[2.2](Raider) Oro's Sacrifice Frenzied Frost Blades (feat. 11 Frenzy Charges)
Oro’s Sacrifice Frenzied Frost Blades: A Build Guide
Featured on the official Community Build Guides #4! Original Build Thread (From 2.0) Overview
The Concept
Spoiler
This build revolves around using a Oro’s Sacrafice unique 2H sword, gaining a bunch of Frenzy Charges and murdering everything with Frost Blades. So why Oro's? Apart from just being a kick-ass weapon with insane ele dps, chance to ignite, and culling against ignited enemies, a big reason I’m using the weapon is the 100% chance to gain a frenzy charge when you ignite. Most Frenzy generating methods requiring you to actually kill an enemy (Blood Rage, Blood Dance, Poacher’s Mark, etc.) and that can be rather annoying when it comes to keeping up your charges - especially on a boss. When working with eleven total charges, you don’t want some bad RNG to cause your stacks to fall off. And you definitely want them up for bossing! Oro’s does not have these problems. You will get and maintain max charges with ease. So why all the Frenzy Charges? Frenzy Charges are good. By now, we’ve all accepted that fact. But there are several ways to make them even better. Here is what this build gets per charge:
The build then gets every frenzy charge at its disposal. Three base charges to start, three off the passive tree, one from Merciless bandit quest, one from Raider ascendancy class, one from Darkray Vectors, one from corrupted boot and one from corrupted amulet. That totals out to a whopping eleven charges! So in the end, with all charges up, we get a total of…
Not too shabby, eh? So why Frost Blades? Well, there are a lot of things I could do with Oro’s. Basically, any attack that a 2H sword can do, you can use Oro’s with. It comes down to personal preference and overall effectiveness. By no means do I think Frost Blades is the only choice here. Personally, I’ve chosen Frost Blades for a few reasons:
All this is great, but the true magic happens when the skill is linked with multistrike and chain with enough projectile speed. The auto-targeting of the skill + multistrike and the coverage of chain + projectile speed means you wipe out everything on screen plus a bunch of stuff off screen, too. It makes for a visually apealing and quite fast clear speed. Apart from Frost Blades, there are quite a few options. I’ll go through a few in the cut below:
Spoiler
* Spectral Throw This is a great skill for this build and is interchangeable with Frost Blades for the most part. With the amount of projectile speed the build gets, you can attack from a very safe distance and kite mobs with your high move speed. The big issue you will run into is mana cost. I have to sustain my skill off the tiny bit of mana I have post-auras with a small amount of mana leech and mana on hit. Spectral Throw is delayed in hitting and does not auto-target. This means it needs more investment into mana than I’ve currently taken. Apart from this, it’s a fun skill and works wonders with this build - virtually no tree changes needed.. * Lightning Strike This skill is literally interchangeable with Frost Blades. You can replace the two gems and just go. It also gives you the option to swap out Chain for Pierce if you also run a 20% quality Lightning Strike for a total of 90% pierce change. With the more multiplier on the Pierce gem, you can get much higher tooltip - though chain is still nice here, too! The big reason I don’t often run it, however, is the way the projectiles travel. They often get stuck on ground effects and such (like Arctic Breath) and it can get a little awkward indoors. I’m also not a huge fan of having to shift-click to attack at range. All that said, it’s still an excellent choice with virtually no tree changes needed. * Flicker Strike Probably the most popular choice for Oro’s and one with quite a few build threads out there. With the Blood Rage nerf, Oro’s is one of the easiest ways to get a 100% up-time flicker strike going (the skill uses up a frenzy charge to bypass it’s cooldown). This requires quite a lot of stacking chance to ignite, however, and is not really a great idea when pathing so far south for every last frenzy charge. It is better served in the Witch/Templar area. The build also does not have room for more uniques with ignite chance on them. * Ice Crash / Static Strike Both are similar skills in that they are elemental themed attacks that deal a circle AoE around your character, so you would probably build them almost the exact same for Oro’s. Again, to get really nice clear speed with these, you probably want AoE nodes near the Witch/Templar area. I’d suspect that with an Inc AoE gem, though, you could get some decent clear speed with this build using one of these gems. * Wild Strike Because this build is elemental, all three of the Wild Strike procs will do 100% fire - no phys conversion. This means you don't shock/freeze anything (a big plus to the skill). Apart from this, the procs themselves are a little awkward and often don't hit all that many mobs (especially with Multistrike targeting whatever it pleases). That said, it does nice damage without needing any chain/lmp type supports. If it's your thing, it will get the job done. So what about defence? This character mixes evasion mechanics and mitigation mechanics together to stay alive.
All together, this combination has been enough to keep me alive even through some very tough maps and bosses. That said, know your weaknesses! DoT, physical spells and unavoidable damage are some things you are going to want to be very careful around - or just avoid. … And that's the basics of the build! :) Passive Tree & Asendancy
Spoiler
108 Point Tree: https://www.pathofexile.com/passive-skill-tree/AAAABAIAAJuNCC7tgxmOAF7Tfn1173r-uu4Ou-P8xVb6xKINjd1GfyuXBluvh3ZjpzB8GYpOKuOfEYGNfVFHwzr7CUz_I9NKfSP2N9Q-z42_m7Uki_baQzGPYE2S7T-95tQjhMUPqxqPwzPawTBxFr9aGi5ThO907d2oJpXTb6knBS1LeGHieHp67zpCVUuplECgjDaHaoTZXhNUR0d-704hVZLQpr69NmFS3D0S4Z7EZU2GYAd1XfK-pzpSIq_ApisKvJ84UxEvGJH8S3bn62MUTTY9VYWdqqXLbIxirA== It is important to note here that a Fireborn jewel is socketed in the Duelist area. This transforms all the nodes that have ‘%phys damage with two handers’ into ‘%fire damage with two handers’. You still gain any attack speed and accuracy with two handers on these nodes as you normally would. Asendancy Points: These are the points I recommend & the order I pick them up in:
The last two points is personal preference. The dodge in Quartz Infusion brings my total to 74% and Phasing is a nice bonus. Rapid Assult gives more consistent Onslaught (though I do already get some from my unique chest) and some base damage. Gear
Spoiler
(If you want to skip explanations and just see the gear I'm using currently, check the "My Gear" section at the bottom of the post - it's not in here) I use three other uniques to compliment my Oro’s * Darkray Vectors, Corrupted with +1 Frenzy Charges These not only give us TWO extra frenzy charges, but a whopping 22% dodge and 55% move speed on max frenzy charges! Even without life and only one resist, the overall stat gain from these are insane. The two downsides to the boot are rather small and you won’t feel either all that much. * Karui Ward, Corrupted with +1 Frenzy Charges The main thing here is using a corrupted amulet for the last of our extra frenzy charges, bringing us up to 11. I chose a Karui because it is very cheap and easy to either find corrupted or buy up and corrupt yourself. The stats it does have, while not very clearly defensive or offensive, are a nice boost to overall clear speed with Frost Blades. * Daresso’s Defiance This chest does not interact with Frenzy itself, but compliments our Darkray very well. With Acrobatics, we can achieve a total of 74% dodge. Pair that with evasion and you’re not getting hit much at all. When you are hit, the free endurance charges from Daresso’s will almost always be up, mitigating that hit, and then - the cherry on top - proccing CWDT+Immortal Call BEFORE the charges are consumed by the Daresso Onslaught buff! You get both buffs for the price of your endurance charges. A perfect blend of offensive and defensive power. The rest of my rare slots... Gloves / Helmet
Belt
Rings
The jewels... I use three jewel sockets on my build.
The flasks... In 2.2, we have many new flasks and flask rolls to choose from.
The enchants... In 2.2, we also can enchant our gloves, boots and helmet through the Lab.
Skills
Spoiler
5/6L Frost Blades + Multistrike + WeD + Chain + Fire Pen [+ Faster Attacks] * This is my main skill of choice. Fire Pen is very important here since I don't currently run any elemental curses to lower enemy resists. Try and get a good quality Chain if possible - it adds up to 20% projectile speed. If I ever get a 6L for Frost Blades, I would try and get Faster Attacks to work, but the mana cost might not allow this - will have to test it out. 5/6L Vaal Lightning Strike + Multistrike + WeD + Fire Pen + Elemental Focus [+ Vaal Lightning Strike] * This is my single target skill of choice. It holds up to three charges. A single charge wipes out any tanky rares while dumping all charges on a boss wipes it out very quickly. The Elemental Focus gem cannot be leveled up very high with my currency int, but still provides a good more multiplier. With a 6L, I would add a second copy of Vaal Lightning Strike to hold more charges. * You can replace Vaal Lightning Strike with a non-Vaal, single target skill of choice if you would rather not be on a charge-based system or are running something like Labyrinth. 4L CWDT (lvl 1) + Immortal Call + Inc Duration + Temp Chains or Enfeeble * Since you are virtually always at max charges unless on a boss, you will get a lot of strong IC procs from this set-up. Enfeeble is great even at a low level of gem and works great with a dodge/evasion based build - however, the int requirement and rolling colors for it may be tricky. Temp Chains is a fine substitute. 4L Leap Slam + Fortify + Faster Attacks + Blood Magic * I use this on most packs to engage and proc fortify. It also works as amazing mobility with all your charges up. Blood Magic is because my mana pool is very small and I want to make sure I can attack after a string of leap slams in a row. 4L Grace + Anger + Spare + Spare * This is my “spare” 4L. I put my auras here and then have two links left over. Currently, I run Flame Golem + Blind. You could also run something like Enduring Cry (or any other Warcry), an Ancestral Protector totem, or any number of other things. It's up to you! Bandit Choices
Spoiler
I would not take a point on any of the bandits, as each of them gives something important for the build. Extras
Notes on leveling
Generally, you want to just level as if you were an Elemental Buzzsaw style character. Take any decent elemental weapon - a bow or foil both work great - and link it to things like added lightning and added cold while running elemental auras and/or heralds. Use any attack skill with good AoE clear that does not require many extra links (Spectral Throw, Tornado Shot, etc.). To avoid running into mana issues, I would recommend buying one or two pieces of Elreon jewelry to keep your costs at or close to zero. This lets you reserve more mana for auras and heralds. When you get a chance to run the labyrinth for the first time, you can get pick up 10% change to gain frenzy charge on kill - this will really help up your clear speed! Remember: level up your end-game gems in your weapon swap or spare gem sockets so they are ready for the switch at 67!
Notes on keeping it budget
While the build can be costly the way I'm running it, you can trim some things to bring it down to well under 20 chaos if you are on a budget. Here is what I would change:
Then all you need apart from that is a Fireborn jewel and rare gear to fill the slots! Remember: although getting 11 charges is the goal, the build does not fall apart without them. You can do just fine on a 4L with nine charges well into mapping. Remember: you can buy Darkray and Karui for very cheap and attempt to corrupt one yourself (keeping in mind it may take many tries) if you want those bonus frenzy charges! You don't have to do this in one sitting and can corrupt them slowly over time.
My Stats
Current level: 88 Offense *** These numbers are all with 11 Frenzy charges ***
Defense
My Gear
Videos
(2.2) Build Update + Gorge: https://youtu.be/izwUR1NS3BY (Old; 2.0) Build Overview + Strand: https://www.youtube.com/watch?v=aQlh-1vGiKo Last edited by Yordle#4292 on Apr 8, 2016, 5:34:06 PM Last bumped on Oct 10, 2017, 5:22:49 AM
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New video posted with 2.2 changes & a Gorge run.
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First?
Well written guide. I shall start my attempt, and return with questions. For example, why doesn't using Elemental Focus prevent Frost Blades from igniting things? Does Oro's "20% Chance to Ignite" just ignore that? Last edited by SonOfSmak#6261 on Apr 3, 2016, 8:44:12 PM
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Elemental Focus is tied only to Vaal Lightning Strike - and it does override Oro's 20% ignite chace, yes. I don't need it to ignite, though, since Frost Blades can do that while VLS ticks away :)
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I have both Surgebinders and Snakebite (Frenzy related unique gloves). Would you recommend either for your build?
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" Well, Snakebite have "10% reduced Frenzy Charge Duration per Frenzy Charge". So at 11 charges and -50% duration on Darkray boots...yea...that's not going to work, haha. We also can't poison, so it's not very useful. Surgebinders is something people always bring up. I tried them again (a nice pair, too) and they only gave me like 3k~ tooltip or something. My current gloves have attack speed, accuracy, added fire damage, life, AND evasion, so it's not a great trade-off for just a little more damage, IMHO. If your gloves are not great, it might be worth it, but the loss of life is a BIG deal when you're using as many zero life uniques as I am! |
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Ohh... I'm too lazy to reroll on this version of build from trickster. But honestly, i don't think that trickster version is worse than raider version. They are almost equal.
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What Ascendant passives are you taking? GGG's Passive Tree web page does not show this when I use your URL. I know it is Raider, but which nodes within Raider?
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Last Update: ExileCraft had badly mangled the Inquisitor URL upon load. All calculated values are off. I'm going to remove all of the data I had here. Will repost later if data is worth reporting.
Last edited by SonOfSmak#6261 on Apr 7, 2016, 7:18:37 PM
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Last Update: ExileCraft had badly mangled the Inquisitor URL upon load. All calculated values are off. I'm going to remove all of the data I had here. Will repost later if data is worth reporting.
Last edited by SonOfSmak#6261 on Apr 7, 2016, 7:18:53 PM
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