[1.1.0] Twin Viper Smoke Duelist (Evasion, Dodge, & Block + Viper Strike)
Howdy folks, this is just a small update to let you know I'm back to playing this character. I took a break for the 1 week race but now that it is over, I will be going full tilt to try and get to mapping with this guy.
I just got into Act 2 and haven't had any trouble since making the changes in my last post. Those chaos damage nodes have made a world of difference and allow me to once again breeze through most content. White enemies that don't have chaos resistance will usually die after getting hit by 2 poison charges. Those with chaos resistance will take 4 charges and a hit or two to be finished off at this stage. Here's my current tree for those interested. My plan is to connect my two branches as in the 105 point build so I can free up those two filler nodes and put them into something more useful. That will take at least 8 more points, but I'll deviate for some life or damage nodes if I start to feel like things are going too slow or I'm dying too much. Unlimited Blade Works - Illya (Animate Weapon Ranger) http://www.pathofexile.com/forum/view-thread/1063521 Last edited by darkmag07#6686 on Feb 1, 2014, 4:58:09 PM
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Hi! It looks like a fun build. I just want to warn you, that if you free up those 2 points you have to use 3 to connect it on the other side (not counting prowess or thief's craft).
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You make a good point _tucker_, there's actually not much reason to even spend those points to connect the pathway in that way. Unless I want to get the aura or resistance nodes to the right of the chaos damage/resistance wheel, I can just use the lower path. Plus the lower path puts me right next to four more life nodes.
I got to the Vaal Oversoul but haven't beaten him yet. His laser attack hits hard (without Purity of Lightning I only have ~50% resistance) and is problematic for me since it puts me at very low health and the Cairn Annihilators can finish me off. Although I could probably win if I was extremely careful, I'm going to grind up two or three levels and get to this passive tree with more life and try out Mind Over Matter. Before getting to the boss normal enemies weren't too troublesome so I was picking up that DOT cluster, but I suppose I should've gone for life first. I started using Smoke Mine and it's pretty nice for tanking scarier enemies, even though it is a bit annoying since you have to wait for the mine to arm and then detonate it. I guess that the Blind from it is separate from the support Blind, but I'm not 100% sure. All I notice is that there are two blind sparkle effects over enemies when I hit them manually with viper strike or my flame totem and then with Smoke Mine. I really wish there was a multi-mine support gem. I helped Kraityn for the extra Frenzy Charge. Since my damage is so low (still using Ungil's) I don't often stun enemies so I've been contemplating dropping the use of endurance charges altogether. It could give me 3 points back to spend elsewhere. The only viable option for getting them at this point is to use Enduring Cry. I also been experimenting with a Skeleton Spell Totem instead of Flame Totem. Both have their pros and cons. Unlimited Blade Works - Illya (Animate Weapon Ranger) http://www.pathofexile.com/forum/view-thread/1063521 Last edited by darkmag07#6686 on Feb 5, 2014, 2:30:44 AM
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I beat Vaal today after getting only the Life nodes. Took a while though, since he resists chaos damage. I'm still probably going to try grabbing Mind Over Matter, but it'll be on the back-burner as I pick up more damage nodes for the rampant chaos resistances in Act 3. Here are some observations on my experience with a Skeleton Totem instead of a Flame Totem.
Skeleton Totem
Setup: Spell Totem + Summon Skeletons + Blind (+Multistrike/Melee Splash) Pros: -Skeletons distract enemies -Skeletons really distract enemies Cons: -Skeletons don't blind very well (multistrike would probably help) -Skeletons distract enemies, making it harder to poison large groups at once -High mana cost at higher levels
Flame Totem
Setup: Flame Totem + Blind + LMP/GMP + Faster Casting Pros: -Very effective for blinding enemies -Does decent damage Cons: -Easily killed by large mobs -High mana cost at higher levels Unlimited Blade Works - Illya (Animate Weapon Ranger)
http://www.pathofexile.com/forum/view-thread/1063521 |
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I was wondering about building a high hp/Dex sword based duelist similar to yours, following the skill tree to get some of the sword bonuses, but ignoring the acrobatics section due to the debuffs. Any suggestions on that? And in case it wasn't apparent, i'm new to the game :), my possible build below....
Crack Last edited by crackhaid#4016 on Feb 6, 2014, 10:11:39 AM
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Well, welcome to the game crackhaid! I hope you enjoy playing it.
Suggestions
80 Point Passive Tree First of all, it is very difficult to get to 120 points for a build. Generally, you want to aim for around 80 points. If your build doesn't work by the time you have that many points, then you're in for a huge timesink to get it working because of the experience curve for those last 20 levels. You didn't pick up nearly enough Int. Although you will use mostly Dex/Str gems/items, you'll still probably end up using some Int based ones too. Having close to 110 points in each category is a good target since support gems usually have a 110 point requirement at level 20. You claimed to go "high life" but you didn't pick up very many life nodes. I added in a lot more in my version and you might end up wanting even more. The rule of thumb that I've heard is to aim for about 200% increased life if you want to make it in higher difficulties. (My tree has ~147%.) My first build was quite similar to yours and ended up getting stuck since I was dying too often. Until you are late game it is generally better not to focus on a specific weapon type. This lets you use whatever upgrades you find along the way. Once you get into higher levels, specializing into specific weapon type nodes provide bigger bonuses than the one-handed or physical damage nodes. Unfortunately there aren't very many unique 1 handed swords so you may find that something else is more effective. (Don't let uniques fool you though, you can still get very effective rare swords.) Mind over Matter is a good defensive keystone if you have a large mana pool. I added in a few more Mana nodes in my build suggestion. Using skills with many linked support gems can cost quite a bit of mana and since you'll be losing even more to help reducing incoming damage you might want to consider getting more mana nodes and/or reduced mana cost nodes. I've never used Vaal Pact so I can't really comment on it's effectiveness. One thing to note is you can't recover life with flasks so once you take it the only bonus that Herbalism provides is increased charge recovery. I'm not sure if that is worth the skill point or not so I didn't include it in my build. It also stops life regen which can be painful. Until you decide to take Vaal Pact you'll probably want the Golem's Blood node which provides 1.5% life regen. The problem with life/mana leech is that you have to do high damage in order to make it worthwhile since most things only provide a 1% or 2% return. It can be hard to use until you're at a high level/have gear with 5 or 6 links that allow you to buff your damage to high levels. Stacking leech through gear like rings and amulets is also very helpful and claws have inherent leech bonuses. You didn't take Iron Reflexes so you will still have some interesting options from your evasion rating. If you choose not to use solely armour-based gear then having the Ondar's Guile keystone is a great addition to your build. This doubles your evasion rating against projectiles, which can help a lot when tanking. I'd probably aim for mostly armour gear and try to keep my evasion rating around 25% which will then be bumped up to 50% against projectiles with OG. Here's a 100 point build, that I might aim for as the "final" build. Because this build has basically no passive investment in resistance boosts, I'd probably consider using an Aurumvorax for the up to 60% boost to all resistances and a high physical damage/high dps sword in the other hand. If you get 14 points in the current race season you can pick one of these up without too much time investment. Unlimited Blade Works - Illya (Animate Weapon Ranger)
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Defeated Piety in the Crematorium yesterday.
Updated the first post to be more concise and have more of the updated build information. Unlimited Blade Works - Illya (Animate Weapon Ranger)
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Steamrolled through Gravicius.
The Burned Miscreations are giving me a lot of trouble even with 72% Fire Resistance. If I see they've turned on their fire I can avoid them but if the game lags then it'll kill me in about 3 seconds. Looks like I'll be spending some time grinding for more life nodes before I go and take on Piety. Is high life the only way that eva characters are able to withstand those guys? I rearranged my passives to remove the Endurance Charge nodes and pick up the first two mana regen nodes under the Chaos cluster there in the center. So far it seems to have been a good decision since I can run auras and don't feel like I have to use potions to restore mana. Unlimited Blade Works - Illya (Animate Weapon Ranger)
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So I picked up Mind Over Matter over the weekend and have been running 66 maps with it. It seems to help with HP spikes, but of course is a much bigger drain on Mana. It really stinks if you take a few big hits in a row since then you're out of mana and HP. Barring cases of bag lag, I don't think I've died after picking up MoM.
I'm thinking about adjusting the build to grab a few more of the Mana/Regen/Mana Cost Reduction nodes instead of the Adder's Touch cluster since that still doesn't seem like it will add much value to the build. Adder's deals 10% of the damage done by the hit as chaos damage over 2 seconds and we have really low damage. More of that on the bottom of this post. I ran a map that had some Burned Miscreations in it and they didn't seem nearly as troublesome as the ones I was facing near Piety before getting MoM. Having a new chest armour that gave me more evasion, better resists, and some more life probably helped too. I'll probably get back and try to finish up that area later tonight for those last two juicy skill points. As the build is pretty viable I've been trying to come up with a better name for it. Twin Viper Smoke is the best I've thought of so far. Any suggestions?
Math of Exile
Critical Strike Multiplier
Viper Strike does about 220 damage for me at the moment (Multistrike and Melee Splash factored in), so let's do a little math: 220 Damage * (1.5 Base Crit Multiplier + (1.5 * 1.66 Bonus Crit Multiplier) ) 220 * (1.5 + 2.49) 220 * 3.99 = 877.8 Damage Adder's takes 10% of that so we have 87.78 Chaos Damage over 2 seconds. Based on the lack of feedback in the Adder's Touch feedback thread, it is currently unclear how the DOT/Chaos Damage passive affect Adder's Touch. But let's assume they do: 87.78 * Total Chaos Passives * Total DOT Passives 87.78 * (1 + 0.07 + 0.07 + 0.18 + 0.05 + 0.07 + 0.07 + 0.22) * (1 + 0.08 + 0.09 + 0.09 + 0.18) 87.78 * 1.73 * 1.44 = 218.68 extra Chaos Damage At level 14, Viper Strike does 114 Chaos Damage per poison charge per second which is what that would roughly equate two since AT is over 2 seconds. With further investment in Crit Multiplier nodes I suppose this could be even more viable. There are six crit multiplier nodes already along the path of my initial passive tree and I could take 4 of those somewhat easily (108 points) for 70% increased critical strike multiplier.
Critical Strike Chance
But let's think about how often I crit. For attacks this is based your weapon. Since I have two Ungil's Gauche daggers, my base critical chance is going to be 6.8 no matter which hand I attack with. This is actually pretty high compared to other weapon types. 6.8 * (Weapon Global Crit Chance + Passive Crit Chance + Items) 6.8 * (0.9 Ungil's + 0.9 Ungil's + 0.3 Passives + 0.0 Items) 6.8 * 2.1 = 14.28% critical chance per attack So 1.4 hits in 10 will crit. That's not bad. For five points I could invest in the twin terrors cluster which provides 125% more crit chance while dual wielding.
Attack Speed
Attack speed is also based on the weapon which is 1.54 APS for Ungil's. Skills can factor into this calculation, but I'm going to ignore that for the time being. (Multistrike being the biggest culprit here for my build with 107% more attack speed at level 20) Weapon Base * (Weapon Bonus + Passive Bonus + Other Item Bonus) 1.54 * (1 + 0.1 Ungil's + 0.12 + 0.04 + 0.02 + 0.02 + 0.02) = 32% increased Attack Speed 1.54 * 1.32 = 2.0328 attacks per second Dual wielding also gives 10% more attack speed on top of what we've already calculated. 2.0328 * 1.1 = 2.24 attacks per second. There are a few nearby attack speed and dual wield attack speed points I could invest in but my attack speed is pretty good.
Combining the Above
Without any investment outside of the Adder's Touch Cluster the final numbers come out to: 2.24 attacks per second 14.28 critical strike chance 218.68 additional chaos damage over 2 seconds from Adder's Touch So in 10 seconds, I can make 22.4 attacks. Of those attacks, 3.2 are critical strikes. If those are 3 different enemies, then they are taking damage from what is effectively an extra Level 14 viper strike poison charge. Things become a little more complicated with Multistrike and Melee Splash. According to the wiki, crit and so forth is rolled once for each skill use, so if I crit I crit everything in range for all three attacks. (In practice I'm not sure if I've noticed this being the case.) Unlimited Blade Works - Illya (Animate Weapon Ranger)
http://www.pathofexile.com/forum/view-thread/1063521 |
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Hey Darkmag
i'm trying a few variations. Any thoughts? new variant and here is the same one but tweaked a little different, less mana more life and regen node new variant tweeaked Last edited by crackhaid#4016 on Feb 11, 2014, 9:27:02 AM
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