Official Blender Post! Lets theory craft for 1.2! 123k Cleave DPS!

Alternatively, berserking and capping resists @ 77% is an option with the remaining 5 points or only capping lightning, taking berserking, then taking the 15% 1h node.

It sort of slipped my mind, but instead of taking the marauder mini life wheel we could rather take the 1h/life hybrid wheel by resolute technique. This gives us a little more attack speed, more life, and more 1h damage instead of only life.

//

I think I'm wrong. I think taking sentinel is better than taking the marauder armor keystone. I don't feel that I have any mobility problems with 34 movespeed and I think that the priority is to have exactly two armor keystone passives; it's the only way for me to feel comfortable playing in high maps and sentinel just gives more armor. I've tried playing with only one and it just doesn't work, especially on fracture, unless you intend to play super conservatively on that mod and/or avoid it.

//

Alright, we take leather and steel and steel skin in the reference tree that I proposed. I think this is insufficient armor; we need one more keystone or the life/armor hybrid node. The life/armor nodes are too far out of the way on this reference tree. So we must take sentinel.

//

WRONG. The marauder armor node gives me 6828 total armor pre buffs vs 6567 from sentinel. We also lose 2% absolute movespeed. Sentinel is inferior and 4 armor keystones total is overkill in my opinion. Switching back. It looks like because our evasion rating is 0 (having taken iron reflexes) we only get the 24% from sentinel to armor and 0% to evasion. There is merit in taking sentinel - it helps on elemental weakness for instance, but in terms of maxing armor given 3 armor/eva keystones, it's worse than taking armor mastery. Makes me wonder if I should keep sentinel and drop leather and steel.

//

Dun diddit. 36% movespeed (there was no movement speed penalty being applied in the first place) and armor went from 6567 to 6619 - a good trade from 6828 armor for a 10 point buff to strength and 2% movespeed.

Here's an updated 108 point tree (lvl90) to reflect changes:



The plan from here is to take the north and south life mini wheels relative to resolute technique.
Last edited by sawseech#6289 on Mar 20, 2014, 1:20:05 AM
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?
"
sawseech wrote:
Alternatively, berserking and capping resists @ 77% is an option with the remaining 5 points or only capping lightning, taking berserking, then taking the 15% 1h node.

It sort of slipped my mind, but instead of taking the marauder mini life wheel we could rather take the 1h/life hybrid wheel by resolute technique. This gives us a little more attack speed, more life, and more 1h damage instead of only life.

//

I think I'm wrong. I think taking sentinel is better than taking the marauder armor keystone. I don't feel that I have any mobility problems with 34 movespeed and I think that the priority is to have exactly two armor keystone passives; it's the only way for me to feel comfortable playing in high maps and sentinel just gives more armor. I've tried playing with only one and it just doesn't work, especially on fracture, unless you intend to play super conservatively on that mod and/or avoid it.

//

Alright, we take leather and steel and steel skin in the reference tree that I proposed. I think this is insufficient armor; we need one more keystone or the life/armor hybrid node. The life/armor nodes are too far out of the way on this reference tree. So we must take sentinel.

//

WRONG. The marauder armor node gives me 6828 total armor pre buffs vs 6567 from sentinel. We also lose 2% absolute movespeed. Sentinel is inferior and 4 armor keystones total is overkill in my opinion. Switching back. It looks like because our evasion rating is 0 (having taken iron reflexes) we only get the 24% from sentinel to armor and 0% to evasion. There is merit in taking sentinel - it helps on elemental weakness for instance, but in terms of maxing armor given 3 armor/eva keystones, it's worse than taking armor mastery. Makes me wonder if I should keep sentinel and drop leather and steel.

//

Dun diddit. 36% movespeed (there was no movement speed penalty being applied in the first place) and armor went from 6567 to 6619 - a good trade from 6828 armor for a 10 point buff to strength and 2% movespeed.

Here's an updated 108 point tree (lvl90) to reflect changes:



The plan from here is to take the north and south life mini wheels relative to resolute technique.


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

Spoiler

http://poebuilder.com/#character/AAAAAgQAAdwDhwSzBS0R1RQgFE0XHRc-GJEZLho-G60b-iP2Jd8nLyftKS4ppTGeNJM1kjiWPC09_EF0R35KfUrITP9N404qUEdT31RJVvpXDVeXWGNY21pIW69fP2BBYEtjcGVNZ6BqHm6qcHJyqXK7dO12K3gNeu982YCKhNmE74d2iPGLT4zPkHSVZpkrmy2bg57NoW2iAKQZpKymV6cwqBipbqvFrKqvbLT5tfK2QbcXtz65zbyfvYG-ir6nwQTE9sWKxq7G2Mzb0iHTftlh3Q3jn-RR567uDu8O73rv4-_w8B_yL_ZI9038xf4K_o8=
"
shanepaw123 wrote:
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?


This is correct, only level the supporting gems enough so that they don't go over the supported gem level of the CWDT.
"
ressiv wrote:
"
mardukthewolf wrote:
without further respecs, this is what I have for my 85-ish tree



"
Jezzi wrote:
Hey what i should change in my eq to raise my dps cyclone



could get wepon ele and att speed on your rings, weapon ele and added physical on your amulet


Where you go down from the marauder start you take you take a cluster of two handed damage nodes while you're dual wielding.
Instead you can go down through one handed damage/attack speed nodes, why in earth would you go your way??





one handed nodes do nothing for me
Last edited by mardukthewolf#5333 on Mar 20, 2014, 2:03:21 PM
Still trying to decide what to do for my level 84.

How does this look?

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAmSubLb2BFx2rxVeXR35gQWVNEdWE2b6nWNsl3-_jU98b-mNwm4OkGTSThO8B3LZBdO2-ik4qeu94DVuvKaVgS6lu3Q0FLbXy_MVuqjWSVvpnoLcXSsiI8e4Oh3Y4lv4K73oj9kp9tz7Tfu_wxq5wclpIPC0Dh8T2G62VZiftrKoZLnKp2WF82VcNzNvSIYtPah6QdKgY567yL-RRpKxUSbyfGj7vDikuJy_jn18_wQT2SEF0jM92Kz38901YY8bYQKCeuSFgEiBei8_4


Old build stats from pre-patch

Spoiler
+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
"
CrimsonShadows wrote:
"
sawseech wrote:
Alternatively, berserking and capping resists @ 77% is an option with the remaining 5 points or only capping lightning, taking berserking, then taking the 15% 1h node.

It sort of slipped my mind, but instead of taking the marauder mini life wheel we could rather take the 1h/life hybrid wheel by resolute technique. This gives us a little more attack speed, more life, and more 1h damage instead of only life.

//

I think I'm wrong. I think taking sentinel is better than taking the marauder armor keystone. I don't feel that I have any mobility problems with 34 movespeed and I think that the priority is to have exactly two armor keystone passives; it's the only way for me to feel comfortable playing in high maps and sentinel just gives more armor. I've tried playing with only one and it just doesn't work, especially on fracture, unless you intend to play super conservatively on that mod and/or avoid it.

//

Alright, we take leather and steel and steel skin in the reference tree that I proposed. I think this is insufficient armor; we need one more keystone or the life/armor hybrid node. The life/armor nodes are too far out of the way on this reference tree. So we must take sentinel.

//

WRONG. The marauder armor node gives me 6828 total armor pre buffs vs 6567 from sentinel. We also lose 2% absolute movespeed. Sentinel is inferior and 4 armor keystones total is overkill in my opinion. Switching back. It looks like because our evasion rating is 0 (having taken iron reflexes) we only get the 24% from sentinel to armor and 0% to evasion. There is merit in taking sentinel - it helps on elemental weakness for instance, but in terms of maxing armor given 3 armor/eva keystones, it's worse than taking armor mastery. Makes me wonder if I should keep sentinel and drop leather and steel.

//

Dun diddit. 36% movespeed (there was no movement speed penalty being applied in the first place) and armor went from 6567 to 6619 - a good trade from 6828 armor for a 10 point buff to strength and 2% movespeed.

Here's an updated 108 point tree (lvl90) to reflect changes:



The plan from here is to take the north and south life mini wheels relative to resolute technique.


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

Spoiler

http://poebuilder.com/#character/AAAAAgQAAdwDhwSzBS0R1RQgFE0XHRc-GJEZLho-G60b-iP2Jd8nLyftKS4ppTGeNJM1kjiWPC09_EF0R35KfUrITP9N404qUEdT31RJVvpXDVeXWGNY21pIW69fP2BBYEtjcGVNZ6BqHm6qcHJyqXK7dO12K3gNeu982YCKhNmE74d2iPGLT4zPkHSVZpkrmy2bg57NoW2iAKQZpKymV6cwqBipbqvFrKqvbLT5tfK2QbcXtz65zbyfvYG-ir6nwQTE9sWKxq7G2Mzb0iHTftlh3Q3jn-RR567uDu8O73rv4-_w8B_yL_ZI9038xf4K_o8=


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.
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.
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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