[1.1.4] Shockwave totem build guide - totally viable (lvl 85 will update tomorrow)

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My guide for shcokwave totem (incomplete)
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Shockwave totem = 'SWT'
Knockback = 'KB'

Current SWT tooltip: 6.3k dps (12.6k dps combined and can still use traps)


So....
I've decided to make SWT viable, and in general-understand what it's useful for. by now I really love the gameplay and with completely gg gear I'm 90% sure it's end game maps (77/78) viable. (building towards that kind of gear, hope I wont die since it was made in invasion)

Intrested? read the guide, watch the videos and wait for updates!

Pros/Cons:
Spoiler

Pros~:
[+] Totems take all the dmg! even more than the majority of the other totems since it can't miss anything in its path(once the enemies got hit they might want to attack the totem now instead of you)
[+] Smart positioning of your totems can highly improve your own clear speed and your/team's survivability.
[+] Complicated gameplay made it so fun to play! ^^

Cons~:
[-] Desync! thanks to the KB it's almost impossible to know where your enemy will appear after a resync.
[-] It can be annoying when the enemies scatter around because of the KB. (especially for melee party members)
[-] Chaining map mod (Dah)
[-] No regen map mod can be tough since we rely on our regen mainly to keep summoning the totems.


Understanding of SWT:
Spoiler

Summon a totem which casts a physical dmg AoE, knocking back and damaging foes in its path.
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Spell power does NOT effect the AoE's dmg, only totem/global/physical dmg and cast speed effect the dps (ele dmg isn't strong enough, dont bother)
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The higher your cast speed - the faster your SWT will KB the enemies out of its AoE (So always prioritize AoE over cast speed)
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Enemies trapped between 2 totems will be KB out much slower
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KB a Leaper monster during the time he's in the air will stop the leap's movement so it might not even hit the totem- Dark Forest Oak is one of the easiest bosses thanks to it.
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SWT's mana cost is insane, I used the blood magic node (which means no hatred and no ES recharge during combat) and only recently at lvl 80 or so switched to mana. Mana regen/pool must be high enough to keep up with it. with conc effect's quality I'm trying to stack as many reduced mana cost nodes so I can spam the totems more. (I might respec)


Supports:
Spoiler

Main skill-on body armour(es/ar for easy colouring)
SWT>iAoE>increased cast speed>Added fire>Concentrated effect (RBBRB)


I lvled with reduced mana instead of conc effect in a cheap 5L since the mana cost was insane and couldn't afford losing 30% area of effect. switch to conc effect once your iAoE gem's lvl is high enough and both iAoE and conc effect are 20% quality.

Fire trap-on Doon Cuebiyari
Fire trap>fire penetration>Concentrated effect (GRB)


Bear trap-wherever you want
Bear trap>Added fire (GR)


CwDT setup-gloves
Cast when damage take(lvl 4)+increased duration+Enduring cry(lvl 7)+Immortal call(lvl 5) (RRRR)



Gearing:
Spoiler

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Combat(Positioning):
Spoiler

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Current gear & Passive Tree & Stats:


Videos: (sorry for the lack of sound, still new to recording, it'll get better in future videos)
Spoiler

Spider lair map(lvl 68):
http://youtu.be/1PrArIos3qk

Ghetto map(lvl 68):
http://youtu.be/RZGFPadhbzQ


This guide will be expanded and updated, have patience.
Last edited by noobdw#6464 on Jul 8, 2014, 7:19:34 AM
Needs more specification details and polished tree, but this is a great idea and deserves to be seen by more exiles.
Archives, https://www.pathofexile.com/forum/view-thread/2206812
Build of the week please!
Watched your video clearing a ghetto map, seems pretty neat.
Another quality ZAP! post.
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D4wdl wrote:
Needs more specification details and polished tree, but this is a great idea and deserves to be seen by more exiles.

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chimpanzee wrote:
Build of the week please!
Watched your video clearing a ghetto map, seems pretty neat.

Gonna update the guide as soon as I can, please check it afterwards, you'll see just how much it has improved!
It is cool to see this build work, grats on that.

I am looking for a magic find build for next league and was considering giving SWT a try. Pretty depressing how hard it is to scale the damage, but the totems are particularly tanky with the KB. The problem I see with other totem builds is how squishy the totems themselves are. It seems the only real way to increase the damage is through Hatred and Added Fire. I was hoping to go crit, but with only 4% base, it seems completely pointless. The new Pyre ring might make fire/elemental damage nodes possible, but I am too lazy to math. I also have no clue how valuable the ring will be.


I was thinking of an evasion build, using the dodge keystones, max block and ondars guile (protect from as many spells/ranged attacks as possible) in order to be able to pile on as much magic find as I can manage. I was wondering if you think this is achievable or not, you seem to have a pretty tanky guy there, but your positioning is always within range of melee attacks, something I'd try to avoid.

Edit: OK I see this is unlikey to be the case seeing as you scale damage with so much strength!
Last edited by Chazaqiel#7742 on Jul 8, 2014, 9:02:06 AM
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Chazaqiel wrote:
It is cool to see this build work, grats on that.

I am looking for a magic find build for next league and was considering giving SWT a try. Pretty depressing how hard it is to scale the damage, but the totems are particularly tanky with the KB. The problem I see with other totem builds is how squishy the totems themselves are. It seems the only real way to increase the damage is through Hatred and Added Fire. I was hoping to go crit, but with only 4% base, it seems completely pointless. The new Pyre ring might make fire/elemental damage nodes possible, but I am too lazy to math. I also have no clue how valuable the ring will be.


I was thinking of an evasion build, using the dodge keystones, max block and ondars guile (protect from as many spells/ranged attacks as possible) in order to be able to pile on as much magic find as I can manage. I was wondering if you think this is achievable or not, you seem to have a pretty tanky guy there, but your positioning is always within range of melee attacks, something I'd try to avoid.

Edit: OK I see this is unlikey to be the case seeing as you scale damage with so much strength!

Great MF build if you plan on farming lunaris (I do it from time to time), but any other zone... not so much since you losw so much dps with MF (but in lunaris you really dont need much dps, you just leave one totem and things die by its HUGE aoe since you switch conc effect with iir)
Not an MF build, definitely not.
OK nvm, I just have no reason to keep updating it, the build works, I simply can't record any good videos, sooner or later I'll buy a new computer and only then I might update the guide.
GOod dps, good clear speed (huge aoe) high single target dps and great survivability
Why not go double scepter or get 2 really fast cast speed mod wands? I think you could get more value from that, and stacking armor+health over the small block chance %. Plus, your totems should be taking a majority of the damage.

I was thinking a build like this.

It would use Carcass Jack, 2 of those scepters, or higher cast speed wands, and a lot of added elemental damage gear with str.
Mess with the best, die like the rest.
Last edited by Edzilla#0339 on Jul 28, 2014, 4:00:35 AM
Mh ! Would something like a Puncture build synergise perfectly with your build ? I GUESS SO
gem lvl: 19 my dps with each totem is 7.1k
lvling 6 so I can get it to lvl 21 (RNG RNG RNG PLX)

I'll buy a new computer and remake the guide and make some videos.

I can already do lvl 76 maps, and farming lunaris is the easiest shit ever, summon a totem and keep running-EVERYTHING is dead.

seriously, unlike flame totem I always get both totems to hit the mobs so I always get 14.2k dps and still using traps.
Totally viable!

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