Barrage Wonder Wanderer – how to DEMOLISH maps (1.3.X)
Are you just looking at your character sheet or are you timing clear speeds of a certain area?
Everything I've read says it alternates hands per skill use. So it will fire one set of attacks with your main hand, then the next with your off hand. It would be pretty easy to test, I just don't have a wander. Also, killing things before they kill you is how the people without leech heal. :) Last edited by feyith#0081 on Mar 28, 2014, 3:07:26 PM
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yeah I'm interested in how you tested and how you concluded that
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Dual Wielding: Dual Wielding will cause the player to fire with both wands, although the number of projectiles will still be the same as if you were single wielding.
source http://pathofexile.gamepedia.com/Barrage easy to test...: i switch my off-hand weapon for a lower crit one and looked at my crit chance in my tooltips and it didnt moved... EDIT: still need a 1.5aps !! i just bought a 80% spell dmg wand with 30% inc proj speed ;p SHOP : http://www.pathofexile.com/forum/view-thread/682434 Last edited by xenochaos1#4153 on Mar 28, 2014, 3:47:41 PM
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So if i have a wand with projectile speed on offhand, does that mean the projectile will only be faster when i crit with my offhand?!!!
because after getting that wand every EK i cast goes a lot farther. ALSO has anyone used lightning coil? i've been reading you can get shocked when being spiked which is imminent death, but other ppl saying its not enough to shock you.... anyone got insight on this from experience? Last edited by bowen123#5553 on Mar 28, 2014, 3:47:46 PM
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...you know there's 2 crit chances in the tooltip...right.............they're even labeled as mainhand and offhand.................................................in fact the entire tooltip format changes and splits into 2 columns when you dual wield...............................................................................
proj speed is not local. it applies to all projectiles regardless of source you can't ever apply any status effect on reflect. don't know about getting hit though I still think coil is a poor choice...most people doing this build can't cap res without purity. how exactly do you plan on capping it with another -60...and that doesn't even consider that you'd probably have to drop purity for purity of lightning for coil to really be at its potential |
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This thread has been an amazing read in the past couple of days.
@Boswer: it ain't easy You have to be realistic about these things.
Logen Ninefingers | |
" EDIT: lol @ tool tip ... he prob didn't see off hand crit chance below main hand crit chance xD i agree. i am using tri resist glove atm my resist is at 65+ without purity. I definately plan on switching out voll's due to survivability + mana reduction. without voll's i can save about 5 points in passives that are dedicated to mana. I can use that to get life or resist nodes WHILE increasing survivability from high EV/AR or lightning coil's physical mitigation attribute. I am talking about the big picture, will will save me more than 200health will. Also my clarity is @ lvl 4 and i still need 2x mana flow nodes. Morever if i do lvl it up, then it will over ride the 200 hp bonus i got (its already taking out 150hp with blood magic). and about lightning coil: ayes i plan on using purity of lightning, just need to cap my other resists (there are a bunch of resist nodes above the +10 all res passive). however if i keep my tri rest gloves then maxing resist should not be too hard. >> Not to mention if i switch out voll's + what you optimized for me, i'd literally have 5 free passive points without sacrificing anything. we don't need the mana flow cluster beside the =10% reserve ura passive, isntead get 4ias + 3 mana nodes below ranger and take out 2 dex. we end up saving 4-5 points but with same mana + regen. EDIT: using points we saved we go down ias - mana - panther - mana (same amount spent but more ias + mana) we also save 4 points from having to invest into both manaflows using volls .... we can stick to original build rather than using the voll's version. And i mean has anyone played end game with this build and actually know / have feed back on what chest they are using? i really liked bars and his voll's with skeleton method, because he actually tested it, and it has carried me up until now. however late game wise these skeletons just do not do it. I mean there are some bosses that can just clear all the skeletons u summoned in 1 hit (colonade map), while 30 other monsters are pouncing at you. All i am really looking for someone who has used this build and successfully pulled off late game mechanics. I'm already mapping with full party in 70+ maps and its fine for me, i can facetank KOLE in lunaris and kill him with my cwdt set up. I'm talking about end game where 200 HP won't help me but physical or dmg reduction / mitigation will because what really hurts are huge spikes not occasional gameplay. So its fine when it comes to normal game play, but i want to progress and make it better ... which means being able to boss + open stronghold chests (which are fundamental elements of this game. no one wants to clear maps for levels and levels). I mean we keep taking small stabs at a time ... like increasing life by 18% or summoning skeletons (which are great for merciless + low lvl map runs), but its time to we look beyond 74+ maps or even 77+ maps with party. and for people who say theres no point opening strongboxes because it kills you .... is like saying theres no point to do bosses ever because u can die. this build is strong but if it doesn't progress and get better for all aspects gameplay then theres really not a lot of potential.... ppl will just to lvl their chars up to 85 and then just quit and start over. TBH there is HUGE potential ... I think the dps output is stronger than some legacy soultaker / bor melee builds (which is what i've played before this). i mean this can be a great build .. just the survivability is the issue. if we can bypass that then we are set. All in all, if i do have the funds, what gear would make this build into a powerful endgame machine? Because there is so much potential i see, just gota invest a bit more :P Last edited by bowen123#5553 on Mar 28, 2014, 5:09:02 PM
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Your character is level 78. The road to 90 is full of life nodes. Even though I have no high-level map experience, I'm pretty sure 10 life nodes or so, plus some gear upgrades, will make a difference.
Endgame is a grind. That's the reason I quit playing, actually. If you want to do it, you should arm yourself with patience. edit: about gear - again speaking from a purely hypothetical standpoint, Belly of the Beast does look like a nice suit of armor if you're after survivability. You have to be realistic about these things. Logen Ninefingers Last edited by Bars#2689 on Mar 28, 2014, 5:09:03 PM
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" i agree, but the life nodes are at the end when we have grabbed everything else. the road from 82- 90 will be really difficult because thats where you start doing 74+ maps. ofc thats if you grab vaal pact first (which imo should help but never got it yet ;() I usually run with guild mates so the grinding isn't as bad .... and it's more worth while when you can boss too. And with the life nodes above VP, each node will give you roughly 100hp (that's how it was with my duelist and i had all life gear on every equipment costed me over a 200 exalts on softcore). But it just doesn't scale well, it adds roughly 100hp each node for average life up to 150 for good life gear. Had to grab nearly 5 x more life nodes to hit 5k lol. (why do you think koams is so expensive :P ... But will be around 6k if i level past 95 ..... Like i said, we will probably hit 4K life after investing in all those nodes, but if you take a look at any build with end game, we would need minimum 5k if not 6K to do bosses on maps... especially if we don't have a lot of physical mitigation. That's why i suggested belly of the beast for that increased life so we can maybe hit 5K? Or buy a lightning coil to maintain 4K life but have very nice decreased dmagage + good life bonus. will optimize gear more over the next few months, just started this char like a few weeks ago so hitting 90 shouldn't take too long. I plan on doing that with the voll's just to test it out and see. Or might buy a 6L armour depending on feedback from you guys / ppl who have played end game Last edited by bowen123#5553 on Mar 28, 2014, 5:22:00 PM
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" physical mitigation isn't gonna save you from bosses. all the most dangerous ones deal elemental (piety, dom, shock and horror, fire dog, weaver's chaos, the lit thorns boss, dom's blackguard trio, that asshole from orchard, museum trio, caliga, etc). kole is the scariest of the phys bosses, but he's easy to dodge. phys mitigation is only for trash mobs, and IR+grace with decent eva/ar gear is more than enough for that. it's why my build drops purity and BM clarity entirely, so I can counter bosses with the proper purity of x when needed other notable phys bosses...the library guy's tornados are degen, so that'll ignore phys mitigation anyways. the fish in labyrinth, only uses EK from range, and it's a coc style EK like ours, so cwdt IC will do a good job stopping that anyways, and if you stay in his face, he'll just do his regular attack which hits like a kitten. puncture archer dude...press your antibleed, and then he's fodder. perpetus is annoying cuz it's hard to see the bear traps in the chaos of battle, but if you just keep moving to a different spot, and be ready with leap slam on weapon switch to get out of the way if you do get caught, he doesn't really chase very aggressively, and his EK is short ranged there's vaal and his random rocks I guess. so lit coil would be nice there...but that's about it I cannot think of a single dangerous phys damage exile. igna phoenix is the most dangerous, and she's all fire. the desync charge viper strike ones are chaos, the LA one is lightning, and I can't really think of another exile that I've ever seen actually kill anyone skel army being wiped is why I'm stubborn and still prefer an old school high mana cost skel totem to the low mana cost coc skel setup, though with your 5l voll's the coc skels should work perfectly fine by swapping cold snap out with skels on your main barrage life nodes are only important up until a point. 250 increased from tree is already excellent. 300+ is melee facetank territory. getting high hp is achieved by stacking 90+ life on all your gear pieces and trying to take str nodes over others from the tree whenever you can for even more base life. the latter's not really an option for us I really can't comment much on 77+, but 3.4k hp has been fine up to 76, and I pretty much always sign up for the most rippest of map mods, cuz I find them the funnest. ...and they're also free. just remember each seething you carry is like artificially extending your hp pool by 1.2k, as long as you don't die in one hit and have the reflexes for it. I only carry one, and it sees me through most fights not caliga though. he just dodges barrage way too well. for him I just do what damage I can then back off when I'm low on pot charges and hopefully the others can finish the job, or they'll wipe and I can leave the room and reload flasks on stragglers around the map then come back for more and weaver needs fire aoe damage and high chaos resist. which I don't have, so I'm always ready to tp out when everyone else inevitably wipes in seconds when I do her, cuz even with our damage output...we cannot control adds with 6 player hp by ourselves |
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