[1.1.X] The 12 charges Frenzy Archer (MoM/EB) [Videos]

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Lordofthedreadz wrote:
I love the build, it is very fun to play, the RA totem is awesome and being able to sustain so many auras is quite OP.

I am still a glass cannon since I dont have good gear yet, thus said Death Harp bow is a very good one to lvl until you can afford a good rare with crit, the extra arrow does help, it has 100% crit multiplier and 10 ias also (it goes pretty cheap, I dropped mine tho).

Any uniques worth considering? Any way to have a balanced MF gear?

Thx for sharing this very fun build :)


Death Harp bow is indeed a very good starting bow for this build. I used it too for many levels. Because of the extra arrows, you can even try it without Lesser multiple Arrows and use an extra dmg support instead (Added fire dmg for instance).

Other uniques to consider :

Belts

-Meginord's girdle Personnaly, I prefer a rare rustic sash with +elemental dmg. However, if you can get a meginord for cheap, jump on it. Especially if you use a low dmg bow like the Death's Harp. With a low dmg bow, the extra 10-20 physical dmg from the meginord is gonna add more dps than the +24% physical from a rustic sash.

Boots

-Darkray Vector boots : The extra frenzy charge from those boots would add a lot of extra dps : 18% increased attack speed and 12% increased physical dmg (with a 20/20 frenzy gem). The 2% chance to dodge attacks per frenzy charge would translate into 16% chance to dodge : not too shabby. However, the boots doesn't have life and the 50% reduced frenzy charges duration may be annoying.

-Wake of Destruction boots : The Wake of Destruction boots certainly add lots of dps. The build includes lots of +projectile dmg and all those passive would boost the + lightning dmg from those boots. Combined with the very fast attack speed and crit chance/dmg and the +lightning dmg from Wake of Destruction could easily translate into + 1000 dps, more than what Darkray Vector would add. The chance to cause monsters to flee can't be a bad thing either. And up to 20 life per hit is also a very good thing. However, no evasion, no life and no resist on those boots makes them bad defensively.

-Windscream boots : The extra curse is certainly interesting but, to be frank, I'd rather start killing after the first curse than cast a 2nd curse. By the time monsters are cursed a second time, they should already be dead. It may worth it for bosses and rares though. No life and no evasion/energy shield on those boots.

Gloves

-Maligaro's Virtuosity : Nice dps option. Poor defensively though.

-Thunderfist : Nice dps option. They provide a nice amount of evasion and energy shield but no life. Possibility to link your RoA totem in the gloves for a 5L (with added lighting dmg).

Helmets

Alpha's Howl : Nice amount of evasion. Cold resist. Cannot be frozen and 25% chance to avoid chill is nice. However, I can't say that freeze of chill is really a problem with the build. +2 to level of auras and 8% reduction of mana reserved are very good things to have, especially when you're running so mana auras. No life is a significant downside.

Starkonja's Head : Interesting helmet. Nice amount of life. Dps stats (crit and attack speed). Moderate amount of evasion. And nice effect at low life : +50% evasion, -50% dmg. Overall, nice helmet.

Chests

Kaom's Heart : Interesting option. With that much life, you can probably afford to use other no life unique in other slots. However, the chest provides no energy shield or evasion so in term of mana and damage avoidance, its not optimal. Also, the fact that no sockets are allowed in this chest may cause problems. You can use the bow for your 5L. But then you are left with only 12-13 sockets for 6 or 7 auras, 1 or 2 curses, a RoA totem, Lightning Warp and Artic Armor. You'll either need to give up the totem, some auras or some utility skills. Not something I'd like to do personnally. And if I have to pay 20+ exalted for that, its even less tempting.

Carcass Jack : Nice amount of evasion and energy shield. Life. Resists. However, the main advantage of the chest over similar rare items (+area of effect and + area damage) won't help your main skill, frenzy. It will, however, improve your RoA totem and your curses. Interesting option if you can have it at a good price.

Bows

Lioneye's Glare : Very nice attack speed and damage. Nice amount of mana. There's not much not to like about the Lioneye's Glare. However, there's no local crit. It means that compare to a rare bow with local critical chance, you'll have much lower chance to crit. 31% with the Lioneye's Glare vs 42% with a high local crit bow. The 11% crit difference means lot of damage lost. The high base damage and high speed of the Lioneye's Glare may be enough to compensate though. The other problem with the Lioneye's is the "cannot miss" mod. Against normal monsters, this will increase your dps by about 5%. But against reflect monsters, this means you'll be unable to avoid the damage reflection. So you'll really have to rely on the RoA totem more than with another bow.


Death's Harp Perfect for leveling. Eventually, you should get something better though. If you don't mind using 2 arrows instead of 3, then the Death's Harp may be a decent choice, even at high level.

Rings

Death Rush : Nice chaos resist. The accuracy and the life leech is useful. The tiny amount of armor, not so much (better than nothing though). The onslaught buff is nice. No life though.

Le Heup of All : The 10-20% increase to all damage is nice. It affect the 3 elemental auras, all bow dmg as well as all +damage from gear. The ring also provide +1-4 to physical dmg which is nice (yeah, it seems tiny, but its good enough to make a difference). Also nice amount of elemental resistance, +10-20 to all attributes is also nice. +10-20 iir is a welcome bonus.

Amulets

Victario's Acuity : The 5% increased Projectile Speed per Frenzy Charge is not particularly useful but the 5% increased projectile damage per Power charge means +20% extra dmg which is nice. The 10% Chance of Adding a Power Charge when you Kill an enemy is somewhat useful. The lightning and chaos resists are also cool. Again, no life on this unique. You also loose the + crit multi% a rare amulet would provide. Personnally, its not an amulet I would use.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Last edited by Velkor#2803 on Aug 13, 2013, 4:03:47 PM
what about running rainbowsriders for boots? it's true no vit but the ES, mana and resists seem great.
My Build http://www.pathofexile.com/forum/view-thread/496321
Gear shops thread: 486133 and 460916
Jewelry shop thread: 512124
IGN: Elyf
less than 6k life. not viable build!
You can contact me:
-via Ingame Message - ign: Maiiah (mostly online at the evening hours CET)
-via Forum PM
-via this thread
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inamory wrote:
what about running rainbowsriders for boots? it's true no vit but the ES, mana and resists seem great.


Its true that the boots provides a nice amount of ES, mana and resists as well as movement speed. However, the 20-25% block chance applied to spell is wasted. Also, no evasion or life makes it a bad defensive choice.

For the price it goes for, I would personnally avoid it. You can get better rare boots for cheaper.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Looks fun, what path do you suggest 25 lvl/50 lvl etc?
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fr8o wrote:
Looks fun, what path do you suggest 25 lvl/50 lvl etc?


Your first 26 passive skill points could look like this :

1-26

And your first 51 passive skill points, like this :

1-51

Your first 76 points :

1-76

And then the first 101 point :

1-101
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Made some changes to your build (still looking for a good local crit bow though...)

I took King of the Hill passive, adds survivability since you knockback on crit (and you crit often)

I swapped RoA for Ice Shot with LMP, again more survivability, it does very decent DPS and freezes / slows down packs of ennemys, with Temporal Chains you never get hit and it does kill phys reflect bosses effectively plus it crits and knockbacks also with King of the Hill.


You should try swap the gems :)
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Lordofthedreadz wrote:
Made some changes to your build (still looking for a good local crit bow though...)

I took King of the Hill passive, adds survivability since you knockback on crit (and you crit often)


Interesting. I did considered the King of the Hill passive. However, I didn't like the number of nods (6!) that we are forced to pick up to get access to that Keystone. And I'm not sure how useful 2 of those nods (the ones with +15% increased arrows speed) are gonna be.

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Lordofthedreadz wrote:
I swapped RoA for Ice Shot with LMP, again more survivability, it does very decent DPS and freezes / slows down packs of ennemys, with Temporal Chains you never get hit and it does kill phys reflect bosses effectively plus it crits and knockbacks also with King of the Hill.

You should try swap the gems :)


You are the 2nd person in a few days to tell me how good it the Ice Shot totem. So I will definitively give it a try. On paper though, the dps is gonna be lower than with RoA. LMP means 30% less dmg (compare to RoA innate -25% dmg) and takes up a support gem slot that, with RoA, you can use for either faster attack, concentrated effect or increased crit dmg. And with the Hatred aura, the RoA chills and freezes the mobs just fine.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
I'm having a hard time deciding between the bandit rewards in normal and cruel. I feel the 40 life and 18% physical damage would be more beneficial than passive points but then passive points are more versatile.

Any reason to choose the passive points over the life and damage? Is there a keystone I need to reach sooner than later with this build?
"
MangoPirate wrote:
I'm having a hard time deciding between the bandit rewards in normal and cruel. I feel the 40 life and 18% physical damage would be more beneficial than passive points but then passive points are more versatile. Any reason to choose the passive points over the life and damage?


I understand. I had a hard time deciding too. If you are planning to play until level 86+, don't hesitate and pick up the 40 life and 18% physical dmg rewards. However, if you are like me stop and playing your characters at around level 82 (I hate grinding!), then I would take the passive points to make sure you have enough passive points to pick up all the essentials by that level.

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MangoPirate wrote:
Is there a keystone I need to reach sooner than later with this build?


Try to get the first 2 extra frenzy charges and then Eldritch battery (and Mind Drinker) as soon as possible.

You can look at my last post for a reference guide on which passives to take between 1-26, 27-51, 52-76 and 77-101.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Last edited by Velkor#2803 on Aug 19, 2013, 10:13:22 AM

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