEowN5cIREIlWQtGqg2ORxIrdEc8jLlJUMrdUWGdLVNPbMJUeecAVgyrrVt5wZdbqUGxXJ9o111hgGxhimooY_J6j2WlMhFsTyBibQcS-XC8oL54TQG6g17vB4TXHBKICWYliRvt3I4NLQqWZrUNltEcBJbVBHqbb0JKnC8-sZ0wuNedZRilojeodqJ5BfOqDgowqkgB87eA4Gm7ikAZwIiSycdBqpbImb0CyXoP-svVF8_NsSBX0QnEAtE0PdfTP_B72WxDYNntbQPc93uw3SNReN20fxHgwRcg41hI1ucJ6irqO24_65jvTPc8b3v3xWYx-W2Vbfs-I6g= Feel free to contact me In-Game --> FlickerStrikeZ or by my email --> Thahuman91@hotmail.es |
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