Zeno's MF Righteous Fire 1.0.6
So 1.1 tree is on poebuilder now. I actually think RF if anything is MORE viable after change.
This is what I will probably spec into after change:
Build
http://poebuilder.com/#character/AAAAAgEAAdwCcQSzBS0LYQxfFE0VIBcvGNsZhRpsG_ohYCSqJLAl3ycvJ9Uo-imlKk0s6S7_NZI26TrhPC09_D8nQKBBh0d-Sn1KyEz_TeNOKlBQUq9YY1uvXz9gS2VNZ6BodGwWbqp07XTxeA15aHrvgKSCx4M4g9uE2YbRh3aI8YzPlKCYrZ2unrmiAKIPpBmkrKZXpwioGKluq8WtSq9stfK3PriTvJ--isEExFjFisauxtjNJs5x2mLdDeOf6-7vDu988B_yL_JF8932SPno-tL8S_zF_gr-jw== This build will now have: 1. Higher Regen 2. 2% higher max fire res (you can now get 4% from tree) 3. Higher % life (i think) 4. Higher armor. More tankyness, way higher max positive regen with RF up. Its good to be RF. EDIT: I might swap out some points from gimped life tree to Burning/Fire dmg nodes. Just travel the short path in life tree to get the 12% one, skip the shitty 6% ones. Last edited by vtspoe#6947 on Mar 5, 2014, 4:38:23 AM
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Yeah, the 6% nodes in the life wheel probably won't be worth taking. If you want life, you can remove all 5 of them and take the Purity of Flesh cluster on the upper left, would give you +2% more max health, +20 int and +12% chaos res.
Edit: I think that it might be possible, in addition to not taking the life wheel completely, to skip a few of the 0.4% regen nodes. With all the regen nodes in the tree in the post above this one you end up with 11.1% regen. With the new +max res nodes you will be sitting at 92% fire resist, meaning RF will deal about 0.08*0.9=7,2% max health damage. Add in vitality for another 2.1% life regen, and that's starting to look a bit over the top perhaps. Last edited by Epps#3357 on Mar 5, 2014, 8:01:53 AM
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Elemental adaptation moved to an area you have to visit anyway for RF, plus, we got +2 max res, so overall +4% max fire res only from passives. This is CRAZY good!
Still didn't look in detail on all the life and regen nodes, but this actually seems to be a nice patch for RF. 1H+Shield High Block&Spell Block Tank: http://www.pathofexile.com/forum/view-thread/868995
Ice Crash Crit Staff AKA "The Shaterring Karui": https://www.pathofexile.com/forum/view-thread/1289037 Tanky Block+AR+EV Ranger Crit Reave Dagger/Claw: https://www.pathofexile.com/forum/view-thread/1301888 |
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" Consider this version: http://tinyurl.com/pnuk32l Instead of going right through Sentinel for those 4 8%hp nodes, you can skip that, go bottom for IR and other life and aoe dmg nodes below duelist, plus take the 3x 8%hp and 4x 6%hp+6%armour nodes left below maraduer. 1H+Shield High Block&Spell Block Tank: http://www.pathofexile.com/forum/view-thread/868995
Ice Crash Crit Staff AKA "The Shaterring Karui": https://www.pathofexile.com/forum/view-thread/1289037 Tanky Block+AR+EV Ranger Crit Reave Dagger/Claw: https://www.pathofexile.com/forum/view-thread/1301888 |
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I'm currently debating about staying on Standard with my summoner or moving to Ambush and trying to shoot for a RF farming build depending on how crappy summoner feels after the BM changes.
It seems that RF is not a viable starting build though as you need the Rise of the Phoenix shield. The rest of the items don't seem too tough to get. Regardless though I can't imagine this being something that you can actively level with but rather the kind of build that you switch into in the 60's. So my main question is -- what would you guys recommend for leveling this character in a new league? I'm totally unfamiliar with melee/marauders. Is there a skillset one could use to level with that would allow you to follow the general RF build as you level so as to minimize the need for respeccing? The build has a ton of defense so I see that working well with just about any build, but I imagine you might need to pick up a bit of offense here and there too. Any advice would be appreciated. ____________________________ Random aside: as a summoner, my gameplay is pretty similar to RF gameplay. As I play softcore I've gimped my defenses a bit in favor of better damage. One thing that I have found is that having zombies running around actually protects you a great deal as they soak a lot of damage. I don't know if it would be possible in this build, but if there are some gemslots that can be sacrificed you could do some cool things with a helm consisting of: Zombies, Animate Guardian, Minion Life, whatever. The animate guardian gives great support with Dying Breath + Leer cast and the zombies could boost your survivability quite a bit. You can snapshot the zombies up with cheap + minion life gear (chober chaber, sidhebreath), which would make up for the lack of any minion nodes. No idea if this would be helpful, but it might be worth trying sometime. IGNs
Standard: Gyakufu | Gyakufuu Warbands: Tsukikage Tempest: Yamakage |
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I leveled my marauder simply by picking all life and regen and defensive nodes I would need anyway for RF. makes you incredibly tanky early on, you can get to a3 merciless with no issues. For the skill, I think its simply a matter of preferance. I used heavy strike linked to multistrike, melee phys dmg and added fire dmg (depending on the number of links you have, you can add or simply substitute to that: faster attacks, melee splash, etc.). Respecing shouldnt be a big issue.
And yes, I wouldnt recommend this build for starting in the new league, you cannot do it without the shield. 1H+Shield High Block&Spell Block Tank: http://www.pathofexile.com/forum/view-thread/868995 Ice Crash Crit Staff AKA "The Shaterring Karui": https://www.pathofexile.com/forum/view-thread/1289037 Tanky Block+AR+EV Ranger Crit Reave Dagger/Claw: https://www.pathofexile.com/forum/view-thread/1301888 Last edited by ComradeSerge#4604 on Mar 5, 2014, 2:42:57 PM
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I'm between:
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxthYY1BQLv-iD18_458nL-8OvJ-krPIvqBjBBHloC2F4DalutfJuqkrIPycqTRUgg9v8S85xbBYs6d0NW6_8xWegh3ZKfU4qKaUY261KDF_NJnTxIWBAoJ65BS1gS3rvdO3EWCfVNZL-j4jxTeOmVzrh8kX-Crc-xq48LUz_r2zFivAfogAUTQSzAnGDOO98QYf56Gh02mKUoILHKPqYrevuuJOnCJ2uGmwZhSSqNunjavPdj0bQ0M9lVcYSaRcccXnYJDbFNtjvhYgb7FU= and http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxthYY1BQLv-iD18_458nL-8OvJ-krPIvqBjBBHloC2F4DalutfJuqkrIPycqTRUgg9v8S85xbBYs6d0NW6_8xWegh3ZKfU4qKaUY261KDF_NJnTxIWBAoJ65BS1gS3rvdO3EWCfVNZL-j4jxTeOmVzrh8kX-Crc-xq48LUz_r2zFivAfogAUTQSzAnGDOO98QYf56Gh02mKUoILHKPqYrevuuJOnCJ2uGmwZhSSqNunjavPdj0bQ0M9lVcYSaRcccXn60hcvhtEksICk The first is more damage but slightly lest positive regen. The second is less regen but more damage. I'm thinking that with the +2% cap in fire res we got this patch that there's no need to 1) get the life regen node in the duelist area and 2) get the aura nodes just for a bit more regen and +1% capped fire res. In other words, I'm thinking of sticking with the more damage build (after all, i'm a SC player). Any ideas? |
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For note, you didn't need the Duelist node before once you hit 88% to maintain positive regen. It was really only needed for sub level 17 gems. With the +2% max we'll be getting and assuming level 17 gems, you'll only need ~7.5% regen from passives (ignoring ES damage but aura bonuses should cover that). This allows us to drop multiple of the .4% regen nodes that can be used to counter the life wheel nerf. There's multiple options to spend these, just not sure what the best options are long term. The life nodes with Chaos resist are nice, but the bonus Fire damage right there in Witch is also a pretty decent option at 9% increased damage per point (including the points to get there). The nodes inside the Marauder tree are obviously good choices. The armor/life and armor anti leech are probably out since the points to reach them average it out to sub 5% life increase (you're better off grabbing the life wheel).
Last edited by Conneri#2780 on Mar 5, 2014, 5:45:26 PM
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any offical update on this build?
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