Guide: Fireball CI Curser - Proliferated Burning Critical Fire Damage | In-depth | SC |

is there any updated build with recent changes on tree?

linked tree has some "holes" in it.
ara va de bo, que de bo va!
I am currently level 40 and have been following this build. So far I have been able to solo all content and in fact was over-leveled for most of act 3 on normal, and I only grouped a few times. I didn't farm much, rather just cleared the side areas and did all quests. I just started Cruel difficulty and have been able to clear the first few instances.

My only limitations so far have been with survivability at times. If I get too aggressive and gather too many mobs, occasionally I get killed. I didn't have enough resistance/life to beat the primary bosses of act 2 and 3 without using several town portals.

Playing this build so far has been fun, particularly with seeing my power grow. I recommend buying some of the gems early in the game, such as elemental proliferation (drops in later difficulty act) and clarity if you haven't gotten it. Elemental proliferation is very useful early on and it spreads your damage rapidly. Clarity will significantly boost your damage buy giving you sufficient mana to fireball mostly nonstop.

Hopefully I will continue to make it through cruel difficulty with ease.

This is my current build.
Last edited by fireincairo#5490 on Nov 3, 2013, 9:56:53 PM
Would Inner Force or Influence be better for the aura buffs in this build?
wtb soj
Hello guys.

I've been slacking quite a lot with this guide since 1.0. The reason is i have started playing on domination and the time to play a new build has come. Still, i have been getting a lot of requests to update the guide so that is what i will do today.

I have just been tinkering a bit with this new skill tree and thus far i have come up with a new version that i think is it.



Changes to the build is that we are no longer using 4 auras. Clarity is the most important, followed by discipline then purity, and grace has never been very important. I recommend to use just two auras, Clarity and discipline. It is now easier for us to maintain mana costs since we are reserving less of our pool and gain more regen from clarity when using inner force and influence.

My witch is using below build right now at level 88 (techincally level 89 had i chosen mana as bandit reward as i should have). Notice i have the "Throatseeker" crit multiplier circle chosen, i can do that because my chest refuses to become 6-linked, even after 4k fusing... If i had a 6 link i would have been using those 5 points on mana regen/pool instead to maintain the increased mana cost. Also notice i have taken no +30 Str nodes, and only one +30 dex node. That is because i have the rest on my gear, and you may need to adjust until you can find gear to cover that.


Above build matches my gear:


I still use 4 auras in my gems, it's just the good old pre-1.0 gear.

33.2% Crit chance (before critical weakness)
217.5 Mana/sec
6844 Energy shield

About maxed resistances (lack a few lightning since no longer using purity but the same old gear)


As you may notice there are some free sockets to use in the gear. In my head i am no longer using purity, and because of that, i have one socket left. That socket could for example be used for empower, depending on how your mana pool handles the increased cost. It should be very possible to run empower on those two auras now that we only have to use two auras. Another possibility is to run purity when you have a large mana pool, but it will reserve almost the entire pool which is not recommended since you probably have slightly less mana regen than it takes to cast nonstop with arctic armour on.

Because of not using grace/haste in my setup anymore, i have the entire 4-linked gloves open for any use. There i would suggest some sort of "Cast when damage taken" combination to save you if you should get caught. I have not tested that yet, but i imagine there are some very defensive things you could use, for example decoy totem if that can be triggered could probably be a life saver.

I am also using Reduced Duration with Lightning Warp now, a sick combo.


I will look into editing the guide now..

EDIT: Actually i will probably not update the guide right now. I want to test out what things work well with cast when damage taken first. That i will do on my new witch in domination. Hope this helps thus far. Updated intro so others may find this post in case they want to see changes.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Nov 5, 2013, 7:51:13 AM
"
daddyk1ll wrote:
Would Inner Force or Influence be better for the aura buffs in this build?


Influence is the better of the two sets, but i recommend both.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
fireincairo wrote:
I am currently level 40 and have been following this build. So far I have been able to solo all content and in fact was over-leveled for most of act 3 on normal, and I only grouped a few times. I didn't farm much, rather just cleared the side areas and did all quests. I just started Cruel difficulty and have been able to clear the first few instances.

My only limitations so far have been with survivability at times. If I get too aggressive and gather too many mobs, occasionally I get killed. I didn't have enough resistance/life to beat the primary bosses of act 2 and 3 without using several town portals.

Playing this build so far has been fun, particularly with seeing my power grow. I recommend buying some of the gems early in the game, such as elemental proliferation (drops in later difficulty act) and clarity if you haven't gotten it. Elemental proliferation is very useful early on and it spreads your damage rapidly. Clarity will significantly boost your damage buy giving you sufficient mana to fireball mostly nonstop.

Hopefully I will continue to make it through cruel difficulty with ease.

This is my current build.


So what do you guys think of this build starting Act 1 of cruel? I haven't picked up any life nodes, although I did pick up Arcane Focus for the increased energy shield. I'm afraid of getting slammed by mobs later in Act 1 as my HP/energy pool is quite low. When can I expect to see mobs with reflect damage? My gear is mostly gear that I found and it's optimized for increased spell damage/burning damage; I would link what I have but I don't know how.

At what level should I try to get the Searing Touch staff? I imagine it's quite expensive and I only have orbs from limited farming.
Last edited by fireincairo#5490 on Nov 4, 2013, 2:19:39 PM
I think the build looks excellent for early levels. Pretty much how i would do it, i'd just go dmg as well and blaze through monsters. I would go for some curses soon though, elemental dominion(20% dmg point near witch starting point), and the remaining area nodes near templar starting point.

The staff is rather inexpensive usually, although it depends which league you play. If you play the new leagues it probably costs around 1 exalted of value (22-23 chaos). That may seem a lot if you haven't found much, but i'd go for it almost as fast as possible, it really turns your character into a mass murderer.

You will no doubt run into some issues staying alive when you hit late cruel(act 3) and in merciless, it will be really frustrating without good energy shield gear. That's gonna last you until you farm enough to buy some basic energy shield chest/head and such. I usually farm out fellshrine which is almost completely safe. For now just stick to ES pieces with some +life on it and you can manage your way through.

To help you control monsters you will need temporal chains and arctic armour, that will help you through the vast majority of situations. Just keep arctic low level, for now it is just useful for the ice it lays on the ground.

I think reflect damage comes in merciless if i am not mistaken.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
I've started trying this build. Lvl 39 now, about to fight Dominus in normal. So far it hasn't been too tough, even though my gear is mostly crap. I wanted to have at least one good char before I started doing too much experimentation on my own, and this seems like a pretty good one so far.

I have no idea if/when I'll ever be able to afford the required unique items. Those things are pretty damn expensive. I expect I may hit a wall before I get too far into Merciless without those. No idea how to get that much currency in order to buy them. Is there any good method of doing that?
I'm roughly level 36 and leveling this build

Current spec looks like so:

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBVysHY-aBc1PAVBFQu9Y74W0Z4venK8HzoqN_xiepflnBxewYw23fsIIQQZYFQq6zLJxVrpf0l5VSUz1fBAcfApwth2WIQvIdEZado_yr


So far the MOST IMPORTANT things to know leveling:

1. Start slotting the curses ASAP. Some cases you will use Chains, some Flamm, sometimes Crit. I think aside from the Searing Touch, the easiest required item to pick up is the double curse ring, which should serve you well, letting you Chains and Debuff accordingly. If your natural Fireball crit is roughly 25%+, I'd say go with Flam. Otherwise Crit seems to help more.

2. Clarity is easier to run than you think, especially if you took the mana and big Int nodes like you were supposed to. Running a second Aura needs to come later though...

3. Given that your Chains will last a pretty short duration until you slot the permanent curse points (I'd say get this before going towards Templar for Damage!) the next best thing to run for defense is TOTEMS. Searing Link is kind of interesting with this build given the raw spellpower and decent fire damage it has. However the real winner is FLAME TOTEM once you hit 31. By this time you should have some decent levels on the curses, and wow it takes the heat off of you and puts out plenty of its own DPS. I doubt it will remain viable into Cruel and upwards, but I'd say it should be very solid for a good 10 levels from 31-41. Hence by the time you hit 41, you should be close to perma-chains, since this is your only real defense.

4. I'd highly recommend getting the pre-requisite points into the main part of the ES tank (Arcane Focus, Unnatural Calm) relatively early and position yourself to transition into CI when you're ready. The routine usually is to have some heavy ES gear ready and save up a few skill points (or respecs) to get the full 5 points into CI and the ES buffs after it all at once. Once you make the switch, there's no going back.

5. The big Str and Dex nodes will go a LONG way to helping you keep skills up until you're ready to spec out of them - you might not ever get the gear capable of it. As the main guide says, there's plenty of +All in the final gear set, but 20+ and 30+ all attributes is rare to come by for leveling unless you are rocking a strong +Str / Dex ammy. Personally I got a cheap unique with 15% fast cast and it works fine.

6. If you're lucky enough to have an Elemental Prolif waiting at 24, good for you. I'm not and will likely have to get one leveling up and questing for it - at the end of A3 cruel, meaning I won't get one till 50+ easy. With 4 slots I currently run Fireball > Crit Damage > Chance to Ignite > Fast Cast. I don't think you should try Concentrated Effect unless you are also slotting Prolif, or have the Templar side AOE nodes, since your AOE will be so small it won't matter.

Just my take on my experience leveling up.

Ah, one last point:

Your reported DPS linked to the skill is NOT A MEASURE OF YOUR ACTUAL DPS. The odds you will have time to stand there and rattle off tons of fireballs is very small. Maybe doable at the beginning but as things progress, you will need to start sticking and moving. The Fast Cast helps you cast / curse and move better - NOT necessarily stand there and cast spells non-stop.

What this means is that sometimes the right Rare Dagger with 80% crit and other crit stats on it can be more effective than the wand with 20-30% raw spellpower, depending on where your crit is.
How feasible would a build be that doesn't utilize CI or use mana, but instead branches down to the bottom left of the skill tree to pick up Blood Magic? The character would focus on a high HP pool, HP regen (via passive talents and life on hit gem), and the same concepts of the tri-curse, proliferated burning crit build.

Build:


Blood magic may not be feasible, but I thought it would be an interesting mechanic to work around. What do you all think?

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