1.3 [Newbie Friendly] GROUNDSLAMMER BUILD

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NinjaArabStrategist wrote:
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wcbigworm wrote:
Anyone know if this build will be updated for the new release?

I know!


Been playing this game on and off since mid closed beta, but this is actually the first time posting on these forums.
Your marauder build has been the most enjoyable and effective one I've had the pleasure of playing.

After reading through the rather lengthy patch note post today, It made me worry whether this build would be viable/ effective enough after the changes. To my understanding most, if not all builds need be adjusted quite a lot now. Have you given this build any thought yet, will it still be viable, what changes need to be made etc.? Also, if you are updating this build, do you have any estimation how long would it take to update this?

I have absolutely zero clue what to do with my character(s) at this point..
Thanks.
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theory75 wrote:
"
NinjaArabStrategist wrote:
"
wcbigworm wrote:
Anyone know if this build will be updated for the new release?

I know!


Been playing this game on and off since mid closed beta, but this is actually the first time posting on these forums.
Your marauder build has been the most enjoyable and effective one I've had the pleasure of playing.

After reading through the rather lengthy patch note post today, It made me worry whether this build would be viable/ effective enough after the changes. To my understanding most, if not all builds need be adjusted quite a lot now. Have you given this build any thought yet, will it still be viable, what changes need to be made etc.? Also, if you are updating this build, do you have any estimation how long would it take to update this?

I have absolutely zero clue what to do with my character(s) at this point..


To be honest I expect rather buff than nerf in the release. Build will surely stay, because it is one of the most archetipical ones. Well, if it changes, we will bend to cover those changes.

I am curious if we will be able to use any aura with this build. We will see.

I will be home about 5 hours after release. I will try to post new passive trees immidiatelly, and then spend few days updating content (if needed).
http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build
IGN: NinjaArabStrategist
Last edited by NinjaArabStrategist#0191 on Oct 23, 2013, 3:57:10 AM
"
theory75 wrote:


After reading through the rather lengthy patch note post today, It made me worry whether this build would be viable/ effective enough after the changes. To my understanding most, if not all builds need be adjusted quite a lot now. Have you given this build any thought yet, will it still be viable, what changes need to be made etc.? Also, if you are updating this build, do you have any estimation how long would it take to update this?

I have absolutely zero clue what to do with my character(s) at this point..


Why it will not be effective anymore.

From patch note:

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-Characters now receive 8 life per level rather than 6.
-Most percentage based life passives have been increased by 2%. Several life passives have been removed from the tree or integrated into nearby nodes.


Great buff for melee health base character

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-The damage of two-handed weapons has been increased.
-New higher physical and elemental damage mods have been created for two-handed weapons.


Want to see that too ;)

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-We've added Trigger Gems,

maybe try a defensive: Cast when Damage Taken - enduring cry - Decoy totem - Molten shell

The most difficult part for us his Aura that all become 60% reservation, so we will need take passive node to reduce cost or use BM gem on skills to have aura on mana pool. But most auras are buffed too.

We just need to see all changes and adapt our build, just wait a little ;)
The biggest problem this build has with the release patch is of course the aura change. Since Grace now reserves 60% of your mana (HP in this case) it can no longer be simply sustained with just BM + Reduced Mana (time will tell if the reduced reservation nodes is enough). Should Grace be out of the picture, the build will consider dropping Iron Reflexes entirely and losing all the Dexterity it gets along the way now that the Crystal Skin node is closer to the Marauder. At higher levels Grace translates to 6-10% physical damage reduction (which is a lot).

Other minor problems include the relocation of the Berserking node (it's unreachable now) and of course the Blood Magic node to the lower left corner of the tree.

On the plus side, 2H damage and HP buffs will help this build a lot especially in early game, Vaal Pact is now a viable option for this build (it's been relocated to where Berserking stands pre-release) given its tons of life leech, and this build will make excellent use of the Cast on Hit + Enduring Cry + Molten Shell combo most people are considering for melee builds.
Last edited by Rodianus#3951 on Oct 23, 2013, 11:31:15 AM
Here my updated version with the use of grace (blood magic 30% reduction)

http://www.pathofexile.com/passive-skill-tree/AAAAAgEBAdwB5wSzBS0PzBLhFCAUTRRxGJEZLhnpGjgb-iE0Jbwl3yftKS4ppS3SMZ4yCTWSNug62DrhOzs9_ECgQT9BqkrITdhN404qUEdQUFHmVElXDVhjWK9Z818_YSFnWGqTbEZuaW6qcmxyqXdTeA18uHzZgW-C5IM4hNmHaojxiq-MdozPkBGQVZBskc6ePJ65ns2fPp_LogCi6qQZplemZKcwp4SpaKluqZSsWayqtC-18rZBud277b6Kvqe-vMAPwBrG2MmY0iHSTdSP1e3ZYd7B37_kredS52PsOO8O707vfPIv8kXz3fZI977-Cv6P

My resses on gear a pretty decent so some of the points can be played with taking less of the luxury damage nodes and moving them into reses. Also taking the first few res nodes, though i sacked those to get to the scion tree because... lawl op health ball of doom there. I also went through the dualest tree now because it is also awesome and easy route with nice bonus to get ir.
Is it even possible to run more than 2 Auras using Blood Magic?

The 30% reduced Mana Reserved is nice, but still no way enough. i think you will loose too much life using Blood Magic :(
Hi there.

Grace aura gonna go for now.

As far as i can see the dmg/life node under unwavering stance seems to be very valueable.
the top nodes can be used like before, blood magic is a little more on the left side.
iron reflexes seems to get useless as it is far away.

there is a new lifeleech node in front of the main marauder tree also, probably can use the loh for a new char and the 1% leech also seems to be valuable.

gonna read the tree for the next hour ... looks like a "buff" but actually its a little nerf for me if i cant use my faster attack gems anymore...

The only problem i see so far are my faster attack gems as i dont have enough dextery, so ill need an astramentis - if anyone has, ill give you a divine, regal, chaos and blessed orb + gcp ... which is all i have since im playing for one week now.

edit: there is also a nice node above unwavering stance, golem blood node got buffed and theres diamond skin right next to it.

looks great so far
Last edited by Sunshimaro#4991 on Oct 23, 2013, 12:12:20 PM
It looks to me like it would be possible for 2-3 auras since you can get the mana cost reduction nodes in the lower left for 35% then directly up above the templar area for another 16% so mana reservation will be down to 9% each aura (51% total reduction) if you really try for that build. There's also the reduced mana cost gem too.
No matter which choice you make though, I'm sure you could still run at least the grace aura for the iron reflexes combo.




Last edited by Sunshimaro#4991 on Oct 23, 2013, 12:45:52 PM

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