Official Blender Post! Lets theory craft for 1.2! 123k Cleave DPS!
Hi, I've been following your build and it has been going pretty great. I'm already in Act 1 of Cruel. I wanna say thank you for this guide.
Now, I have a question regarding cast on damage taken + supporting skills. You said that we can level the skills linked to COD and keep CODT at level 1 but its turning out that I can't use my level 10 and 8 totem and curses with CODT because they are above its level req of 31 at level 1. Can you clarify this please? I tested it with fresh totem and curse (e.g level 1) and it worked with COD just fine. Does this mean I have to make sure that those skills won't have a level req of more than 31 to be able to use CODT level 1? |
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" Hey sawseech, I am really enjoying the work you are doing on optimizing this tree. I think it is more efficient to take both of mini health wheels south of RT as it saves 2 nodes and using those two nodes to pick up the 15% melee phy node and the 12% sword/axe node below by the blade. that's an extra 27% phy dam vs. 40 Str (20 Base HP and 8%) What's your take. Here is my new 118 point tree
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http://poebuilder.com/#character/AAAAAgQAAdwDhwSzBS0R1RQgFE0XHRc-GJEZLho-G60b-iP2Jd8nLyftKS4ppTGeNJM1kjiWPC09_EF0R35KfUrITP9N404qUEdT31RJVvpXDVeXWGNY21pIW69fP2BBYEtjcGVNZ6BqHm6qcHJyqXK7dO12K3gNeu982YCKhNmE74d2iPGLT4zPkHSVZpkrmy2bg57NoW2iAKQZpKymV6cwqBipbqvFrKqvbLT5tfK2QbcXtz65zbyfvYG-ir6nwQTE9sWKxq7G2Mzb0iHTftlh3Q3jn-RR567uDu8O73rv4-_w8B_yL_ZI9038xf4K_o8= |
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" This is correct, only level the supporting gems enough so that they don't go over the supported gem level of the CWDT. |
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" one handed nodes do nothing for me Last edited by mardukthewolf#5333 on Mar 20, 2014, 2:03:21 PM
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Still trying to decide what to do for my level 84.
How does this look?
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http://www.pathofexile.com/passive-skill-tree/AAAAAgQAmSubLb2BFx2rxVeXR35gQWVNEdWE2b6nWNsl3-_jU98b-mNwm4OkGTSThO8B3LZBdO2-ik4qeu94DVuvKaVgS6lu3Q0FLbXy_MVuqjWSVvpnoLcXSsiI8e4Oh3Y4lv4K73oj9kp9tz7Tfu_wxq5wclpIPC0Dh8T2G62VZiftrKoZLnKp2WF82VcNzNvSIYtPah6QdKgY567yL-RRpKxUSbyfGj7vDikuJy_jn18_wQT2SEF0jM92Kz38901YY8bYQKCeuSFgEiBei8_4
Old build stats from pre-patch
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+243 to Strength
+183 to Dexterity +24 to Intelligence +52 to maximum Mana +245.5 to maximum Life Evasion Rating: 53 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 4% Additional Elemental Resistance per Endurance Charge 4% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 65% increased Melee Physical Damage 60% increased Attack Speed 5% of Life Regenerated per Second 94% increased Physical Weapon Damage while Dual Wielding 184% increased maximum Life 10% increased Attack Speed while Dual Wielding +2 to Melee Weapon and Unarmed range 113% increased Physical Damage with One Handed Melee Weapons 52% increased Armour 56% increased Evasion Rating and Armour 14% additional Chance to Block while Dual Wielding 12% increased Attack Speed with One Handed Melee Weapons Ignore all Movement Penalties from Armour Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating +46% to all Elemental Resistances 12% increased Physical Damage 20% increased Accuracy Rating 15% increased Block and Stun Recovery 30% Chance to Avoid being Stunned 4% additional Chance to Block while Dual Wielding or holding a Shield 4% increased Movement Speed +2% to maximum Fire Resistance +2% to maximum Cold Resistance +2% to maximum Lightning Resistance Your hits can't be Evaded Never deal Critical Strikes You take 30% reduced Extra Damage from Critical Strikes +4.8% Energy Shield +48.6% increased Melee Physical Damage +366 Accuracy Rating 36.6% increased Evasion Rating New build stats (Passive tree posted above)
Spoiler
+303 to Strength
+203 to Dexterity +24 to Intelligence +52 to maximum Mana +271.5 to maximum Life Evasion Rating: 53 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 4% Additional Elemental Resistance per Endurance Charge 4% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 75% increased Melee Physical Damage 30% increased Attack Speed 4.5% of Life Regenerated per Second 94% increased Physical Weapon Damage while Dual Wielding 202% increased maximum Life 10% increased Attack Speed while Dual Wielding +2 to Melee Weapon and Unarmed range 118% increased Physical Damage with One Handed Melee Weapons 126% increased Armour 14% additional Chance to Block while Dual Wielding 12% increased Attack Speed with One Handed Melee Weapons Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating 24% increased Evasion Rating and Armour +32% to all Elemental Resistances 20% increased Accuracy Rating 4% additional Chance to Block while Dual Wielding or holding a Shield 6% increased Movement Speed Your hits can't be Evaded Never deal Critical Strikes +23% to Fire Resistance +2% to maximum Fire Resistance +1% to maximum Cold Resistance +1% to maximum Lightning Resistance 15% increased Life Recovery from Flasks You take 20% reduced Extra Damage from Critical Strikes 4% increased Attack Speed with Axes 4% increased Attack Speed with Swords 40% increased Physical Damage with Axes 40% increased Physical Damage with Swords +4.8% Energy Shield +60.6% increased Melee Physical Damage +406 Accuracy Rating 40.6% increased Evasion Rating IGN: Obsii
Twitch.tv/Obsolithion |
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" That's interesting, I hadn't thought of that. My char has 5951 life (before exercising the option to take 2x 3 by 8% life clusters) - it feels like I've taken enough life for now. My only concern with your approach would be that it's taking too much armor; with steel skin, sentinel, and armor mastery I already feel like we have enough. What you propose is certainly more efficient though. |
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How about taking the 3x 8% life node, retaking berserking, then taking axe and sword damage/15% melee? I feel that, at the very least, we're close to pinning down a universal tree which would look something like this:
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Taking berserking might be very important for someone using the new bringer to give them a better chance at blinding; I happen to have a legacy and blind just fine without it but I'd need to playtest the new one before I could form an opinion on this.
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Another thing worth pointing out is although I dropped leather and steel for sentinel the optimal gear for 1.1 might be to use an abyssus w. carcass jack to make up for the life nerf to bringer. I don't think that using strength gear on appendages enforces a movespeed penalty and carcass is an evasion/energy shield armor so there shouldn't be a movespeed penalty there either. For now, I think that dropping leather and steel is best.
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We could also find two points by not taking the ranger mini wheel and taking the speed nodes instead; this would play well if we intend to not take berserking after all!
Last edited by sawseech#6289 on Mar 20, 2014, 6:51:08 PM
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