=[1.1.3]= The New Overpowered (UPDATED!) New Build HERE!

also how did you level? start using multistrike frenzy from start or did you level using something else?
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i completely disagree - endurance charges are good against physical damage regardless if you have 0% physical reduction or 70% physical reduction. the reason? because endurance charges add a flat physical reduction, 4% per charge.

Yeah, this is the point.
They have a flat %damage reduction, this is why it's much more effective with a high armor value.

If you have 60% physical damage reduction, having 5 end charges will give you 20% damage reduction.
So you will take 50% less damage.

If you start from 0, you just take 20% less damage, that makes it 2.5 times more effective with 60% DR.

Of course, it won't matter much against hits coming from Khole/Brutus and the map equivalent because of the way armor works, but against starndard and blue/Rare monsters, it is more efficient with a high armor value.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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vortex315 wrote:
Can you clear 1 thing up for me, I dont understand how you maintain mana before your unique axe? Say early the game mostly. Are you running high level clarity or something or do you link with a mana leech and that seems to be enough?

At lvl 30 just running frenzy with melee splash im OOM in seconds!

also how did you level? start using multistrike frenzy from start or did you level using something else?

maintaining mana before my unique axe? i basically didn't. but it was easier because that was before the aura change. now, you'd have to use a max of one aura most likely and have at least 4% mana leech.
you also don't HAVE to use frenzy as the main attack. sub it for dual strike and just cast frenzy every 10 seconds to maintain charges. leveling your character has very little to do with the final outcome. you're only level 30 so hell, if you find an epic bow switch to that for 10 levels or so, it really does not matter.

often times it hinders your effectiveness to force yourself to level in a certain role. gear finds determine leveling a lot more than your projected tree does.

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Fruz wrote:
If you start from 0, you just take 20% less damage, that makes it 2.5 times more effective with 60% DR.

Of course, it won't matter much against hits coming from Khole/Brutus and the map equivalent because of the way armor works, but against starndard and blue/Rare monsters, it is more efficient with a high armor value.


just because its MORE effective for armor doesn't mean it isn't effective for evasion. i could say the same thing for 10% evasion, its more effective for EV characters than armor...that means anybody with armor shouldn't have 10% evasion? no it doesn't work that way.
endurance charges are still an excellent choice for evasion based characters to mitigate physical damage when they need to, like reflect.
ive been doing nemsis league and im getting hurt pretty badly by the voilate exploding addon for rare mobs. Is it not dodge able? Or is it considered spell damage and I dont have that yet so thats why im never dodging it? Almost 1 shot few times haha any tips?
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vortex315 wrote:
ive been doing nemsis league and im getting hurt pretty badly by the voilate exploding addon for rare mobs. Is it not dodge able? Or is it considered spell damage and I dont have that yet so thats why im never dodging it? Almost 1 shot few times haha any tips?


those suicide mobs you mean? or is it a new mod for rares kinda like molten shell? much of the stuff that explodes is elemental damage, AKA you can't evade it but reduce its damage via fire resistance.
if its the kamikaze mobs then you can interrupt them before they explode, kill them before they explode, throw a totem/skeles so they pop on them, or just bait them into exploding and move away
violatedblood new mods on the mobs im guessing they are just a resist but i wasnt sure if I could dodge them in anyway or not. But ya the new mods for the new mode
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vortex315 wrote:
also how did you level? start using multistrike frenzy from start or did you level using something else?

For me I started with low mana skills like double strike until I could equip a soul taker
Ageel-85 Max Range AoE Cyclone Duelist // 487665
FrenziedRengar-88 64k dps 911% ias Frenzy Ranger // 472040
Turtle Standard Shop // 556188

BUYING +1 FRENZY CHARGE CORRUPTED STUFF T-T
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Faldrath wrote:
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Allexiel67 wrote:
Hello,

I'm new to this game, so I'm a little lost. Like Faldrath I'd like to build an LA Ranger based on avoidance.

In Faldrath's three (here) he only takes a few damage nodes. Instead he goes all the way to the left side of the Skill Tree.

I don't understand why. Sure I see some nice skills there, like Catalyse, but to get there he has to take many Strengh nodes which aren't good afaik. Isn't it more effective to stay on the ranger side of the three and take what we have there ?


Heh, I understand what you mean. But I did give context in my post - I used to have a build based on Petrov's Static Blows LA ranger, which did already go all the way to the left through RT and then up to Static Blows and Inner Force. As I play self-found, I don't have amazing gear, and what gear I have has no crit or accuracy to speak of, so I needed RT anyway - which is why I still go all the way to the left.

But yes, if you're designing a brand new ranger, it's probably best to stay in the ranger tree and go physical.

My build is working well, as I said. It's not as easy nor as powerful as the previous one (I really could use a couple of 6L!), but I still can do everything I used to do. I haven't tried merc Dominus yet, though, nor maps above 70.


Just an update, I tinkered with my build slightly, and decided to go back to Static Blows instead of taking Celestial Walker, and switched Elemental Weakness to Conductivity. This worked very well - the 30+% chance to shock is a huge DPS increase that isn't reflected on the paper doll DPS, but now mobs are dropping much more quickly.
Last edited by Faldrath#4030 on Oct 29, 2013, 8:19:36 PM
This tree stem is just such a fun sounding idea that builds keep popping into my head. So I was wondering what you guys thought about a trapper build? I'm unsure what's the best trap gem, but I think early on Searing Touch with fire trap could do wonders. My basic tree puts a bit of points into mana since I have a lot of mana troubles with Rangers, but I think there's enough nodes to help get by. I think Ranger is undervalued for traps, since a ranger has access to almost all of the trap clusters, three of which are right by the stem of this build.

After a bit of leveling, the staff could be foregone for a decent wand and a good shield, and then the easily accessed +chance to block nodes could be taken.

Just wondering what you guys think. Also, what are the best trap gem combinations?

Build
honestly im thinking about doing something with traps also. i don't know much about traps so i'll have to research around to find out good combinations and everything, but its true that ranger has access to basically all trap nodes

just not sure how powerful they can get end-game. i'd imagine bear trap for single target bosses and w/e other trap for aoe goodness, fire or lightning who knows

something i just through together

use shield + wand and all evasion gear. skipping out on the frenzy charges since you wouldn't be using frenzy to keep the charges up, and thus skipping on the darkray vectors. this would keep your dodge at 40% but you'd have a lot of gear to make a lot of evasion.
auras of grace + maybe purity if you can spare the mana.

im just not sure of a reliable way to regen health with such a set up. maybe if you can retain frenzy charges you can use the blood dance boots for added regen? i honestly don't know. it might just be best to go ES and skip dodge, grab up the EV/ES nodes with added resistances also...hmmm...ya maybe i'll think of a tree incorporating that, run grace + discipline?
Last edited by iRace82#5088 on Oct 30, 2013, 2:28:20 AM

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