[3.17] The Warchief | [Facebreaker] Ancestral Warchief | Uber Boss Farmer | Beginner -> Expert

No more rage on war cries sucks, BUT you get rage on hit with attacks so that will work with ancestral bond (perhaps adding a frenzy/fortify setup), rest of the changes look like insane buffs to this build.
Last edited by Wriggleybooch#7913 on Jun 1, 2019, 8:51:47 PM
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Wriggleybooch wrote:
No more rage on war cries sucks, BUT you get rage on hit with attacks so that will work with ancestral bond (perhaps adding a frenzy/fortify setup), rest of the changes look like insane buffs to this build.


ye on hit maybe also work with totems, like abyss jewel "blind on hit" works too. im not a fan of an extra skill just for proccing the rage if i need to hit them, because i want stay behind my totems, not in the enemys face ;)

edit: on hit effects like "Life gained on hit" also dont work. so probably it wont work. so i think the best point for zerker would be [6] [14] [8] [9] [1]

but yes, chieftain got a really nice rework. as soon as we get the passive tree changes i will start to re-write the build guide for 3.7
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Last edited by guggelhupf#2310 on Jun 1, 2019, 9:06:56 PM
I did a frenzy setup before, with ancestral call it actually gives us a safe poking range. plus with fortify and/or life on hit, you're getting 12% more damage and attack speed on utility along with generating rage.


Edit: as far as Rage generation goes, I've tried to reach out to Mark_GGG to see if I can get clarification if Totems can generate rage for us with their attacks, I'll let you know if he does.

Quick concept I put together real quick of what it would look like (with frenzy for Rage Generation/Extra Damage/Utility): https://pastebin.com/05McH2KH (about 4.2m dps with solid gear, 5.5m if you count Vaal ancestral Warchief's extra totem)
Last edited by Wriggleybooch#7913 on Jun 2, 2019, 12:37:40 AM
Hey folks, hello guggel,


the rework of chieftain and zerker is a big disappointment for me. Self attack got buffed, RF builds will love the new Chieftain but for all totem based builds both got overall nerfed.
Like already mentioned the rage loss from Warbringer and basically no rage gain from killing enemies but having to use attack skills (>crave the slaughter)

Chieftain did suffer a lot from splitting the strongest nodes up. Until now we had a total of 12 ascendency points, with 3.7 there are 17. The most hurts the split up of: Hinekora (totems leech life to you has been moved away) and Tukohama (fireimmunity of totems moved to separate node. Armour loss of totems, Taunt on hit completely removed)

Overall until now you went perfectly fine with 8 ascendancy points. To have the same core-mechanics you will need 10 ascendancy points with 3.7 - or remove something really useful.
I guess that will be Arohongui (the new fire immunity + enemies near totems deal less damage and take increased damage). The node allowed us previously running maps with elemental reflect. I guess you will still be able doing this but you will have to put your totems up again after each hit and this sucks big time!

I absolutely do not understand what GGG did there - because on the one hand they clearly want Ancestral Warchief players to choose Chieftain -> new Tukohama (buff of Ancestor Totems), on the other hand they break apart a wonderfully functioning ascendancy and nerfing it.

Chieftain and Zerker were according to Poe.ninja chosen by 0,3% and 0,1% of all possible ascendancies unlike Trickster with 29% and Elementalist with 23%. Ok, yes, please do a rework of our class to increase it's popularity but not by destroying it for the builds it was working just to make sure all RF players come playing Chieftain now.
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sacklbicka wrote:
Hey folks, hello guggel,


the rework of chieftain and zerker is a big disappointment for me. Self attack got buffed, RF builds will love the new Chieftain but for all totem based builds both got overall nerfed.
Like already mentioned the rage loss from Warbringer and basically no rage gain from killing enemies but having to use attack skills (>crave the slaughter)

Chieftain did suffer a lot from splitting the strongest nodes up. Until now we had a total of 12 ascendency points, with 3.7 there are 17. The most hurts the split up of: Hinekora (totems leech life to you has been moved away) and Tukohama (fireimmunity of totems moved to separate node. Armour loss of totems, Taunt on hit completely removed)

Overall until now you went perfectly fine with 8 ascendancy points. To have the same core-mechanics you will need 10 ascendancy points with 3.7 - or remove something really useful.
I guess that will be Arohongui (the new fire immunity + enemies near totems deal less damage and take increased damage). The node allowed us previously running maps with elemental reflect. I guess you will still be able doing this but you will have to put your totems up again after each hit and this sucks big time!

I absolutely do not understand what GGG did there - because on the one hand they clearly want Ancestral Warchief players to choose Chieftain -> new Tukohama (buff of Ancestor Totems), on the other hand they break apart a wonderfully functioning ascendancy and nerfing it.

Chieftain and Zerker were according to Poe.ninja chosen by 0,3% and 0,1% of all possible ascendancies unlike Trickster with 29% and Elementalist with 23%. Ok, yes, please do a rework of our class to increase it's popularity but not by destroying it for the builds it was working just to make sure all RF players come playing Chieftain now.


ye they did some really strange things. i cant find any viable reason that they removed rage genration from war bringer...

for chieftain i dont think its a big deal as i would go with this setup:

Spoiler


sure the taunt is gone, but i have to say i was always a zerker totem player, so for me it doesnt change much :D im more feared about the mana sustain as chieftain ^^

and if you really want your taunt back, just go with some abyss jewels (taunt on hit)
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
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Twitch: https://www.twitch.tv/guggelhupf
Last edited by guggelhupf#2310 on Jun 2, 2019, 5:55:28 AM
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Wriggleybooch wrote:
I did a frenzy setup before, with ancestral call it actually gives us a safe poking range. plus with fortify and/or life on hit, you're getting 12% more damage and attack speed on utility along with generating rage.


Edit: as far as Rage generation goes, I've tried to reach out to Mark_GGG to see if I can get clarification if Totems can generate rage for us with their attacks, I'll let you know if he does.

Quick concept I put together real quick of what it would look like (with frenzy for Rage Generation/Extra Damage/Utility): https://pastebin.com/05McH2KH (about 4.2m dps with solid gear, 5.5m if you count Vaal ancestral Warchief's extra totem)


you did a little mistake with your zerker calculations. here would be the correct pastebin: https://pastebin.com/BjHfdMGJ <-- you would come to 4,8m dps

this would be my setup. i would come to 5,2m dps. with lower health because i take more uniques ofc https://pastebin.com/7gVdjdLK

and this would be the setup without rage: https://pastebin.com/s0Zs0eC0 <--- still 3,2m dps

without rage
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
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Last edited by guggelhupf#2310 on Jun 2, 2019, 6:50:09 AM
updated the build so far (in documents on my pc). now im waiting for the skill tree changes. and after thats done too i will update it here
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
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i'd hold off on saying serker is dead for totems

https://youtu.be/KTr5iBSsdbw?t=740

5 Rage gained exactly at the second when using enduring cry

i think since they are adding basic rage to skills/tree, there must be new ways to get rage

it looks like maybe a node or maybe a new support (rage on skill use) will allow us to get rage on enduring cry!!!

wait for notes basically lol

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frawrst wrote:
i'd hold off on saying serker is dead for totems

https://youtu.be/KTr5iBSsdbw?t=740

5 Rage gained exactly at the second when using enduring cry

i think since they are adding basic rage to skills/tree, there must be new ways to get rage

it looks like maybe a node or maybe a new support (rage on skill use) will allow us to get rage on enduring cry!!!

wait for notes basically lol



good catch! i think we have to w8 for the skill tree changes to see it. i could imagine its on the warcry nodes now, or even on the skill itself
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
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Last edited by guggelhupf#2310 on Jun 3, 2019, 10:53:34 AM
while killing aurabot, they buffed the blood magic version of this build using tukohamas fortress :)

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Blood Magic and Mortal Conviction
We've completely changed Mortal Conviction, the notable behind Blood Magic. It is now a keystone that restricts you to only one non-banner Aura skill, but removes the reservation cost. The mana cost of Herald skills and other specialised reservation skills will need to be paid with life in full.


and this could be a good alternative to the Hatred aura:

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We're introducing a number of new support gems, two of which enhance or support slower attacks, while another support gem and aura skill further enhance the pure physical damage playstyle.
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
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Last edited by guggelhupf#2310 on Jun 4, 2019, 11:15:21 AM

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