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

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ReventionMN wrote:
Here's a recording made about 10 mins ago. I chose a layout that's particularly difficult to traverse with shield charge to show that totem placement can make more irritating maps nicer to play.
I do not play with chainbreaker when mapping. But with chainbreaker, killing bosses is rather easy. I killed olroth within a minute with chainbreaker specced in. https://www.youtube.com/watch?v=afsVNH__v3c


added your record into the video section. ty for the run ;)
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
Youtube: https://www.youtube.com/user/Dralanorr
Twitch: https://www.twitch.tv/guggelhupf
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rngylg wrote:
Is "add fire damage to attacks" the same as "add physical damage to attacks" for this build? Does the fire damage gets converted to physical then scale up with other modification? Or does it not get scale up with lets say "Increased global physical damage"?
I never understand how these calculation works in this game:P


added fire isnt added phys and facebreaker scales of added phys not fire. simple like that.

and you cant conversion fire into phys. check the wiki page for dmg conversion: https://pathofexile.fandom.com/wiki/Damage_conversion
My Builds & Hideouts: https://www.pathofexile.com/forum/view-thread/2083383
Hideout Community Discord: https://discord.gg/B2xQkmf
Youtube: https://www.youtube.com/user/Dralanorr
Twitch: https://www.twitch.tv/guggelhupf
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MicWitt wrote:
Great build. Thank you for that!

Any idea why I cannot run Clarity, the two heralds and Blood and Sand at the same time? Well, I can, but cannot cast a totem then.


Your max mana is too low. Try increasing your Int through gear or nodes.
Last edited by PringleToast#3166 on Sep 8, 2021, 2:44:41 PM
Regarding this build, i have some questions, hopefully the OP or fellow exiles can offer some insights:

1) Does the abyssus +X% increased physical damage taken makes us more prone to one shot? Or the high base physical damage is too much of advantage that is not to be missed?

2) Is removing natural authority a better option and saving these extra skill points for elsewhere? Like high% life nodes. Similarly for admonisher node too, is it a must have? I noticed we have quite a many nodes related to warcries..

The reason for the above is that i try to find a balance between offense and defense. It seem i die about once for every 2 red maps with yellow mods. And i am only level 91. Perhaps i might overlook some map mods like +boss/mobs damage/critchance/attack speed etc. Because sometimes i got hit by some unknown projectile which one shot me(which i lose focus for a sec and forgot to dodge) or sometimes i can take a projectile shot and still survive. Or perhaps i should forgo my +1 totem shield with redblade banner shield instead for more survivability?

Regarding gameplay for this build, should i really be shield charging into mobs for the fortify effect? I might sound silly, but sometimes i got killed this way.
Last edited by thoo00#7953 on Sep 10, 2021, 2:47:57 AM
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thoo00 wrote:


Regarding gameplay for this build, should i really be shield charging into mobs for the fortify effect? I might sound silly, but sometimes i got killed this way.


I'm by *no* means an expert, but here are my 2 cents on survivability;

Your Immortal Call and flasks should keep you from getting one-shot most of the time. Personally, I don't shield charge into packs first. Rather, I put down my totems preemptively and pick a few stragglers to shield charge into for my fortify. Typically my totems take the initial full aggro from the mobs until I use my warcry, at which point the mob's been one or two shotted by my totems already and I've moved on to the next pack with my 4 endurance charges keeping me safe. It's not the quickest clear build (as the OP mentions), but you'll find yourself zipping around once you get a good routine going.

All of that is to say; I've *definitely* been one-shot by offscreen mobs plenty of times. But after getting much better with Shield Charge positioning and maintaining my fortify/endurance charges, it's gotten pretty rare. The fucking porcupine mobs will always be the bane of my existence, though.



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thoo00 wrote:
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ReventionMN wrote:
Here's a recording made about 10 mins ago. I chose a layout that's particularly difficult to traverse with shield charge to show that totem placement can make more irritating maps nicer to play.
I do not play with chainbreaker when mapping. But with chainbreaker, killing bosses is rather easy. I killed olroth within a minute with chainbreaker specced in. https://www.youtube.com/watch?v=afsVNH__v3c


i saw your video, but got a heartburning question. How can you manage such an aggressive playstyle (shield charging into groups of mobs repeatingly) without worrying about defenses/oneshotting by mobs? From T14 onwards maps, i need to play kite and style, otherwise i will have at least 2-3 deaths per mapping. Currently i have close to 5k life, or unless u telling me ur 6k+ life helps a lot?


A lot of being one-shot is just respecting map modifiers, having + armour on a rare shield during soul gain prevention to combat the increased physical damage we take with abyssus, life gain on block even though we have like 40% block chance, knowing your mobs and which ways to move while they are attacking. the 6k health absolutely helps heaps and as well and should be easily obtainable with some decently rolled abyssal jewels :)
Last edited by ReventionMN#4547 on Sep 10, 2021, 8:21:25 PM
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thoo00 wrote:
Regarding this build, i have some questions, hopefully the OP or fellow exiles can offer some insights:

1) Does the abyssus +X% increased physical damage taken makes us more prone to one shot? Or the high base physical damage is too much of advantage that is not to be missed?

2) Is removing natural authority a better option and saving these extra skill points for elsewhere? Like high% life nodes. Similarly for admonisher node too, is it a must have? I noticed we have quite a many nodes related to warcries..


The abyssus is an absolute nightmare to use sometimes, but there are ways to combat its downside through higher block chance, life gain on block, granite flask, increased defenses from shield nodes on the tree, etc. But remember that diedbellow exists and doesn't increase the damage you take!

Regarding question 2, i've been thinking about toying with these nodes, however having longer cooldowns on enduring cry (i like to call it the full health button) Is a really bad idea because having less cooldown on it is what keeps you from almost all deaths that dont kill you in one hit.
Last edited by ReventionMN#4547 on Sep 10, 2021, 8:30:03 PM
WOW! thank you so much, this build is great man, finally after 4+ builds one that actully does what it says on the box, couldent recommend more.

THANK YOU EXILE!
What is a good anointment for this build? Thank you :)
For what I can tell, Commander of Elements and Heart of Flames are best, depending on how good is your fire penetration and your attack speed.

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