1.3 [Newbie Friendly] GROUNDSLAMMER BUILD

I like this build and the simplyness of it => im currently lev 40 and only real problem i had was last boss is normal...but guess im not alone there =)
Hey,
Why is the skill tree in the intro another one than that in the newbie section? There are a lot of different nodes. Is the newbie section not updated yet?
"
niratschi wrote:
Hey,
Why is the skill tree in the intro another one than that in the newbie section? There are a lot of different nodes. Is the newbie section not updated yet?


"
NinjaArabStrategist wrote:

Release! It brings some changes to the build, but the idea is still the same. Generally sectons are correct with addition of some outdated informations. There is one major change - we are unable to use auras anymore*

You can see trial passive tree. It is not final version, but it's pretty close. I would love to hear your suggestions, because I could miss something:
<<<CLICK ME>>>


This is the new one.
1 Eternal = 2 Exalted (ex)
1 Exalted (ex) = 10 Gemcutter's Prism (GCP) = 22 Chaos = 220 Chromatic
"
NinjaArabStrategist wrote:

Release! It brings some changes to the build, but the idea is still the same. Generally sectons are correct with addition of some outdated informations. There is one major change - we are unable to use auras anymore*

You can see trial passive tree. It is not final version, but it's pretty close. I would love to hear your suggestions, because I could miss something:
<<<CLICK ME>>>


no amplify?
Last edited by Davidus#3789 on Oct 25, 2013, 7:13:53 PM
Are still maces the best 2h option or with the + dps changes on 2hand weapons in 1.0 this has changed?
"
nebunelux wrote:
Regarding Auras:
Mortal Conviction is 30% less mana reserved -> that means 0.7 multiplier.
For a 60% reservation Aura -> that is 60 x 0.7 = 42% of life.

So this node without "reduced mana reservation" nodes, it's useless. The later nodes are very scattered around the tree.

I am having big trouble understanding how a BM build would use Auras, even if it uses Mortal Conviction. Reduced mana reserved nodes are out of the way for any mace BM builds.



Regarding IR:
It costs a lot of points to get IR that can be spent elsewhere.
Considering I can get 90% Armour (with only Faith and Steel and physical damage nodes that have armour) and the fact that we will probably not use Grace(see first paragraph), I believe that IR is not much of an advantage.

I am lvl 38 right now on Domination and I have 195 evasion and 500 armor.
I doubt that later my evasion will scale up very much.
So in end game a few hundred evasion (armor points) will NOT count very much.

I am planning at least 7 endurance charges with 100% upkeep.


Well, can't argue with the math there...

For end game, could we not still go mana+2 Auras (Hatred and the nerfed Determination maybe)? The v1.0 changes gives us a nice Life buff which is good, but if you go BM/no Auras you lose half (or more) of you armor, which is bad...
With a lvl18 Reduced Mana gem we could run two Auras for 87% or our mana pool (could also use Alpha's Howl but it's a useless now Evasion gear).

If we drop the IR and the whole "Duelist side", could we go for the 2 upper-left life clusters (one also gives +12 Chaos res)?
The added Int points would help in running Hatred, which will be needed in my following build because it's not all that great in damage nodes.

Plausible 101p end-game Hatred+Determination mana build:
157% Damage Reduction (more with Determination on)
187% Damage / 6% Attack Speed (not much AS but Hatred will boost DPS)
308 base life / +290% max life / 174% regen
http://poebuilder.com/#character/AAAAAgEAAecCcQSzCZYPzBQgFE0WbxiRGS4ZhRnpGjgdFCSqJyAn7SkuLdIxnjWSNuk62DrhPC09_EE_ROdKyE3YTeNQR1BQUeZUSVXGVw1YY1nzXz9mnmdYajtuqny4gW-C5IM4iPGKr4x2jM-PRpARkFWRzp48ns2fy6IAplemZKcwp4SoGKlorFmsqrQvtfK3PrndwBrE9sauxtjJmM9l0NDSIdSP2WHeweNq5K3nUudj6wnsOO8O73zwH_Iv8kXz3fZI97760vyJ_gr-jw==

Going back to BM/no mana/no Auras plus gaining 1-2K Life seems appealing on one hand, but losing half of my armor (Grace/Determination) and a good chunk of my DPS (Hatred) or even res if you use Purity seems like big cost to pay...

Still unsure, since i can't try it in-game and see the real "performance" of the skill tree stats...
I just found an awesome 4L combination on Reddit today: Cast when damage taken + Eduring Cry + Immortal Call + Molten Shell. It greatly improved my survivability now that I'm close to endgame (doing merciless sceptre of god quest). An alternative might be replacing Molten Shell with Decoy Totem => you now have plenty of time to move away from tricky mobs and spam Ground Slam to leech back your life!

These gems are all strength-based and Cast when damage taken is the quest reward for a quest in Merciless Library. It's like a perfect gift from GGG to people playing this build :P
Last edited by nhanb#5101 on Oct 26, 2013, 9:20:16 AM
"
nhanb wrote:
I just found an awesome 4L combination on Reddit today: Cast when damage taken + Eduring Cry + Immortal Call + Molten Shell. It greatly improved my survivability now that I'm close to endgame (doing merciless sceptre of god quest). An alternative might be replacing Molten Shell with Decoy Totem => you now have plenty of time to move away from tricky mobs and spam Ground Slam to leech back your life!

These gems are all strength-based and Cast when damage taken is the quest reward for a quest in Merciless Library. It's like a perfect gift from GGG to people playing this build :P


How does Cast when Damage taken work?

So you said: Cast when damage taken + Eduring Cry + Immortal Call + Molten Shell

Those skills would trigger when damage taken.
The question is which one, in what order? since there are multiple gems that should on damage taken.

I don't see any reason to link more then 1 skill to Cast when damage taken.
Last edited by nebunelux#1236 on Oct 26, 2013, 11:55:17 AM
Bro can you pls update your build? ty
My IGN is TheFatality.
"
nebunelux wrote:

How does Cast when Damage taken work?

So you said: Cast when damage taken + Eduring Cry + Immortal Call + Molten Shell

Those skills would trigger when damage taken.
The question is which one, in what order? since there are multiple gems that should on damage taken.

I don't see any reason to link more then 1 skill to Cast when damage taken.

3 spells are to be activated at the same time when you take enough damage. According to what I observed, the endurance charges are immediately consumed by Immortal Call, giving you additional Immortal Call duration. This is especially helpful when you are pinned down by tough mobs; it buys you more than enough time to Leap Slam out of danger. All of this is automatic without any cast animation delay so right now I basically get 1-2 seconds of invincibility to physical damage every few seconds in battle.

Molten shell just adds a bit more armor and some extra damage.

Here's a rough description of the gem by the way :)
Last edited by nhanb#5101 on Oct 26, 2013, 12:44:29 PM

Report Forum Post

Report Account:

Report Type

Additional Info