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vivimager wrote:
no i can manage 3 auras and aa but hes running vit clarity dis and hearld of ash not sure how he can run 4
On the video he's running vitality, clarity, discipline.
herals increase the number of dps tooltip in the fire trap, but in practice, it only works if some mobs get killed by the explosion, so not worth using it.
This world is an illusion, exile!
Totems for life!
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Posted byMawwk#1288on Aug 28, 2014, 7:06:21 AM
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Umbral_Sky wrote:
Hey Maawks, just on your final build, a couple of changes I would suggest.
You take the life node near Blood Drinker (Shadow), but not the notable itself, likely because you don't get leech from Blood Drinker. Blood Drinker actually also gives 8% life, the node next to it that you have taken is 6%, so an extra 2% life.
I would also path through the Blood Drinker cluster rather than the Mind Drinker cluster, gives you an extra 10 dex instead of 10 int, and saves 2 points (the 2 mana points are better spent elsewhere, 2 nodes for 26% and +10flat max mana at Soul Siphon). The 10 dex could also be the difference to not needing that +30 dex node with your gear.
Instead of the damage over time nodes, I think it would be more worthwhile for straight Ele damage nodes. You could drop the 3 nodes at Entropy (45% DoT) and instead pick up the Elementalist node at Templar (12% ele +12int), and 2x 10% nodes at Shadow, for a total of +32% ele damage. Due to the double dipping of ele and ignite, you are looking at 32% on initial hit, which is also 32% to the ignite damage, but it also modifies the ignite damage again (so total of +32% increased initial, +64% total increased on the ignite)
Something like:
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAnEEBwSzBVsHHgdjCPQOSBGWEmkUTRZvFxwXLxhlGjgabB8CIbAkqiaVKU8qjS6UMjQ09zY9NsU22DbpOlg62DwFPV9FnUbXSRtJUUyzTdhSU1NSVUtVxlXWXcZd8l8qYeJirGTnakNrF2yMbRlwUXF5dm9-WX6wf8aApIIegpuDOIPbh2WLjIw2jHaQVZUglS6XhZeVl_Sa4J1jnaqdrp_fogCio6SxpwinhKyYr7e0xbUEuJO86sBUwfPLvdgk2FTa3dsL2-fhc-Nq44TkIuUZ5Y7r5Ovu7DjsVe0g73zwH_DV8Wz60g==
why didnt u take sabatuer 20% trap damage just curious?
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Posted byvivimager#0911on Aug 28, 2014, 8:01:24 AM
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vivimager wrote:
why didnt u take sabatuer 20% trap damage just curious?
the only trap node usefull for us untill level 80 its clever and construction. we dont need this aditional trap because the cooldown its low, so, you can move throw, move and throw and be.
for the trap dmg its not worth because we just want the ignite to prolif, this node worth for bear trap builds.
This world is an illusion, exile!
Totems for life!
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Posted byMawwk#1288on Aug 28, 2014, 8:35:28 AM
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Umbral_Sky wrote:
Hey Maawks, just on your final build, a couple of changes I would suggest.
You take the life node near Blood Drinker (Shadow), but not the notable itself, likely because you don't get leech from Blood Drinker. Blood Drinker actually also gives 8% life, the node next to it that you have taken is 6%, so an extra 2% life.
I would also path through the Blood Drinker cluster rather than the Mind Drinker cluster, gives you an extra 10 dex instead of 10 int, and saves 2 points (the 2 mana points are better spent elsewhere, 2 nodes for 26% and +10flat max mana at Soul Siphon). The 10 dex could also be the difference to not needing that +30 dex node with your gear.
Instead of the damage over time nodes, I think it would be more worthwhile for straight Ele damage nodes. You could drop the 3 nodes at Entropy (45% DoT) and instead pick up the Elementalist node at Templar (12% ele +12int), and 2x 10% nodes at Shadow, for a total of +32% ele damage. Due to the double dipping of ele and ignite, you are looking at 32% on initial hit, which is also 32% to the ignite damage, but it also modifies the ignite damage again (so total of +32% increased initial, +64% total increased on the ignite)
Something like:
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAnEEBwSzBVsHHgdjCPQOSBGWEmkUTRZvFxwXLxhlGjgabB8CIbAkqiaVKU8qjS6UMjQ09zY9NsU22DbpOlg62DwFPV9FnUbXSRtJUUyzTdhSU1NSVUtVxlXWXcZd8l8qYeJirGTnakNrF2yMbRlwUXF5dm9-WX6wf8aApIIegpuDOIPbh2WLjIw2jHaQVZUglS6XhZeVl_Sa4J1jnaqdrp_fogCio6SxpwinhKyYr7e0xbUEuJO86sBUwfPLvdgk2FTa3dsL2-fhc-Nq44TkIuUZ5Y7r5Ovu7DjsVe0g73zwH_DV8Wz60g==
I took a quick look at your tree, I would keep the elementalist node near the templar area, remove soul siphon near the shadow because we do not need more mana when you reach this level, remove the 2 mana points to get blooddrinker.
the point of elemental damage in the area of the shadow is not necessary, and the node entropy will be maintained because it gives a big DOT boost for rares, unique and bosses while they are burning.
final result:
This world is an illusion, exile!
Totems for life!
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Posted byMawwk#1288on Aug 28, 2014, 8:43:15 AM
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Ideas on runing 2x Pyre Saphire Rings ? (the new unique ones with burning dmg)
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Posted byGVHL#5818on Aug 28, 2014, 11:42:40 AM
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vivimager wrote:
why didnt u take sabatuer 20% trap damage just curious?
Trap damage isn't as good as elemental damage, because it only affects the initial hit (and due to that the ignite). Elemental damage changes the initial hit, and that also changes the ignite, but it ALSO increases the burn damage (double dipping). 10% trap damage
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Mawwk wrote:
I took a quick look at your tree, I would keep the elementalist node near the templar area, remove soul siphon near the shadow because we do not need more mana when you reach this level, remove the 2 mana points to get blooddrinker.
the point of elemental damage in the area of the shadow is not necessary, and the node entropy will be maintained because it gives a big DOT boost for rares, unique and bosses while they are burning.
final result:
Yeah the mana nodes I just had there in case you needed mana, which I didn't think you would. Pretty much just frees up some slots.
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Posted byDySeaL#3873on Aug 28, 2014, 12:46:32 PM
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so mawk im lvl 70 and im not sure should i rush to get cleave first instead of the nodes close to the shadow start?
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Posted byvivimager#0911on Aug 28, 2014, 4:36:11 PM
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vivimager wrote:
so mawk im lvl 70 and im not sure should i rush to get cleave first instead of the nodes close to the shadow start?
shadow area first.
This world is an illusion, exile!
Totems for life! Last edited by Mawwk#1288 on Aug 28, 2014, 6:58:00 PM
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Posted byMawwk#1288on Aug 28, 2014, 6:57:50 PM
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After playing this character more, I've came to the conclusion that you want to have quicksilvers up at all times and throw traps as fast as possible to clear as fast as possible. Damage should already be high enough to one shot mobs easily, so that doesn't even need to be a main focus, and life doesn't need to be insanely high if nothing hits you when you're running at the speed of light and you have CWDT + IC.
Therefore, this would be my final 118 point tree:
http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAnEEBwSzBVsGdwceCPQOSA5cEZYSaRRNFm8XHBcvGGUaOBpsHvAfAh9bIbAkqiaVKU8qjS6UMjQ09zY9NsU22DbpOlg8BT1fRX5FnUbXRwZJG0lRTLNSU1NSVUtVxlXWXcZd8l8qYeJirGTnakNq-msXbIxtGXBRcXl2b3aCfrB_xoCkgh6DOIPbh2WLjIw2kFWVIJUul4WXlZf0muCdY52qna6f36IAoqOksacIp4SsmK-3tNG1BLiTvOrAVMCcwfPIDNgk2FTbC9vn4XPjauOE5CLljuvk6-7sOOxV7SDvfPAf8NXxbPb8-tI=
I would have this at 100 points:
http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAnEEBwSzBVsHHgj0DkgRlhJpFE0WbxccFy8YZRpsHvAfAiGwJKomlSqNLpQyNDT3Nj02xTbYNuk6WDwFPV9FnUbXSRtJUUyzUlNTUlVLVcZV1l3GXfJfKmHiYqxk52pDaxdsjG0ZcXl2gn_GgKSCHoM4g9uHZYuMjDaVIJUul4WXlZf0muCdY52qna6f36IAoqOksacIrJivt7TRtQS4k7zqwFTB88gM2CTbC-Fz42rjhOQi5Y7r5Ovu7FXtIO988B_w1fFs-tI=
Clever and construction isn't necessary at all most of the time and only make certain fights easier. In fact, I might even go for alchemist first just so that I can have the quicksilvers up for longer and let you run faster.
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Posted byLilCroissant#3578on Aug 28, 2014, 10:50:29 PM
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litlejuice wrote:
Ideas on runing 2x Pyre Saphire Rings ? (the new unique ones with burning dmg)
i tried, its nice, but rings with hp/mana reg/resist still a better choice
This world is an illusion, exile!
Totems for life!
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Posted byMawwk#1288on Aug 29, 2014, 8:43:05 AM
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