(Talisman) 2.1 Essence Drain/Contagion build (Chaos Proliferator)
" No lol at all for pathing and life regen , i run smokes build , current lvl 62 and i love my life regen (at least works fine for me so far , when kiting etc..), while my starting area is more flexible to almost everywhere... Last edited by mantraxalos#4238 on Dec 16, 2015, 3:34:54 PM
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Close to beating cruel act 4 with this. Kinda unsure about what awaits me in the merc difficulty though. Burst damage has been hard to avoid so far. You gotta be on alert not to die.
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EDIT: Nvm.. didnt see it
Last edited by Nighus#7877 on Dec 17, 2015, 6:05:35 PM
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Hey, was wondering what you were thinking about doing after the point you're character is at now, passive tree wise. What do you think about heading up toward "Atrophy" and/or "Hexmaster" from "Growth and Decay." Don't really see much else to head towards, but i'm relatively new to the game so was curious on your opinion. A full tree would be cool if you had the time, but, otherwise i'll just head up to Atrophy when I get the passives. Thanks for your time.
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Currently running in Standard with a +1 TR, Bino's and a poison gem instead of FastProj/CullStrike.
Got the idea from this thread https://www.pathofexile.com/forum/view-thread/1511352. I still need to combo contagion then ED, but it feels like I'm doing double damage. Will now try t10 maps maybe higher. Edit: Yep, behaving lovely in a Fracture Plateau. I rarely use wither anymore. Merveil in Graveyard, then Necropolis double Merveil: yes to both. Lots of running around and avoiding damage, but they died and I didn't. So for those in the leagues: Level a poison gem to have one if you stumble upon a Bino's. Last edited by Schnoerpf#6023 on Dec 18, 2015, 3:35:32 AM
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I am thinking of taking Sniper node 20% proj damage . Think is worth it ?
Last edited by arisgigi#0976 on Dec 18, 2015, 3:49:47 AM
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Hey, just wanted to give my perspective on the build. I'm running in HC Talisman, currently level 80, and I've only had about 1 or 2 near rips thus far.
Here's my gear
Spoiler
Everything is self found apart from the armour, boots and gloves. Currently I'm getting 5k tooltip, with 14,3k degen per second. This is enough to absolutely demolish everything in maps. I've run a few tier 8 maps already, and even then the mobs are no problem whatsoever. I'm also at 5k life. Survivability isn't really a MAJOR issue at the moment, but I'm scared that the damage will eventually be too much for this build to handle. There's basically no mitigation except for enfeble/temp chains, and you have to be close to the mobs for that to kick in. The good thing is that you can usually infect the monstergroup, then run away before they get a chance to attack you. When you return, they're almost always dead from the degen. I've managed to solo my way to this point, as I'm pretty sure that grouping is horrible. The mobs would die from everyone else attacking before you could spread your degen. My skilltree is
Spoiler
https://www.pathofexile.com/passive-skill-tree/AAAAAwAAA-4EBwSzBx4OSA-rEZYTbRQJFr8YVhhqG8gc3B2-JIsmiCaVKPotqDLRM4c1kjY9OVI6WDrhQYdFR0WdSRNJUUyzTeNSr1NSVUtVxlgHXEBd8l-wYeJirGf8aHRsjG1sb551noLHgwmD24TFh8uJ4I8aj0aP-pMflKCVLpeVmuCboZu1naqiAKZXpwinm6yYsZC00bVItzC3PrfWuJO7Tb6AwGbDOsgMykrPFdAf2E3Yvdpi21ndX-OE5ljr7u_r8B_w1fJF99f56P4K?accountName=Xeppy&characterName=DeathIsMyContagion
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is there any advantage using a dagger instead of a wand?
ign: Florashock
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yeap, fortify gem.
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" Well, the damage is indeed very potent and the system works like fire and forget as you do in a totem build, except the damage is skyhigh and packs just melt in seconds if they are stacked in close proximity. I know whirling+fortify is only available by dagger but then you would be gimping your damage because the build can't benefit from global crit chance much as far as I can see, therefore the actual weapon of this build should be a wand with spell dmg, fc, spell damage added and some proj speed on top probably with an open space to mod extra spell dmg. I wonder if having whirling+fortify would prevent this character from getting one shot in a high end burst because this is still unknown for most cases where various map mods differ to be against your favor. I tried immortal call but it doesn't work well as there is no reliable way of getting end charges unless you enter the middle of a pack and try to cast enduring cry, which in fact is strongly opposite of what should be done with this build because it would only be gimping yourself and losing time and risking your death. On the other hand the blasphemy+dual curse requires to be in close rage and that is something to worry about because if makes you vulnerable to be interrupted and stunned in many cases but it's also the only defensive option that this character can offer. Another major downside is as already mentioned various times that the build is a very unfavorable pick for group play because of the contagion + essence drain interaction. I wonder if GGG would consider giving the contagion a prospect for being a support only gem such that casting it manually to infect monsters wouldn't be required as in the case of vigilance/fortify. Vigilance still exists but works in a different fashion so maybe something along the lines of this could also be applied to contagion to offer players the chance to be viable for group play if they wish so and they should in fact be able to since otherwise it would be completely against the design philosophy of this game. All in all, I do have still mixed feelings about this. Actually I should go and push further from my level 66 and try hard map mods to have a final say. God bless you, exiles! |
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