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" This is really impressive. I've been wondering how a 2H Shadow could work, looks like you've done it! |
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how about a Marauder that is a caster with blood magic! Banezilla is now lv 64, uses ice spear with lots of crit. and voll's armor for power charges for more crit. chance. he's very tanky and i use ice wall to block mobs and then cast spear thu it and take them down. i use ele. weakness for even faster killing. and for big rares i got a flame totem that mows them down fast. it's fun to hear ppl i party with say "wtf a Marauder caster?". yep i hate the boring GS skill that most Marauders use and wanted to make one that most would not think would work well with all the str. nodes and not much int. nodes around. i have iron will which boosts my spell damg. a lot. i think so far he is my most funnest toon to date. im still going after some crit. damg. nodes to get my multiplier up.
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Build: The Burning Menace
By: Neonspyder Character: ToE_LandOfTheDamned (on Hardcore) Class: Templar Element: Fire Defense: Health Health Regen (Countering the Chaos damage Map Mod) Armor Primary Offensive Skills: Flame Totem Fire Trap Firestorm Primary Support Skills: Temporal Chains Elemental Weakness Situational Skills: Projectile Weakness Phase Run Important Item:
Spoiler
Unavailable Build at Level 65 This build in a nutshell is a fire Templar unleashing flamethrower totems on everything in sight, it has its advantages and disadvantages but is really fun to play, and is very different from the standard ranged/melee play-style that most builds adopt. Your primary source of damage early on is from Firestorm and Fireball, once you are level 13 and able to obtain/use that staff, your damage will be substantial and you will have no problems killing everything easily. Once you hit the appropriate level (31) you will begin using double flame totems (you will spec accordingly so that around 31 you will gain double totems passive), you want to use chromatics, fusings, and jewelers to get the staff to be 3L minimum, 1 red, 1 green and anything else. It is fairly important to keep Flame Totem within the staff as it will grant it a substantial damage boost, having a high item level staff helps long-term when you want to attempt to create a 5L/6L version. Why Flame Totem? Flame Totem has a base cast rate of over 10 projectiles per second. Adding cast-speed will increase this number even further, this makes it VERY useful for applying effects, for example; Knockback, Blind, Flee. Because this totem is firing SO rapid, the effects are applied almost permanently, this includes Shock, which is why you will consider "Added Lightning Damage" to flame totem, and you will also notice the two "chance to Shock on hit" passive nodes I have gotten. Applying Greater Multiple Projectiles not only substantially increases the single target and AoE capabilities, but it makes them look like two ownage flamethrowers. Totems also distract mobs, making you VERY safe, they will eat the damage, and keep mobs from attacking you, providing a damage free environment most of the time. Curses: As you notice I went for the double curses, they are an extremely important/useful aspect of the game. I use temporal chains (defensive) and elemental weakness (offensive) when fighting. Temporal chains provides a much safer environment, allowing you to freely run around placing totems MUCH easier. Totem placement is important because the closer the totem is to a mob, the more projectiles will be hitting it, point blank range is 5 times more damage than at a distance, give or take. Elemental Weakness provides a large boost to both the damage and the effectiveness of burns/shocks, also as you progress mobs start to gain large amounts of fire resistance and this is used to negate that. The Situational Curse is Projectile Weakness. Projectile weakness is mainly used for crowd control purposes, it has a "knockback" effect on the curse, twin totems spamming 20+ projectiles per second, you can permanently knock targets back, keeping them off you and your totems, guaranteeing your safety. You can literally throw the totems down infront of Brutus or Oak for instance, apply projectile weakness, and they will not be able to do ANYTHING to you as long as your totems are sustained. Other Offensive Abilities: Outside of Flame Totem, you are using Fire Trap and Firestorm to kill. In large packs and against rare mobs/bosses you can just spam fire traps and firestorm to deal a substantial amount of burst damage, instead of just sitting there watching the flamethrowers do all the work, if you can fit them in the staff, the damage increase will be fairly large. Weaknesses: This build has a few weaknesses, nothing it cannot overcome however. Fire Resistant Mobs (these will take longer, but are still killable) Fire Resistant Map Mod (Ugh...) Immune to Curses Elemental Equilibrium Map Mod (Ughhhhhhh......) As you can see because you are strictly utilizing one element, you will suffer whenever Fire Resist is involved. Flasks: 2* Health 1* Granite 2* Mana I also use a belt with "Reduced Flask Charges Used" mod, this combined with the added charges on a Granite flask allows for three uses per fill, without this I would consider using a second granite, just for emergencies, in place of a health potion. The reason for two mana is that totem with 4L/5L can cost a substantial amount of mana, you need enough mana to drop two and cast your curses before being depleted, then refill your mana before the next set of mobs, increased regeneration speed flasks are useful for this, however flasks are not an overly important factor to making this build work. Future Points: I would probably pick up some more of the easily accessible life nodes (I play on hardcore mainly, can't hurt), as well as the 20% armor/es node near the start, followed by probably making my way to Diamond Skin if my resistances are lacking. Conclusion: Overall, a very fun build to play, does a substantial amount of damage, and is capable of being played very early to very late game, in both solo and group environments. Not only is it enjoyable, but VERY customizable, the support gems can be changed frequently to adapt to certain encounters. This adaption is what makes it truly powerful, through not only support gems but curses too. It can be very overpowered in the right situations, and improves drastically with increases links, I highly recommend you give it a try! Edit: Unsure if the shock is working / lasting long enough to be worthwhile / stack three times (difficult to test, unable to see debuffs on enemies). Possibly worth using faster casting, or another support gem in its place and removing the shock talents from the passive tree. Last edited by Neonspyder on Oct 8, 2012, 7:58:09 PM
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Hey guys
Plz Plz Plz check out my build before legacy move :P -------------------- Zeus 2.0 Build All the information can be found on this link: http://youtu.be/LOSBKFkxjCc Class: Marauder Style: Tank/Fast Attacker Build Details: use's of Iron reflex, Endurance charges, frenzy charges and fast attack speed to overcome any enemy. has 90% DMG reduction 75% to all resists 226 HP regen with totem support and endurance charges 3 Attacks per second with frenzy charges Main skills: Lightning strike for crowd damage and aggro. Heavy strike for boss take downs. Warlords mark for Life leech and maintaining endurance charges. Blood Rage for extra life leech and frenzy charge gaining Enduring cry for getting charges up fast. Phase run for fast movement and high burst dmg Anger for High fire dmg Regen totem for High hp regen in bad situations Use: Pop anger and blood rage at spawn. Pop cry at enemy and cast warlords mark. Use lightning strike to kill until full frenzy charges. Repeat. "Bullshit, you get the game for free." - Qarl 2014
"The 5x Diamond Supporter" |
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Since legacy is happening, nominating my level 64 Witch, Mekhet
Mekhet uses the following uniques: Unavailable Unavailable Unavailable Unavailable And is a CI Leap Slammer'. I didn't have a chance to get a 5L yet, but I have decent physical melee DPS as a witch. I accomplish this with no +increased melee damage nodes on the tree, but through support gems Leap Slam + Increased Melee + Increased Melee While On Full Life + Faster Attacks With a 5L was hoping to buy soon, I was going to have: Leap Slam + Increased Melee + Increased Melee While On Full Life + Faster Attacks + Concentrated AoE I took +52% area of effect from passive skills, enabling me to have massive AoE. I have excellent damage scaling and attack speed due to my support gems/uniques and am decently defensive with Ghost Reaver, 5000 ES, stun immunity and freeze immunity. People have found my build really awesome when they saw it in action. A pure physical witch I haven't seen done before. It worked out really well. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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MinDShocK Critical Strike Character
Shadow - Hardcore - Lvl66 Bower - Elemental Hit +477% Critical Chance (+727% Charged) 318% Critical Strike Multiplier 28% Crit chance (40% Charged) from a 5% base crit weapon 3K ES (Missing good boots) 850 Base dps 5500 dps with elem hit + crits These numbers exclude shock and ignite. Either of which occurs at minimum once per second. Auras - Clarity, Disciple, Anger, Wrath, Grace Special Items - Voll's Protectir, Quill Rain Additional thoughts: Build can easily be adopted for spellcasters or wand users. Blood rage in theory could increase dps by 10-20% 4L currently, could do alot more with 5L/6L Skill tree, 79 points used: Many points are used to neutralize Voll's huge mana penalty. http://www.pathofexile.com/passive-skill-tree/AAAAAQYAAYFuigM5K8wE6_2NBQnIGg3wYAUTe5b5FYXwZSF52non7RoXLNfCCzLquew2uEowOp8LDD-eX01BRTwYQkzWvElHOJxM-2JBTTO-q09DWX1RjUoqV80qoFi1P09fm7mIYzq_yGPyeo9o2hlUc21hxXcAFgl96Ek4fppk04RadRqhvSrYw7INgvs-I6i0Hmd7x_NdvffaBObdrhXe9yMguYwqiHboQHTtsKYR7MOVX_-IRTFOyDkwAZzFRM2pvwdi9ORqZoksSA-xirh6j7uWddszIrj0bpC364vb2Jtu4La6-PZ8vSG7Vs3KZmP9mG3T9Tm6j-L2Bz2QaVMllhxlatkJHdm5Y47F2Jm37JDNb3-HMz9qjDz5v5Y6prTK3NwZ64AHAt3iyCb-_H8Oqf7n0Owqqq_k6IMjxx9hHw== Current items:
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Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Some items in this post are currently unavailable.
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Ionface is an ES-Leech Claw build with Ghost Reaver, Vaal Pact, and Chaos Inoculation.
Unwavering Stance was chosen because of the low max HP of a CI exile (thus it's easily stunned), and so I could also choose all of the increased movement speed passives along the way. Iron Reflexes is necessary to reduce the drawback of Unwavering. His main attack is Double Strike, and he uses Flicker Strike and 5 frenzy charges kept up with Blood Rage. Melee Damage on Full Life support is very effective for this. Phase Run is used for offense in addition to its normal avoidance, as Flicker Strike with a slow claw gives a pretty high burst shot. The Warlord's Mark curse is kept on a Spell Totem for distracting and cursing enemies, it gives endurance charges and extra leech. The Fire Trap supported by Iron Will is for AoE, and it also helps a lot on targets which can't be melee'd often due to their offensive power. The auras are Grace and Clarity supported by Reduced Mana. The Lightning Warp skill is used for breaking pots. Some gameplay footage: http://www.metacafe.com/watch/9193773/ionfaces_first_map_beta_0_9_12p/ Here is the current build and the destination build. Last edited by ionface on Oct 6, 2012, 3:10:48 PM
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Submiting cyan_ide for build of the week.
His build is a shock mage using Lightning Warp/Spark, while getting most movement speed nodes for maximum speed teleporting with lightning warp. I have 68% movement speed with Karui's ward, making lightning warp's minimum range teleport nearly instant, while also giving me the ability to blaze through maps with Phase Run. All this combined gives me unmatched hit'n'running, and its pretty fun to play. Still, its a build I made for fun, so don't expect it to kill bosses easily or do harder maps; I made it just for laughs to my Shadow, that was without build since the last skill tree change. | |
Since I heard there was a demand for Shadow Build of the Week I might as well submit this one.
Luikuri Lowlife - Ethereal Knives - Shieldblock - Magic Find Shadow build Some time ago I built a low life character utilizing Ethereal Knives and dual Redbeaks which was extremely effective at clearing maps. However, defensively it was horrible and died in seconds when anything could reach it. Then I realized the potential of Daresso's Courage unique and this build was born. The main point of the build is to be very defensive while still being on low life all the time to utilize low life uniques. This is achieved with Daresso's Courage shield which is the keystone to the build. Unavailable The character has picked a lot of shield block nodes nearby and reaches an impressive 72% block chance with this shield. Because he is always on low life he also has a capped 75% block chance against spells meaning he does not get hit often. Before lvl 54 the character used Crest of Perandus and Stone of Lahzwar for a similar but weaker effect. This shield blocking is also used offensively with the Tempest Shield spell. It is linked with Elemental Proliferation and Increased Critical Strikes. This applies shock states on mobs as their attacks are blocked to amplify the damage they take from all attacks. Iron Reflexes keystone is picked to remove Evasion so that all attacks test directly against block and to receive extra damage reduction. Main attack skill is Ethereal Knives. This is due to the fact that its damage is easily boosted with items allowing me to devote almost the entire tree to defense. Redbeak and The Magnate are used to greatly boost the damage of Ethereal Knives and Daresso's Courage also has a boost to physical damage. Thanks to The Magnate enemies hit by knives are also stunned for a significant time. Unavailable Unavailable In addition the spell is linked with Faster Projectiles for very much needed increase in range, Mana Leech, Faster Casting and either Added Fire Damage or Item Quantity depending on whether I need the extra damage. Hatred aura is also cast to grant a percentage based damage boost and I have naturally picked the Pain Attunement keystone. Three defensive auras are linked to Blood Magic to force the character into low life all the time: Clarity, Grace and Discipline. They are not fully leveled up so that I have some space to add more life reservation as my maximum life or the level of Blood Magic gem increases. Other skills used are Whirling Blades to bounce around and Viper Strike to deal with physical reflect rares. Both are linked with Faster Attacks. Viper Strike is chosen because it works well without any supports and the character can spend short amounts of time at melee range thanks to shield block. An elemental spell would pretty much require a 4-linked item devoted to it to work well, and the damage would still be underwhelming because I don't have any elemental damage passives. The mob surrounding a reflect boss is first mopped by sapping a Granite Flask before a barrage of Ethereal Knives. The huge armor bonus allows me to survive the reflected damage. Two curses are used: Vulnerability to enhance the damage of both Ethereal Knives and Viper Strike, or Temporal Chains to make the nastiest mobs more tolerable. Both curses are linked to Spell Totem for convenience. Because I can, the build uses Wondertrap shoes for +100% item rarity Unavailable The rest of the gear focuses on energy shield, life, evasion (turned into armor due to Iron Reflexes) and resistances and item quantity. As far as flasks go, due to my high block chance, mana regen and leech I can survive with just one hybrid flask which has the mod 'instant recovery on low life'. Other slots are used for a Granite to help against fast melee mobs and physical reflect bosses, and 3 diamond flasks to quickly dispatch nasty rares and magic monsters. I think adding Eye of Chayla or Unwavering Stance will be necessary on higher levels but so far I have not had problems with stuns (+120% recovery from shield helps a lot). There are also Deshret's Vise and Ezomyte Peak uniques which add percentage based physical damage which would help Ethereal Knives. However, they're quite horrible defensively which is why I have opted not to use them. Passive Tree Currently I have made long treks to reach shield block nodes, Iron Reflexes and Pain Attunement. Future development will be taking critical chance (mainly for tempest shield), energy shield and life nodes in nearby areas. -Ropetus Author of Build of the Week #11: PalavaKostaja - Righteous Fire Marauder Last edited by Ropetus on Oct 7, 2012, 9:56:42 AM
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Hardcore CI/GR/VP Staff Leap Slam Shadow [Video]
I had the idea for that build since I got the first good staff. I enjoy playing the shadow a lot as it is the most fun build I have made so far. Video (sorry for the quality): http://youtu.be/iS12DA_gUY0 But first the link to the level 68 build: http://bit.ly/Q4Vo6k The planned level 78 build looks like this: http://bit.ly/TfBpFZ Notice that the level 78 uses more points than my shadow will have available at that level. That is because the shadow was originally planned as another build so that it already had helped oak twice before I respecced it into what it is now. Stats of the build:
Damage at level 68: Glacial Hammer
Leap Slam:
The damage will go up even more when I level a bit and get more attack speed. I also played around with "Haste". I used it for quite a long time but in order to use "Leap Slam" as my movement method I chose clarity.
Items
Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable Unavailable To the playstyle: Basically I just cast "Blood Rage" and start slamming. If possible I try to cast "Warlord's Mark" as it gives Life/Mana Leech, faster flask charge recovery and also very important endurance charges. If necessary I use a granite flask. For single targets I use "Gacial Hammer" and sometimes the curses "Enfeeble" or "Temporal Chains". The bigger the groups of mobs the easier it gets because there will always be enough enemies to leech mana/es. The only things that can be a bit troublesome are enemies that chill/cast "Temporal Chains" or single boss mobs. But with the right flasks and a bit careful playstyle those are not a real challenge. I really hope you like the build and consider chosing it for the build of the week. My items are not the best but also not the worst. I found/crafted most of it myself and just had to trade the "Carnage Heart" and maybe a few gems from another player. Speaking of the Carnage Heart I have to emphasize that I really like the look and effects of this build. Not only is the character 10% bigger but also has "Extra Gore" which is a nice touch to the leap slam. "Blood Rage" + "Phase Run" looks amazing and after some time the "Blood Rage" creates some kind of buggy visual effect which I really like. With small changes of the build this character would also be very viable in a league with the resistance penalty active. I would love to get some feedback (here). :) Last edited by Spacke on Oct 7, 2012, 12:28:32 AM
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