18.2% Life Regen Righteous Fire EK - [1.1.1] - Video Inside.

Oh yeah, that's true. EK isn't the best at single target and I forgot about Freeze Pulse's shotgunning ability at close range.

I need to level up a FP gem then, or get a quality one for the extra projectile speed. Hopefully I find a Doon soon, I don't really want to spend too much currency at the moment haha. I do like the added toughness gotten from either Determination or Grace.

Do you use Frostbite Curse to freeze? Or elemental weakness to boost both cold and fire damage?
IGN: MrG.
Build Videos & Item Testing: www.youtube.com/user/MrGxyz/videos
Stream: https://www.twitch.tv/mr_g__
I'm using frostbite right now for freeze chance but I'll probably switch to elemental weakness soon since I don't need freeze that much with 7k hp anymore :D
hi can I play this RF build without EK but with Tempest shield?
I've used FP for a while, and am loving it. I feel it has more utility than EK. Get elemental Equilibrium, and elemental weakness as well. Stacking them makes a big difference, and weakness helps both FP and RF.
IGN: Zorvon
Last edited by snark926#3667 on Mar 4, 2014, 11:06:42 PM
Updated!
IGN: MrG.
Build Videos & Item Testing: www.youtube.com/user/MrGxyz/videos
Stream: https://www.twitch.tv/mr_g__
I like this build and I look closer to everything that's you're saying in it.

First, in the Required / Recommended gear :

In the note, you're talking about the dex to wear Alpha's Howl.
A Templar or a Marauder start at 14 dex.
With all the nodes in the way, we get 90 Dex.
And with The Blood Dance, we get 30~40 Dex.
For a total of : 134~144 Dex.

So we only need an equipement with 0~4 Dex. The Dexterity node is way too much.


"Astramentis gives enough dexterity to allow you to cast EK"

I don't get it here. Dexterity doesn't give anything that upgrade the EK damage, and a level 20 EK only need 95 Dex and 66 Int.

In the Build Keystones :

We're not using Unwavering Stance anymore. Or at least it don't appear in the "Finished Build".
So : "The immunity to freeze, stun and the temporary 100% fire resistance during the duration of a Ruby flask means that a good portion of the game's dangers are mitigated."
We're not immune to stun.

Here is some improvement I found interesting :
A templar start at 23 Int, a maurauder at 14.
With all the nodes in the way, we get 70 int.
For a total of : 84~93

But, for a level 20 RF we need 95 Int, and for the support (IAoE and FC) 109.
So it might be usefull to say that we need to get a bit of int in our gear if we don't have Astramentis.

And the last is about the Granite Flask, it's pretty strong and give a lot of armour.
But isn't a Jade Flask way better when we have Iron Reflexe?

In the first time I didn't understand how Iron Reflexe was working, so I search about it.
And it's said that the converted evasion increases with %Evasion, %Armour and Evasion and %Armour, where the armour increases with %Armour and %Armour and Evasion.
"
Balthius wrote:
I like this build and I look closer to everything that's you're saying in it.

First, in the Required / Recommended gear :

In the note, you're talking about the dex to wear Alpha's Howl.
A Templar or a Marauder start at 14 dex.
With all the nodes in the way, we get 90 Dex.
And with The Blood Dance, we get 30~40 Dex.
For a total of : 134~144 Dex.

So we only need an equipement with 0~4 Dex. The Dexterity node is way too much.


"Astramentis gives enough dexterity to allow you to cast EK"

I don't get it here. Dexterity doesn't give anything that upgrade the EK damage, and a level 20 EK only need 95 Dex and 66 Int.


Yeah the build pathing is a lot different in 1.1.0 which means you no longer need so much dexterity from gear. Alpha's Howl is the main reason for having high dexterity. The passive tree I'm looking at now has 104 Dexterity so you may not even need it on gear.

And yes the passive tree + blood dance give enough dex to cast level 20 EK.


"
Balthius wrote:

In the Build Keystones :

We're not using Unwavering Stance anymore. Or at least it don't appear in the "Finished Build".
So : "The immunity to freeze, stun and the temporary 100% fire resistance during the duration of a Ruby flask means that a good portion of the game's dangers are mitigated."
We're not immune to stun.


I have updated the guide and removed any mention of stun immunity, it's still possible to get unwavering stance, it's 5 points away however.


"
Balthius wrote:

Here is some improvement I found interesting :
A templar start at 23 Int, a maurauder at 14.
With all the nodes in the way, we get 70 int.
For a total of : 84~93

But, for a level 20 RF we need 95 Int, and for the support (IAoE and FC) 109.
So it might be usefull to say that we need to get a bit of int in our gear if we don't have Astramentis.


The main intelligence requirement comes from level 20 Vulnerability - 151, almost impossible without Astramentis, but Flammability (95 Int.) can be used as an alternative. If Astramentis is not available use an int amulet with life + cast speed + spell damage + strength to improve EK damage.

"
Balthius wrote:

And the last is about the Granite Flask, it's pretty strong and give a lot of armour.
But isn't a Jade Flask way better when we have Iron Reflexe?

In the first time I didn't understand how Iron Reflexe was working, so I search about it.
And it's said that the converted evasion increases with %Evasion, %Armour and Evasion and %Armour, where the armour increases with %Armour and %Armour and Evasion.


The build doesn't pick up any %Evasion nodes, only armour and so Jade and Granites are effectively the same, however Jades only have one use while Granites have two flask charges, but use whatever your preference is.
IGN: MrG.
Build Videos & Item Testing: www.youtube.com/user/MrGxyz/videos
Stream: https://www.twitch.tv/mr_g__
In your: Final Build Attributes from the Passive Tree at level 86 Templar or level 85 Marauder section, you say that you get +3 Power charge/+4 Frenzy charge and +5 Endurance charge can you explain to me where you get the Frenzy and Power one ? I only found 1 Frenzy chage bonus in the Tree you post for either Templar and Marauder
"
fterdorgan wrote:
In your: Final Build Attributes from the Passive Tree at level 86 Templar or level 85 Marauder section, you say that you get +3 Power charge/+4 Frenzy charge and +5 Endurance charge can you explain to me where you get the Frenzy and Power one ? I only found 1 Frenzy chage bonus in the Tree you post for either Templar and Marauder


Sorry a bit of a late reply, the +1 frenzy charge is obtained down below the Duelist start area.

Everyone has a base of +3 Power/Frenzy/Endurance charge, so as you correctily said I only get +1 Frenzy charge on the passive tree and two Endurance charges.
IGN: MrG.
Build Videos & Item Testing: www.youtube.com/user/MrGxyz/videos
Stream: https://www.twitch.tv/mr_g__

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