[2.1] Talisman CI/life viper strike build

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therealjcool wrote:
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Morgoth2356 wrote:
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therealjcool wrote:


Ah, didn't think about splash not spreading the poison stacks.


So what this means is only the initial target is getting poisoned and the others around hit by the splash effect will not suffer any DoT damage, only the initial hit ? If that is the case it really sucks.


At this point we are just speculating. But even if the DoT is only for main target, it's not so bad. The trash will die instantly anyway, what we want is maximum damage on rares/exiles/bosses - which we get either way.
Viperstrike is a boss killer spec, plain and simple.


Yes, with viper strike you should focus your attacks on rares/exiles and bosses, the trash will easily die with melee splash.
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therealjcool wrote:
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Tereng wrote:


Well the reason I don't think it is very good for survivability is:
1. We are dropping shield, which is very good source of armor and block chance. I really don't like loosing shield.
2. Even with high life pool, I've seen people getting one shotted with even like 6K life. You know all those bad modes and rare monster combinations can be deadly, and since there's no shield there'll be even less armor to absorb that.
3. Also with 2.0, monsters now hit harder, especially in high tier maps. I believe you can do till like lvl 76 maps no problem with the build, but I think past lvl 76 it'll be bit difficult. A good player with game knowledge can manage it, but for most of the players it is not as viable.

Yes good point about Southbound the hit that is supposed to kill the monster will drop it to 1HP and then it'll die cause of DOT. However, there is catch here, melee splash as I understand won't spread poison, so the monster close to you will die cause of this mechanic, but still the monster far away won't be poisoned and will need to be hit for dot application. That is the reason, I mentioned using hatred as it will freeze monsters on crit. and they'll die by melee splash. But then you'll have to drop grace aura, which is something I don't feel comfortable about.


Ah, didn't think about splash not spreading the poison stacks. You are right then, using Southbound only makes sense when paired with high crit and Hatred.
However, I don't agree on a shield making this much difference. Assuming we run grace, we should get well over 10k armor endgame anyway. Whether you have 10k or 15k doesn't make a whole lot of difference vs. big hits, as armor is not very effective against the really big phys hits like Kole (Colonnade Boss).
Assuming 10K armor, 6k life, fortify and AA up, there is no "normal" hit that should be able to 1shot the char. Except the usual Vaal/Dom/Mala Smash ofc, and those will 1hit you anyway, shield or not.
Only endurance charges, AA and fortify (and of course IC) will help there; a couple thousand armor won't. All you gain from shield is a life roll and some reistances/stats, and a bit higher block chance than with DW.
Check out this amazing spreadsheet to see the impact of various defensive options:
https://jsfiddle.net/1qpx41wm/2/embedded/result/


Wow, thanks for the link, that's a pretty nice insight :). Yes, you are right that even with shield we can't tank Kole, dominus touch of god, or vaal smash. So, I checked the link with dual wield and shield comparison. Using monster level 80, 3 endurance charges, fortify, lightning coil. The average monster damage is 887, if I set armor 10k and 15 block chance, it'll take 41 hits to kill, and with 15k armor and 25 block chance its 61 hits. So, its a little bit extra survivability with shield, and I guess shield will help much more with higher block chance (which we don't have). So, I think with dual wield also it should not be as bad. I'll update the information in build guide, thanks for the awesome link, it'll help a lot tuning the end game gears and choices. I'll post this link in build guide as well.
Last edited by Tereng#1784 on Dec 10, 2015, 9:34:54 AM
I have to say I'm favoring therealjcool's tree at this point, though I made a tiny, tiny optimization to it way down near IR and the frenzy node: http://www.exiletools.com/fullscreen-passive-skill-tree/AAAAAwYBsNii2cgU9W9qjBa_df0mlYRvYeLUQlVLtUiMNutjidMRLzY9cFKdqioLbIxd8mKsDki0xRGWtzDC7Azy2-eQGwce6FoFtaXLRwZwVpUuJogGcI2_8uHYdpoT8NVOn1FHY0O5PtvUSVF6fz7P51QwfKxmveYk_Y19LOH_3iP2feNNkqOK7g6xs_zFDHMbrQ2NlWYEsVuvh3YV9gOHexROKuOfYnnTfkz_Sn0ABgBefXVDMRmO_rrawVeXwzPtg3TtC8FaGgguBS1gQSyFeu9jcL6nIWBlTXTxvTYppUd-hNk=

And there's no way I'm passing up Vulnerability's delicious double-dipping for warlord's mark, but I think I'm more yolo than you are. And I'll probably run Vaal Haste over Vaal Grace, as I think that's probably one of the best gems in the game.

I might also level with acrobatics, as it pains me to path right by it and not take it at some point!
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STRiCK9 wrote:
I have to say I'm favoring therealjcool's tree at this point, though I made a tiny, tiny optimization to it way down near IR and the frenzy node: http://www.exiletools.com/fullscreen-passive-skill-tree/AAAAAwYBsNii2cgU9W9qjBa_df0mlYRvYeLUQlVLtUiMNutjidMRLzY9cFKdqioLbIxd8mKsDki0xRGWtzDC7Azy2-eQGwce6FoFtaXLRwZwVpUuJogGcI2_8uHYdpoT8NVOn1FHY0O5PtvUSVF6fz7P51QwfKxmveYk_Y19LOH_3iP2feNNkqOK7g6xs_zFDHMbrQ2NlWYEsVuvh3YV9gOHexROKuOfYnnTfkz_Sn0ABgBefXVDMRmO_rrawVeXwzPtg3TtC8FaGgguBS1gQSyFeu9jcL6nIWBlTXTxvTYppUd-hNk=

And there's no way I'm passing up Vulnerability's delicious double-dipping for warlord's mark, but I think I'm more yolo than you are. And I'll probably run Vaal Haste over Vaal Grace, as I think that's probably one of the best gems in the game.

I might also level with acrobatics, as it pains me to path right by it and not take it at some point!


Yeah, I've since made the same change :)
Can't wait to get rolling, really hyped about this.
What do you guys think about http://pathofexile.gamepedia.com/Void_Manipulation ? We're doing almost no elemental damage, and it's a "more" multiplier so seems like a good alternative to Increased Critical Damage? I think Melee Physical is better because it increases the initial hit, which is both splashed and also turned into Chaos.

Here are the patch notes about how it works now:
Viper strike now applies poison on hit and has a 100% chance to do so. Viper Strike now has 25% of its physical damage converted to chaos (instead of 10% physical added as chaos). Poisons applied by Viper Strike have a base duration of 8 seconds (up from 7 seconds). The Base Damage of Viper Strike has been increased from 100% to 130% at level 1, and from 122.8% to 160.4% at level 20.

I'll try to do some poor mathz on this tonight.

One other thing, swapping Puncture for WB and Bloodlust for Melee Splash for one-on-one boss fights might be interesting, though I'm not sure I'd change the mobility of WB for the increased DPS.
I don't know why you guys speculate about VS not applying the dot via melee splash? They didn't mention any kind of change about that in the patch notes or did I miss it? As for now it's easy to just log on and try it out? It worked perfectly fine a few days ago when I tried it at least.
Last edited by Ir4kandj7#5512 on Dec 10, 2015, 6:34:05 PM
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giftig wrote:
I don't know why you guys speculate about VS not applying the dot via melee splash? They didn't mention any kind of change about that in the patch notes or did I miss it? As for now it's easy to just log on and try it out? It worked perfectly fine a few days ago when I tried it at least.


See, that's how I thought it worked, but couldn't find anything about it. I haven't played VS other than on twilight strand in races, lol.
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STRiCK9 wrote:
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giftig wrote:
I don't know why you guys speculate about VS not applying the dot via melee splash? They didn't mention any kind of change about that in the patch notes or did I miss it? As for now it's easy to just log on and try it out? It worked perfectly fine a few days ago when I tried it at least.


See, that's how I thought it worked, but couldn't find anything about it. I haven't played VS other than on twilight strand in races, lol.


It currently splashes the DoT(iirc, been awhile), so I imagine it will stay.

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