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

Ondar's guile is not useless if you choose to get IR. Against range attacks, you'll have 10% chance to evade instead of 5%. Does it worth 1 passive point ? I don't know. If you can afford it, I'd think so.
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 finally tried the new physical projectile attack damage gem and, for my setup, it provides significantly more dps than the faster attack gem (With a slower bow such as an Harbinger bow, I don't think it would be the case though). The other benefit is obviously the lower mana cost.

So, my gem setup is now Frenzy + Power Charge on Crit + Added Fire Dmg + Lesser Multiple Projectile + Physical Projectile Attack Damage. The 6th link is Item Rarity but it could easily be replaced by critical dmg or critical chance for even more dps.

I also tried the Darkray Vectors and I liked the results. I think the drawbacks are offset by the advantages. The biggest disanvantage for me is probably the slower run speed while in town or in a map, trying to find the last batch of monsters (and out of Quicksilver potions!). I can live with it though :p

Together, the Darkray Vectors + Physical Projectile Attack Damage gem provides something like 2k additional dps for a total of 21k. That's a 10% boost. Not bad at all.

And the lower mana consumption makes the mana lost caused by the "Mind over Matter" keystone much easier to deal with.

So I updated the guide to reflect these changes.
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 14, 2014, 5:04:47 PM
Finally added a new video. Nothing fancy, just clearing an easy level 71 map :

http://www.youtube.com/watch?v=Vq4sAQjFM5U&feature=youtu.be

In this video, I use my new equipment and skill setup that includes the Darkray Vectors boots :

Spoiler


Btw, Frenzy dps with this 5L setup is 22,800. And we can expect even higher dps once all my gems are maxed. With Critical Damage gem as the 5th support gem, the dps is 30,700. However, I find this dps overkill for most of the content so I almost never use it, except for bosses that needs to be killed very quick. With max charges, My RoA totem deals close to 5,300 dps.

Oh, and I've found a trick to deal with snail movement speed of the Darkray Vectors boots when you're out of frenzy charge (or in town). I swap my weapons and use this combo :



Finally, I've found a good way to deal with physical reflect maps. Instead of Frenzy, I use Lightning Arrows. And instead of RoA totem, I use Elemental Frenzy. Like this :



With this setup, Lightning Arrows deals 14,700 dps. And elemental frenzy deals 32,353. Since Lightning Arrows hit more targets than Frenzy, this setup is almost as good as my normal one to clear maps.

Any comments or questions are welcome, like always.
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 26, 2014, 12:33:56 PM
Really cool build. I have yet to play one, but conceptually I feel the EB/MoM combo is underrated and underplayed. It just seems strong to me. A few questions:

1.) When I conceptualize MoM builds I tend to get bogged down in a lot of Mana/ManaRegen/ES+ nodes and run out of nodes quickly and have little life or offense. I notice that you don't really take too many. Do you find you mana pool and regen sufficient to keep up defensively in harsh situations?

2.) How does MoM work with auras? Does damage remove your auras, or does it handle the reserved mana as non existent and move to HP only when your available pool runs out?

3.)


Would this be at all handy for the build? Also I am not sure I understand the description - is it just telling you the 10% is like MoM, or does at add 10% meaning 40% would be taken from mana while giving you a few nodes back?
My Phys Crit Split Arrow Ranger Guide: http://www.pathofexile.com/forum/view-thread/919885

My Poison Arrow Ranger Guide: http://www.pathofexile.com/forum/view-thread/806913
Last edited by Asidra#2906 on Jan 26, 2014, 8:10:27 PM
Wow this is some awesome build i really like it! can someone help me build one like this :D Australia server
"
Asidra wrote:
Really cool build. I have yet to play one, but conceptually I feel the EB/MoM combo is underrated and underplayed. It just seems strong to me. A few questions:

1.) When I conceptualize MoM builds I tend to get bogged down in a lot of Mana/ManaRegen/ES+ nodes and run out of nodes quickly and have little life or offense. I notice that you don't really take too many. Do you find you mana pool and regen sufficient to keep up defensively in harsh situations?


The very fact that I pick up Eldritch battery allows me to skip +mana%, + mana regen% nods and +mana from gear. My gear provides exactly 780 energy shield. With Eldritch Battery, 2 energy shield passives and some Int, this turns into a massive 1718 mana. Unfortunately, with so much mana used for 2x60% aura and clarity, I only have 331 remaining mana. My mana regen and mana leech is pretty good though. So when I lose mana because of the damage I take, I almost immediately get it back. If I had a little more available mana, the MoM could be more useful defensively. Right now, If I take more than 1000 damage in 1 hit, the usefulness of MoM gets lower. I'm thinking about using a lower version clarity or not using clarity at all. If I had enough str to use a level 20 reduced mana, it would help too....

"
Asidra wrote:
2.) How does MoM work with auras? Does damage remove your auras, or does it handle the reserved mana as non existent and move to HP only when your available pool runs out?


Reserved mana does not exist for the purpose of MoM.

"
Asidra wrote:
3.)


Would this be at all handy for the build? Also I am not sure I understand the description - is it just telling you the 10% is like MoM, or does at add 10% meaning 40% would be taken from mana while giving you a few nodes back?


Yeah, 40% of damage is taken from mana before life when you use Cloak of Defiance. You would only gain 1 passive by using this unique because you already need to get to the MoM area for the third frenzy charge. So, the best thing about this unique for the build is the 10% extra damage reduction and the extra mana regen. The evasion is kind of low and it doesn't provide life or resist. Hmm, would I recommend Cloak of Defiance for the build ? I don't know. It all depends of how big you can manage to get your available mana pool. If you can get big enough, then Cloak of Defiance could be a very good choice. Otherwise, not so much.
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 26, 2014, 9:33:10 PM
Mhhhhh

I was thinking of a simlar build (but non crit) for the next 4 months HC leagues, but the problem with yours is for sure survivability.

How are you doing against reflect enemies? i bet you died sometimes to an offscreen physical reflect mob. Or the evasion give you "immunity" to reflect? i'd like to know your experience with reflections in general.

Also, with 4k-5k life and almost no armor is very probabile that 2 charging rohas in 70+ maps kills you.

And another thing: why not using bloodance boots instead or vectors?



With 7 frenzy charges you would have 7% permanent life regene and the chance to use blood rage. which is imo extremely valuable, since it gives from 6% to 10% LL (quality). The downside is the probable loss of 3-4k dps, but i think your build isn't really lacking on that side :)

imo, if you get blood dance and blood rage and pair them with Vaal Pact you should be able to almost completely avoid the reflect issue.
"
Mahesys wrote:
Mhhhhh

I was thinking of a simlar build (but non crit) for the next 4 months HC leagues, but the problem with yours is for sure survivability.

How are you doing against reflect enemies? i bet you died sometimes to an offscreen physical reflect mob. Or the evasion give you "immunity" to reflect? i'd like to know your experience with reflections in general.

Also, with 4k-5k life and almost no armor is very probabile that 2 charging rohas in 70+ maps kills you.


Well. The key is balance. First, you don't want too much crit multipler. You'll notice that I purposely left out the Heartseaker Notable. Too high crit multiplier is what makes reflect so dangerous. Second, a good portion of my damage is elemental. Thanks to Wrath, Hatred and Added Fire Damage, more than half of my damage is elemental. Third, Mind over Matter helps a lot : it absorb 30% of the reflected damage but it also makes you go out of mana if you take too much reflected damage. If you're out of mana, you use normal attacks instead of frenzy which is much less dangerous. Ever since I picked up Mind over Matter, I didn't die once to reflect. For physical reflect maps, I now use a completely different setup : Lightning Arrows as the AoE skill and Elemental frenzy as the single target and charge generator skill (see my post above for details)

"
Mahesys wrote:
And another thing: why not using bloodance boots instead or vectors?



With 7 frenzy charges you would have 7% permanent life regene and the chance to use blood rage. which is imo extremely valuable, since it gives from 6% to 10% LL (quality). The downside is the probable loss of 3-4k dps, but i think your build isn't really lacking on that side :)

imo, if you get blood dance and blood rage and pair them with Vaal Pact you should be able to almost completely avoid the reflect issue.


If you pick up Vaal Pack, Blood rage+Blood Dance boots is not a bad idea at all (although, personally, I like to have access to life potions). Without Vaal Pack though, the leech provided by Blood Rage is overkill. And this combo is worth it if reflect is a very serious problem/threat. Right now, for me, it isn't. And Vaal pack requires another 5 passives points... I guess they would be dps passives. That means that not only do you lose 16% chance to dodge, 47% attack speed and 12% physical damage by not using the Darkray boots, you'd also lose 5 dps passives to get Vaal pack. A little bit too much for my taste. I guess In hardcore, things are different though :p
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 Feb 2, 2014, 8:48:52 PM
Guide updated for 1.1.X

I was a little worried about the Mana and Life leech nerf on the build but so far, I don't feel any difference.

Otherwise, The nerf to crit multi passives decrease the dps slightly, but nothing major. And there's a small buff to life total (+4% and +5 flat life).

And overall, not much changed for this build in 1.1.X. In other words, it still rocks ! :p

Enjoy !
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 Mar 11, 2014, 2:00:57 AM
Just wanted to say thank you very much for updating this for 1.1. Having a blast with it so far in ambush. Cheers!

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