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

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LordAzuRa wrote:

May I ask you what is your base Critical Chance with Frenzy? (Without the Power Charge and Frenzy)


Well, my chance to crit with 4 charges (+200%) is 58%. Since my bow local crit chance is 6.7%, without power charges, my chance to crit is 44.6% (58% - 2x6.7%).


Here's my bow :




And I'll probably post a new gameplay video. I'm just not sure when...
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)
How come I only have 611 Mana with my new armor (Base Mana before armor and Eldritch Battery was 510...) ?... I expected it to reach about 1200 so I could sustain both Hatred, Grace and Clarity and still have enough mana to cover my skill costs...



I was under the impression that converting ALL the energy shield to mana would be a 1.1 Ratio... How come you have so much more mana than me?

Here's the new passive tree after my respec:
Spoiler
https://www.pathofexile.com/passive-skill-tree/AAAAAgIAAdEEfgWEBbUM8g5IEZYV8CF2Iuok_SU_KaUshSzpMHwx-jKUNj051DpYPs9KfU4qUUdW-loaWz1br1_hYeJnoGqTayRv8nBScLtw1XRBdvd3138Cfyt_xoIehxmHdohrjb-VBZXpm42btaCfoSKhpKJAoqOly6bgpzSn1K_rtBq2Qb3mwA_AUcHzxKLKqdJN1QDV7dnG2wvcFd0N4dviy-OE51TndOjW6xTwQvT4-WP8xf7I


So you have 621 Energy Shield + a 10% mod on one of your item and you have 1700+ mana.
I have 522 from my armor and I have only 621 Mana o.O
Last edited by LordAzuRa#3532 on Nov 28, 2013, 1:46:28 AM
Weird o.O

Nevermind, After a COMPLETE game reboot, I now have 1173 mana o.O Weird Bug.
I started playing this build some time ago and am having tremendous fun with it (level 55 now). I'm using Split Arrow in addition to LMP Frenzy until Frenzy is fully sustainable. So far, I have not encountered any major problems. Fast enemies can give me some trouble, but not too much. However, the build link seems to be have been broken by one of the recent patches, can you fix it (you still get the important info from it)?
A sword he brought, his foes to maim and rend,
from places dark behind forbidden doors,
But night by night he woke with frighten'd roars
from darkest dreams, too strange to comprehend.
(Anonymous)
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Thyrandor wrote:
I started playing this build some time ago and am having tremendous fun with it (level 55 now). I'm using Split Arrow in addition to LMP Frenzy until Frenzy is fully sustainable. So far, I have not encountered any major problems. Fast enemies can give me some trouble, but not too much. However, the build link seems to be have been broken by one of the recent patches, can you fix it (you still get the important info from it)?


Hello, thanks for the feedback. I've update the passive tree.

Also, I add some analysis about the bow choice for this build : Fast (Thicket, Imperial) or Slower (Harbinger).
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)
What are your thoughts on Darkray Vectors, and the new increased physical projectile damage support? Also have you considered picking up acrobatics to go with this? Obviously the 50% ES reduction would hurt mana but I feel like dropping one of the auras in favor of acrobatics would be a net gain overall, and mana would still be about the same.

Edit: Also in combination with darkray and acrobatics how viable do you think it would be to run Daresso's Defiance?
Last edited by mysrt#2991 on Dec 30, 2013, 11:26:40 AM
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mysrt wrote:
What are your thoughts on Darkray Vectors,


Darkray Vectors would certainly be an interesting choice for the build :



Lets compare them to my current boots :



Upsides:

-The extra frenzy charge would mean +18% attack speed and +12% physical damage. A very nice dps boost for sure.

-The 2% chance to dodge per charge means an impressive 16% chance to dodge at full charges. Very nice.

-An extra 100 armor. For a build with 0% increased armor passives, it doesn't help much though.

Downsides:

-No life. With a build that provides +180% life, it means 207 lower life total compare to the amount provided by the Rare boots. I think its Darkray Vector' biggest downside. Against attacks, the 16% chance to dodge probably compensate more than enough for it. Against spells though... not really.

-50% shorter Frenzy duration means 6.8 seconds duration instead of 11.8. Not nice, especially when you are down to 0% run speed when out of frenzy charges. This is probably workable though. Picking up a 2nd Frenzy Charge Duration passives would settle the duration to 8.6 seconds. Much better.

-25% reduced light radius. In outdoors maps, it doesn't make any difference. Inside, it does make a difference but I tried it and its not that bad.

-Lower resists. Perfect Darkray Vectors provides 40% to lightning resist. That's not bad at all. In my case, I'm already at max lightning resist and need the fire and cold resist from my rare boots. If I were to use Darkray Vectors, I'd need to replace my rings or gloves.

-32 less energy shield. Or about 48 mana. Certainly not a deal breaker.

Tie:

-134 less flat evasion but an extra +4% evasion from the extra frenzy charge. I call this a tie.

-The 5% running speed per frenzy charge would mean +40% run speed at full charge but 0% when at 0 charge. I think I like 30% movement speed boots better, but yeah, Darkray MS would probably work just fine.

_______________________

So, all in all, I think Darkray Vectors are a very good choice for the build. In my case, the boots were introduced after the character was all geared up. And I didn't find the net benefits high enough to justify replacing 2 or 3 others pieces of gear to keep my resists maxed out.

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mysrt wrote:
What are your thoughts on the new increased physical projectile damage support?


I think it could easily replace the added fire gem. The extra physical and cold dmg (from hatred) would probably compensate the lower attack speed and the lower fire dmg (from added fire gem). The lower mana multiplier (120% vs 130% for Added Fire) and the lower attack speed would also help with mana consumption. Since I'm not playing this character right now, I haven't try it though, so I can't tell for sure if it would be an upgrade or not. Also, it would make one of the worst weakness of the build - physical reflect - even worst.

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mysrt wrote:
Also have you considered picking up acrobatics to go with this? Obviously the 50% ES reduction would hurt mana but I feel like dropping one of the auras in favor of acrobatics would be a net gain overall, and mana would still be about the same.


Yeah, I gave Acrobatics some thought but eventually decided against it. I haven't tried it though. And that was the old version Acrobatics. The new version is better : only 50% reduced ES/Armor instead of 100%. And higher chance to dodge. I still find Acrobatic + Phase Acrobatic very passives' intensive. To pick up both, I'd need to sacrifice 6-7 passives. Personally, I find Mind over Matter much more attractive. With a slower bow (Harbinger bow if possible) and only 1 passive, Mind over Matter would be about as good as Acrobatic + Phase Acrobatic with much less passive investment.

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mysrt wrote:
Edit: Also in combination with darkray and acrobatics how viable do you think it would be to run Daresso's Defiance?


Its certainly an interesting combo that deserves to be tried. I think it would be a whole new build though.
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 Jan 4, 2014, 12:56:28 AM
Thanks for taking the time to answer my questions so well. I've had alot of fun with this build. I added conduit and I run with my friend who is a discharger and it's super fun. One good thing I found about adding darkray vectors is they are really cheap. You can get an endgame slot for only 1-2 chaos, (and also you'll get the overcharged acheivement if you're into that).

I have found it really hard to get up into the DPS levels you describe in this build though. I think i'm ~4k dps even when using a 300pdps bow, though this is only with a 5 link armor.
Last edited by mysrt#2991 on Jan 4, 2014, 12:51:21 AM
Hi guys,

I'm just leveling a Ranger and I'm searching for a viable End Game Build witch is not too gear dependend.

The build looks very intresting (alternative build would be a IS Crit build, LA requires too much gear), although I'm not sure if a can efford viable EV/ES gear. Is it also possible to use IR to run on pure armor with EB/MOM? Would be a bit more tanky i think, is only 2 Points away and would allow me to use armor gear as well. I would specc out Ondar's Guille for sure.

It's possible to do that but defeats the purpose of the ondars guile passive. So if you take IR be sure not to take that one. I found this build could be run pretty well as a CoC Cold Snap with a volls protector for a while. The passive tree is pretty much the same, (you just don't take the bow phys dmg ones right away). That build is really cheap and I could farm pretty well with just a shitty 5L bow someone sold me for 3c.

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