Rhox's basic hardcore 2h marauder build

HC is a matter of luck, nothing more. DC's, de-sync, portal bug, etc. All 3 of my HC characters died after randomly disconnecting and somehow ending up in default. RIP.
Well, rip rhox.
Im looking for good build for my lv76 groundslamer softcore.
was using NEWBIE FRIENDLY build but i dont know which is fine for map farming solo and with my friends 76+
Squirrel is love, Squirrel is life.
any1
Squirrel is love, Squirrel is life.
What are the desired Act 2 rewards for OP's build? Talent Point, HP, resists?
i took 3sp from 3 bandits.
it is better for me.
Squirrel is love, Squirrel is life.
"
wilskar wrote:
What are the desired Act 2 rewards for OP's build? Talent Point, HP, resists?


Isn't it pretty obvious that you go HP, Dmg, Endurance with this build?
ppl really underestimate endurance charges endgame
it helps alot especially vs chaos dmg
After playing a quite a few marauders, I can say this is easily my favorite build by far! It's a beast in terms of damage and hp.

I took the liberty of gathering all of the most vital information into a single post so that people can get what they want on a single glance. Hope I didn't miss too many important bits. The passive skill tree progression is merely how I interpreted Rhox's explanation, but I hope I'm not too far off.

Skill gems (w/ supports in parentheses, in order of importance):

Single target: Glacial Hammer (Weapon Elemental Damage, Melee Physical Damage, Faster Attacks)
AoE: Ground Slam (Melee Physical Damage, Added Fire Damage, Added Cold Damage, Faster Attacks)

Other skills:
Molten Shell (Iron Will, Concentrated Effect, Faster Casting)
Enduring Cry
Rejuvenating/Decoy Totem

Auras: Grace, Anger, Wrath (Reduced Mana)

Weapon of choice:
2-handed Mace

Flasks:
Health Flask (increased recovery, curse immunity)
Health Flask (instant recovery, freeze dispel)
Quicksilver Flask (increased charge recovery, +movement speed)
Granite Flask (increased charge recovery, curse immunity)
Granite Flask (extra charges, extra armor)

Skill progression:

17 point build - just picking up Resolute Technique:

37 point build - that hp rush:

55 point build - detour into templar territory, grabbing blood drinker after:

77 point build - yet another hp rush:

96 point build - skilgrimage towards iron reflexes:

103 point build - blood magic, unwavering stance, berserking:

Final build at 105 points:


Personally I don't want to wait as long before getting Blood Magic, I try to get it after that second HP rush. But that's what's great about PoE! Feel free to modify and experiment!

It might still be worth mentioning that again, none of this build is my idea. I just copied all the most important bits from this thread to this post for easier viewing and (hopefully) less asking of things already asked. That said, I do not attempt to claim this build as my own in any way.
Last edited by shortwired#7720 on Feb 11, 2013, 4:39:19 PM
You should be getting blood magic around level 57-60. You have the HP to support it then, getting it that late actually hurts your dps and your survivability as you cannot keep up your endurance charges, molten shell or spam ground slam reliably with your mana pool / potions. I would say that more HP / HP Regen / Resists is one of the most important things about this build as everything else is based on it. I also don't agree with added cold damage to your weapon. You have elemental damage skills attached to your ground slam I'm pretty sure it's a larger DPS gain to put on weapon elemental damage instead of added cold damage. I think the 20% increased fire damage depending on your weapon is huge which merits the added elemental damage, plus gem stat scaling, etc. (while if you were using a 1 hander I would agree the added cold).

Edit: My build at 60;

http://www.pathofexile.com/passive-skill-tree/AAAAAgEBAdwB5wJxBLMFLRQgFE0UUhkuGjgb-iFgJd8n7TKJNug6UjrYQKBHfk3YUEdQUFRJVw1X4lhjWK9Z818_YEthIWVNbPZyqXTtdPF35XgNeu982YTZhO-MdozPkFWeuZ7NogCkGacwp4SpaKluq8Wsqq6TtfK53b6KwBrG2NIh1I_ZYd-_4urnUuw47w7wH_Iv8932SA==

I plan on getting Berserking and unwavering then picking up more HP nodes or if I feel comfortable enough damage nodes.

Things that I lack: Better Chaos Resists, HP on 1-2 pieces and I'm just a tad short on Lightning Resist. Other than that, it's fairly okay gear.

I have roughly 3.3k HP in my gear, only thing I can't run (yet) is High level Wrath, I have more HP than most of my party members and I can fully sustain ground slam spam with molten shell and all the other goodies and with rejuv totem I have rougly 250ish HP per second. I've had very few near death experiences thus far. Play it safe. Spam ground slam at max range.

I'd also like to note I'm in fairly average gear for my level, I haven't been able to find a good weapon or a 5L yet. Faster attacks is rotting in my stash. My DPS is 1300 with ground slam in a party, around 1100 not in a party. That'll get fixed when I find a decent weapon.
Last edited by grimwald#5897 on Feb 11, 2013, 6:16:49 PM
I personally have enjoyed using this build thus far, however, I was thinking of editing the build in terms of dps. Instead of using a 2h, and specing into the 2h dps nodes, I was thinking of grabbing the 1h counterparts.

The whole issue im facing, is whether or not its actually worth it to go this route, knowing that I wont be placing any points into any "shield" oriented nodes throughout the whole speccing process. On top of that, will using a 1h be viable in terms of actual dps output, or would I be purely a meat shield at that point.

Can I get someone's thoughts on this please?

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