How to generate Frenzy charge in boss fight?
I was running normal Atziri with my Hyaon Ligthning Strike Raider earlier and everything was fine until Atziri split phase when I lost all my Frenzy charge. I have around 32k dps without buff and 60k dps with Blood Rage and 7 Frenzy charges.
I also tried using Frenzy manually but it didn't help much. Any advice would be much appreciated. Thanks in advance! Last bumped on Oct 27, 2016, 6:25:18 AM
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edited after valuable input by Antilev2 and Vipermagi:
- writhing jark flask(s) - this is just theoretical, don't know how well it'll work - frenzy + faster attacks in a Quill Rain on weaponswitch - I'm using frenzy + faster attacks + multistrike + added fire (can be melee phys or WED or any other support gem, depends on circumstances) cause I like my frenzy to not be useless and deal some damage The Wheel of Nerfs turns, and builds come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the build that gave it birth comes again. Last edited by Bars on Sep 28, 2016, 9:56:29 AM
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" why not just a quill rain. just as fast but you don't have to get in melee range. for all mirror items check The Forbidden Trove:
https://www.pathofexile.com/forum/view-thread/2516760 | |
" True, didn't think of that. The Wheel of Nerfs turns, and builds come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the build that gave it birth comes again. Last edited by Bars on Sep 28, 2016, 5:32:45 AM
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Multistrike is a poor choice if you just want to generate Frenzy Charges - Frenzy only generates one Charge per activation.
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" Right, another thing I didn't think about since I like my frenzy to deal some damage too. Editing the initial post. Anyway, the most efficient method seems frenzy-faster attacks in a weaponswitch quill rain anyway, unless someone comes with something else I missed to embarass me further (if it's even possible) :D The Wheel of Nerfs turns, and builds come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the build that gave it birth comes again. Last edited by Bars on Sep 28, 2016, 9:52:57 AM
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" It's a quality of life support for me. If you mostly use it to maintain charges it doesn't matter if you gain them at a bit slower rate but not having to pinpoint your clicks when you're deep in the mosh is a huge boon, just click near something and you refresh your charges by virtues of auto aim. Another perk is it's harder to desync yourself if you're playing on predictive, otherwise you might click an enemy that's actually somewhere else which will try to move your char through the crowd. So I support the original setup, frenzy-ms-fa-pcoc is what I had on my first essence char as a manual generator, instant refresh and you might get a power charge here and there as a fringy benefit, fortify isn't a bad idea either. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics on Sep 28, 2016, 11:00:18 AM
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The vast majority of my characters who are using Frenzy charges (mainly those who invest in them a lot, not those who get 3 random from Blood Rage) have Frenzy on their bars to refresh. Nothing I hate more than to lose charges in tough encounters which is where you need them. I've tried to incorporate them into other links in most of my setups, like this:
Curse on hit through Herald of Ice for general mapping, curse on hit on Frenzy for bosses/rares without adds around and also allows me to refresh charges if needed. Most are on a 4L setup and not 5L with 2 curses since this does limit your character a bit more, but in this case I had no need for another 6L. | |
I'm playing a spectral throw raider with the same problem. Against bosses without minions and when playing in a party, I can't maintain my charges. I'm not melee so using the frenzy gem with a melee attack is dangerous since I'm not built for it.
I've tried 2 things I thought were clever. First was essence crafting spectral spirits on my weapon and using Victarios Charity shield and speccing Necromantic Aegis: This worked but was much less effective than I expected. I had minion speed and faster attacks in the weapon but the proc rate was still too infrequent and the range was small so had to be pretty close to get the charges. I unspecced that setup and replaced it with Master Sapper. I put lightning trap - cluster traps - multiple traps and throw that under bosses (and random monsters in a party). It works better than my first solution but still seemed to not be reliable enough. You'd think with 12 traps going off and a 15% chance that'd you'd get at least one charge every time, but there are many times I get no charges out of it. Other times I get several. I was planning on getting darkray vectors possibly corrupted for + 1 frenzy charge, but since I already have trouble maintaining 8 charges when I need them, having 9 or 10 with a shorter duration seems like a waste. They really should give Raider a node that lets them get frenzy charges another way besides "on kill". It's fine for solo speed running but terrible for boss fights and not so great in a party. |
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Frenzy makes a great carrier for utility effects you want on the build somewhere but don't want cluttering up your main attack links. Frenzy itself is a utility skill for the most part, so double down on that with things like Power Charge on Crit, Fortify, possibly Blind, maybe even a GMP > LGoH combo for Quill Rain swaps if you're feeling froggy. Though that sort of situation isn't really where you want Frenzy, so maybe less of that.
Namcamp's notion of using Frenzy as a secondary activator for Curse on Hit stuff is actually kinda slick as well. All it costs is an extra socket somewhere and you get double the curse utility. Don't try to make it compete with your damage skill, though - it never will, and you're losing a lot of opportunity to flesh out your build's utility options by trying to "not lose too much damage" with Frenzy. |