Necro's pure righteous fire build HC, 90% phy dmg reduction, cheap! (5 seconds piety vid) lvl89
" You are pretty much correct. Remember though that Buff effect will also up the effect of our auras, adding to the life regen from vitality and the max fire resist from PoF. For the most part we will still take more damage than we gain, but at EXTREME levels of max fire resist, we can actually reverse this number. assuming my math is correct: (warning, heavy theorycraft ahead, TL:DR; Inner force/Buff effect is usually not worth it.) 94% fire resist is the point where we begin to heal more via the buff to vitality and bonus max resists than we lose to RF's buff. (You can get to 94% by using Vitality + Level 20 Purity of Fire + Empower + Reduced mana in a Alpha's or Geofri's Helm, or other +1 all skill gem item, and having at least +80% total aura and buff effect bonuses.) At 96% Fire resist, we actually out-resist the added damage just with the Purity of Fire. (the buff effect bonus adds 1% max fire resist, but adds +24% damage, thus the damage/second goes from 4.5% of life (95% resist with no buff) to (3.6*1.24) or 4.464% of life(96% resist and *1.24% damage) To get this level of fire resist, we need to put Purity of Fire and Empower in a weapon with +2 levels to fire gems and +1 level to all gems, and on top of that have a combined +84% or more to aura effect and buff effect. 97% fire resist is the theoritical max, taking every aura effect and buff effect bonus and setting up the PoF gem the same way you would for the 96%. 2 other things to remember: Flasks are effected by buff effect bonuses, so you'll get more max fire resist while drinking ruby's... This can be a huge factor if you do not mind constantly using them. Also, I am not 100% sure that buff effect/inner force ups the damage RF does to foes. The skil specifically states that it ups the effect of buffs ON YOU. I know that in previous patches inner force did not up damage RF does to foes, and I'm not sure that they changed that. Therefore I would not take Buff effect bonuses unless it pushes your max fire resist to 94% or above, OR unless taking extra damage/second was worth adding to other auras/buffs on you. (one thought is that at such extreme levels of fire resist, Discipline might be an intresting way to up the damage of RF even more, as @ 97% resist, every 100 ES ups the damage we take by a mere 2.604/second after inner force.) Some other thoughts: You can actually try out this build at levels FAR lower than 65. You just have to be willing to play on low life. Springleaf gives 6% Life regen on low life. Add that to Araku Tiki and Ambu's charge, and you are looking at 9% life regen on low life... at 80% resist fire, RF is doing 18% of your life to you per second... at 90% resist fire, RF is doing 9%. That means the difference between 80% resists and 90% resists is 9% of your max life... exactily what those 3 uniques heal you for. Getting to 80% resist at low levels can be hard, but it does allow someone who may not like the build to try out an extremely cheap version to see if they like it, long before levelling to 65. I tried this myself, and was playing a pure RF character starting at the beginning of cruel. About map mods: Vulnerability adds 40% to the damage we take, but it is still mitigated with fire resist. By getting those extremely high resists I pointed out earlier, you can mitigate so much of the damage that you can still out-heal vulnerability. 1/2 Regen is the same situation. If you got your fire resist to say, 95%, you'd only take 4.5% of your max life per second (before buff effects) and therefore would only need 9% life regen to stay stable on a 1/2 regen map. That's not hard to get at all. Likewise, as we have been shown that we could mitigate damage without the vitality aura, we could do blood magic maps running only PoF... But it would be risky. Sadily, -max resists and no regen maps still beat us. About Damage boosts: Some other threads have suggested that +fire damage and +elemental damage do not imprint/snapshot, and are instead added at the time damage is applied to foes. If so, scepters and or wands can further add to the damage we do... However, I am unable to confirm or deny this at this time. Last edited by BrownKnight#1905 on Dec 16, 2013, 7:58:33 AM
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" My bad! Should be ok now My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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" From the guide: "This base is a guideline about how to calculate a sustainable RF. There are other options, endurance charges with life regen per charge passive, blooddance boots with frenzy charges, not taking the inner force cluster, etc...work out what you like the most :) Base build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgAB2E2UoNpiaHT56ILHKPrr7riTpwiPRh0U-tIXL4bRJLCApDbp42pBh7c-xq48LUz_r2zFivAfBLMCcf4K52OI8axZNZK18qlueA2-igHcpBkb-iXfhNllTUd-q8Xi6mEhhO907XrvYEsFLcRYJ9XE9ift890MfRB_xp4ZLtSPud3vDudSVElfP_ZIjM9QUFhjxtg=
Regeneration: from the right side of the tree we get 8,4% life regeneration from passives (2,2% from Scion, 1% from Templar, 1,9% from Marauder and 3,3% from Duelist). From vitality aura at level 17 we get 2.28% life regeneration (1.50% from vitality * 1.52 from buff/aura boost) for a total of 10.68% life regeneration Fire resist: to get as high fire resistance as possible we need three things. Raise of the phoenix unique shield: +8 to maximum fire resist Level 17 purity of fire in +3 to fire gem level weapon: +6 to maximum fire resist, 4% from PoF * 1.52 from buff/aura boost Elemental adaptation passive: +2 to maximum fire resist This brings the total fire resistance to 91% Total damage taken: ((90*1.24)*0.09)-10.68=-0.636 which means you regenerate 0.6% life after the damage taken from RF I chose level 17 gems because when you have a high enough level to switch to RF gems should be around level 17, needless to say don't forget to start leveling vitality and purity of fire as soon as possible :) At level 20 purity of fire gives +4 to maximum fire resist" Inner force boosts both, the damage done by RF to enemies and to you. It also boosts the maximum fire resistance from purity of fire and the life regeneration from vitality by 21%. It is definetly worth taking but ONLY if your total purity of fire level is 20 or higher. Why is this? Because at level 20 purity of fire gives +4% to maximum fire resistance which gets boosted by inner force 21%, holy strength 3% and sovereignty 28% for a total of 52%. 4% * 1.52 = 6.04% to maximum fire resistance, which gets rounded down to 6%. Below level 20, (17 to 19) purity of fire gives +3% to maximum fire resistance. 3% * 1.52 = 4.56% to maximum fire resistance, which gets rounded down to 4%. Resistances always get rounded down! What I mean with the first bolded part: This base is a guideline about how to calculate a sustainable RF. There are other options, endurance charges with life regen per charge passive, blooddance boots with frenzy charges, not taking the inner force cluster, etc...work out what you like the most :) The base given in the guide works if you have the requirements, level 20 pof, passive tree etc..but is not the only way to sustain RF, there are other ways! Go explore and think about the mechanics of the spell, how in the end you can turn on RF and take no damage from it while you can burn anyone around! It is actually (at least for me) even more fun! :) My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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Answers in BOLD
" My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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Spreadsheet not working as I'm having trouble unprotecting the cells, will update tomorrow
My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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What item level does a weapon have to be to get the +3 gem level mod??
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Hey Guys,
just a short question how did you guys deal with totems cuz RF cant hit Totems ?? you skip them or what are you useing. im playing a RF Marauder, currently lvl 74 current life 3000 shield 228 Armour buffed w/o flasks 6598 at 46% miti 88% Fire / with flask 98% 77% lightning 77% cold -38 chaos my build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAnEEswUtDF8SaRRNFSAXHBcvGNsZLhmFHRQhYCSqJLAn1SftKPoppSpNLIUs6TWSNuk8LT8nQKBBh0rITP9OKlBQUq9USVhjWhpbr18_YEtodGwWbqpxeXTtdPF674CkgseDOIPbhtGI8YzPj0aUoJitna6euaIApwisWa1Kr2y18rc-uJO53cRYxPbFisauxtjNJs5x1I_aYt0N51LnY-vu7w7vfPAf8i_yRfPd9kj56PrS_Ev-Cg==
my gear:
Spoiler
did you think the Scion is more powerfull against the Marauder RF build or is it even ?? was thinking of reroll to Scion cuz you have much more life than me at this lvl and you have more life regen than me, thats why i wonder if its better to play that build on a Scion. i feel a bit low life against your scion build. Endgame Build:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAnEEswUtDF8SaRRNFSAWbxccFy8Y2xkuGYUdFCFgJKoksCfVJ-0o-imlKk0shSzpMZ41kjbFNtg26TrhPAU8LT8nQKBBh0p9SshM_03jTipQUFKvVElVxlhjWhpbr18_YEtnoGh0bBZuqnF5dO108XrvgKSCx4M4g9uG0Yd2iBuI8YzPj0aUoJitna6euZ_fogCmV6cIrFmtSq9stfK3PriTud3EWMT2xYrGrsbYzSbOcc9l0NDUj9gk2mLdDeNq51LnY-vu7w7vfO-F8B_yL_JF8932SPno-tL8S_zF_gr-jw==
Last edited by ExiledEUW#4195 on Dec 17, 2013, 8:09:12 AM
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Ok so I was thinking about RF being an imprint and basically being able to remove the gem and gear after casting it while keeping the benefits to the spell from gear but not having the downside from some uniques because you can remove the item after casting RF. One example is could be infernal mantle
Energy Shield: (406 to 462)Requires Level 62, 180 Int(3 to 10)% increased Spell Damage +1 to Level of Fire Gems in this item (25 to 35)% increased Fire Damage 100% increased Global Critical Strike Chance (190 to 230)% increased Energy Shield 25% of Fire Damage Converted to Chaos Damage 100% increased Spell Damage taken when on Low Mana Check the bold parts, x% increased fire damage which would apply at the cast moment, 100% increased Spell Damage taken when on Low Mana which would not apply because we take the chest off after casting rf Or carcass jack Evasion Rating: (607 to 690) Energy Shield: (178 to 203)Requires Level 62, 96 Dex, 96 Int (120 to 150)% increased Evasion and Energy Shield +(50 to 70) to maximum Life +(9 to 12)% to all Elemental Resistances 20% increased Radius of Area Skills 12% increased Area Damage Extra gore Again bold parts pretty nice for RF but the chest overall not so good for the build as we don't use ev/es, but that doesn't matter because we remove the chest. Or stack as much life as possible in gear at the cast moment and then switch to optimal gear? I haven't tested this, I did a quick check removing increased aoe after casting RF and the increased aoe still applied to RF which leads me to believe that the mods from the gear would still apply after removing it. Unfortunately my guess is this can only go one way, and that is GGG changing this specific mechanic about RF as it basically gives you the pros without the cons of certain unique items. I'm bummed :( My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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" Hello! :) At the moment I don't deal with totems, I'm still planning to implement discharge to the build specifically for totems. Marauder and Scion are basically the same for this build, only difference is that as marauder you can skip the +12hp passive at the Scion start. Why do you have lower life? You haven't got some life nodes yet and you went to growth and decay via the dexterity route. In this case you'll miss the duelist life nodes but you can make it up with thicker skin and 4 x 8% life but it will take longer. Also, going this way you replace some strength (1 hp for 2 strength) with dexterity. But the biggest thing is your gear, it has veeeeeeery low life ;) GL! My guides
HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 |
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Hmm was thinking about curse on hit linked to a skill that procs EE. The quality of curse on hit is quite nice, anyone has experience with this support? As I understand it from the wiki it only applies the curse to the enemy hit by the skill but it should be np as we would use an AOE skill lke ice nova.
Can also use an attack like leap slam but would need RT as the chance to hit is quite low. I'm gonna mess around a little with it :) My guides HC melee ranger: http://www.pathofexile.com/forum/view-thread/507976 HC RF scion: http://www.pathofexile.com/forum/view-thread/666667 HC RF marauder: http://www.pathofexile.com/forum/view-thread/842382 RF resource guide: http://www.pathofexile.com/forum/view-thread/832331 Last edited by Necropotence#0405 on Dec 18, 2013, 2:13:33 PM
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