[2.2 Video Guide] Beginner's Build: Dual Flame Totem, Blood Magic Chieftain [Atziri & HC/SC Viable]

I just want to know why you would pick Herald of Thunder over Herald of Ice. They do almost the exact same damage and Herald of Ice will reserve less health, because you say to link Herald of Thunder to Increased Duration, that gives it a mana multiplier because of the lightning bolt duration making it reserve 35% of your health. The lightning bolts that would normally spawn, don't because of Ancesteral Bond, making you not be able to deal your own damage, which the lightning bolts count as. Meanwhile, like I said earlier, Herald of Ice does about the same damage (0.5 less on average actually) and only reserves 25% of your health. I understand this build is for beginners and min/maxing isn't really thought of that much. But 10% extra health can make a difference.
Last edited by IDidEverything#4742 on Sep 6, 2015, 1:50:12 AM
So I take it I shouldn't use the 'use life instead of mana' skillnode if I don't have an infernal mantle?
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lespretend wrote:
So I take it I shouldn't use the 'use life instead of mana' skillnode if I don't have an infernal mantle?
Not that straightforward.

If you don't have an Infernal Mantle, you can reserve as much of your mana as you want without incurring any penalty, i.e. the Heralds/Auras are free to use. As long as you have enough mana regen to plant your totems and curse on the way (even if you don't have any mana regen, can be solved using Elreon's rings).

You can still go Blood Magic (the node you are talking about) without Infernal Mantle, especially if you have Clear Mind and still want to use Heralds. If so, I would advise you to save up enough points to spec all the way into Mortal Conviction before you take BM.
A big advantage of blood magic regardless of clear mind and infernal mantle is the fact that 1. you don't need to worry about mana/manaregen on items. 2. You can have all hp/resist/utility flasks, so you have 1 or 2 extra flask spots. and 3. strength and life regen stats becomes all-themore valuable as they are serving a dual purpose, which further increases the effectiveness of Iron Will.
I got lucky in 6 linking my infernal mantle, probably less than 20 fusings, however, I am an exalt deep into colouring it to rrrgbb to no joy. I am settling with rrggbb. What do you suggest that I will replace and use as a green gem?

I am starting as marauder, should I replace fire pen or iron will?

ign bonifaciox ROA marauder
ign daming_alaga arc summoner
Last edited by Chowderizer#0449 on Sep 9, 2015, 9:29:26 AM
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Chowderizer wrote:
I got lucky in 6 linking my infernal mantle, probably less than 20 fusings, however, I am an exalt deep into colouring it to rrrgbb to no joy. I am settling with rrggbb. What do you suggest that I will replace and use as a green gem?

I am starting as marauder, should I replace fire pen or iron will?



Never replace Fire Pen so Iron Will for sure.
3.3 RF Trickster SSF HC guide :

https://www.pathofexile.com/forum/view-thread/2147256
This could well be a dumb question but I am a noob so forgive me :)

One of the gems (faster casting, or faster projectiles, I cant remember which), doesnt change the dps number when I swap the gem in and out. Is it actually doing anything to increase damage some other non calculated way?
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Rusherboy wrote:


Never replace Fire Pen so Iron Will for sure.


Yeah I have found fire penetration helps a LOT especially on those mobs that have high resist to begin with.
Are there any further useful jewel sockets besides the 'Clear Mind Cobalt Jewel'?
Is there a chance to craft a good one? If it is, probably someone wants to sell a good one :)

Best regards :)!
you need two skillpoints to activate a jewelnode -> 20% spell damage
-> the jewel must be better than 20% spell damage
Last edited by the_Arkain#5116 on Sep 12, 2015, 2:03:09 PM

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