Regnar/Ceto's Ranger Dual Wield Sword Build - Full Guide/Compendium by Ler -Videos included[0.10.2]

thanks i i will try that :)

do you think i can continue leveling the gems in the meantime ? or should i wait for a better stuff ?
Would Carnage Heart work with this build?

Would give the missing intelligence to use max lvl Wrath along with awesome life leech and some all res, but that 25% reduced max life hits hard.
"
Darrylrfd wrote:
would
be good for this build?


While the health is nice, you need sockets. I don't really see that being good for anyone.

"
frenchlion wrote:
thanks i i will try that :)

do you think i can continue leveling the gems in the meantime ? or should i wait for a better stuff ?


Definately all gems except your support gems. I would not take them no further than 7-10 until you switch to blood magic and see what your comfortable with. Right now with lvl 10 gems they take around 350 hp.

"
Karpola wrote:
Would Carnage Heart work with this build?

Would give the missing intelligence to use max lvl Wrath along with awesome life leech and some all res, but that 25% reduced max life hits hard.


Do you really want to lose 25% of your hp for max wrath when you will be switching to blood magic? There are two +30 int nodes close to ours and the marauder tree that will only take two points to get to that will allow you to use max wrath without losing that much hp.

ign : keyerin
Last edited by keyerin on Feb 9, 2013, 3:28:52 PM
Melee Buffs inc!
Twitch: twitch.tv/gg_nore | Twitter: @Ler_GG
#3 Hardcore Duelist |
IGN: LerLoLGEE
"
Ler wrote:
Melee Buffs inc!
What? Where?!
Died second time on HC, so for my next ranger i wanna go with dodge.Any idea how to alter the build for evasion+dodge?
Last edited by Radd1ck on Feb 10, 2013, 3:37:06 PM
"
Radd1ck wrote:
Died second time on HC, so for my next ranger i wanna go with dodge.Any idea how to alter the build for evasion+dodge?


Bad Idea.
Twitch: twitch.tv/gg_nore | Twitter: @Ler_GG
#3 Hardcore Duelist |
IGN: LerLoLGEE
"
Ler wrote:
Melee Buffs inc!


gonna say soooo needed atm having to play sword and board light strike for high end content feel like a bitch
"
Radd1ck wrote:
Died second time on HC, so for my next ranger i wanna go with dodge.Any idea how to alter the build for evasion+dodge?


An evasion setup is okay if you know how it works.

Long Read on how evasion works
"
Mark_GGG wrote:
So I've been asked for details of evasion over PM, and don't want to have to keep giving single replies to more people in future, so since I don't think it's all been laid out in one place yet, it will be here.

Evasion in PoE is not fully random.

Each entity in the world contains an 'evasion entropy' value, between 1 and 100. The higher this value is, the more likely they are to be hit by the next attack. The initial value is random.
Every time something attacks you, they calculate their chance to hit as a percentage. That value is added to your evasion entropy. If the result exceeds 100, you're hit, and 100 is subtracted from the value. If the value hasn't reached 100, you're not hit.

Before anyone starts clamouring that they're not getting their actual chance to hit/evade, let's examine this mechanic in a bit more detail. Take the simple example of 100% chance to hit. Since you always add 100 to the entropy, it'll always exceed 100, and thus always hit, which is correct. The case of 0% chance to hit can similarly be trivially shown to be correct.
So let's look at 50% chance to hit. Since the initial value is random from 1-100, there's a 50% chance that the initial entropy value is higher than 50%, in which case adding the 50 from chance to hit will exceed 100 and thus hit, and a 50% chance the value is 50% or less, in which case adding 50 will not exceed 100, and thus not hit. So the first hit has a 50% chance to hit, as it should.
The second hit also has a 50% chance to hit, but will never hit if the first one does - provided you're only getting hit by things with 50% chance to hit you, you'll evade every second attack, and be hit by the others.
Let's say the initial entropy was 42. The first hit increases this to 92, and misses. The second raises it to 142, hitting, and then subtracts 100 from the value, leaving it back at 42.
I'll leave other percentages as an exercise for the reader, but they all work out - if an attack has 25% chance to hit you, every fourth attack will hit, and so on.

This is the mechanic by which streakiness is removed from evasion - it removes the possibility of failing to evade happening to come up several times in a row due to bad luck. Each attack has the correct chance to hit, and will hit you just as often as you'd expect in the average case using a purely random system, but the possibility of occasional but devastating non-average results - such as being hit by four consecutive attacks with only 10% chance to hit each - have been eliminated.

Some caveats:
1) If an attack would crit you, evasion is tested a second time, and if you evade, the hit is downgraded to a non-crit (it does not miss, since it's already tested for that and hit). This roll is purely random and does not increase the entropy value - it just generates a number from 1 to 100 and compares to the chance to hit. Details of why are in the spoiler.
Spoiler
Given that this, if it occurs, would always be the next evasion test after the one to see if it hit, then if this did use the entropy value, then having above 50% chance to evade would make you immune to critical strikes, since you can't fail two successive evasion checks on entropy if their chance to hit is below 50%. If you were hit, that means you just failed the evasion check to evade the attack, and thus the entropy is such that the second test would be unable to hit you, and the crit would downgrade, whereas if it failed to hit in the first place, then critting or not is irrelevant.
While the concept of being so evasive you can't be crit is cool, the above behaviour is undesirable, and so checking chance to hit for the purposes of confirming a crit should actually stay a crit does not test entropy. Testing chance to hit for the purposes of actually hitting is always done via the entropy value.


2) Whenever the entropy value would be used, if a certain short amount of time has passed since the last time this occurred, a new random initial value is chosen. This prevents the player from waiting near a weak enemy until it hits (leaving them on a low entropy value), then running to a boss fight, to start knowing they'll have the maximum number of attacks evaded before they get hit. Entropy will perform it's function as long as you're continuously being attacked, but don't expect to transfer it from fight to fight.


tl;dr

Evasion is not random, however without armor, when you do get hit, it is going to hurt like hell, especially if it is from more than one source. Evasion might be good for SC but I do not recommend it for HC.
ign : keyerin
"
Karpola wrote:
"
Ler wrote:
Melee Buffs inc!
What? Where?!


Posted on reddit I think.
Twitch: twitch.tv/gg_nore | Twitter: @Ler_GG
#3 Hardcore Duelist |
IGN: LerLoLGEE

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