Oro's Righteous Fire Marauder [1.2.0]
" Get all the life reg nodes and with lvl65 and alphas + phoenix you will be able to run RF. fuma83 is wrong - I am at lvl 73 with my RF char and run RF since 65 with 89% fire res. Did not have aura nodes - did not have 90% - did run RF without loosing HP. Math'd be: HP* (100 - fire res) - Hpreg/sec = x if x >= 0 you can run it :p Just means you multiply your HP with the percentage left to have 100fire resi and if it is less than your hp regeneration per second, you can run it. And btw fuma83: Having rise of the phoenix does not provide 90% fire res isntantly. I think with alphas and aura nodes Purity of Fire has to be level 18. Karkesh: Elemental Equilibrium triggers its effect with 1-2 cold or lightning dmg already. RF does NOT trigger it. This results in -50% fire resistance whenever you hit a mob with icenova/ cyclone. Add elemental weakness to it and you make 75% fire resi mobs vulnerable. 6%nodes: That's 30% life for 5 Points. Nothing else close to it - yet I would rather put three of them into "Life and Mana" a bit north of the wheel to get some mana aswell and maybe run Cyclone on mana and not Blood Magic ... There I agree with you. Holy Strength is different. It does not act like the Aura nodes if you thought so - increasing the buff on you, means you increase the damage from RF on YOU aswell. Static Blows only works for hits - RF is a degeneration AoE. It sadly does not and The Three Dragons unique mask does not aswell (tried it myself). |
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" It isn't. It triggers when you take significant damage. It helps you heal when you take big hits. " Yes. It's the closest to the nodes we need. " Elemental Equilibrium can lower enemy fire resistance for us if we hit them with lightning or cold damage first. Righteous Fire does not cause hits; it's a degeneration effect. As such, it does not trigger Elemental Equilibrium. This allows us to benefit from lower enemy resistances on a consistent basis. Holy Strength has an increased buff effect associated with it. Increased buff effect nodes increase the damage Righteous Fire burns us for without increasing the damage it deals to enemies. (It can be desirable to use these nodes anyways in hybrid builds that also cast spells, but we focus exclusively on Righteous Fire here.) The mana nodes are unnecessary for this build. The only active skill we cast is run on Blood Magic. Modifications to the build may benefit from those nodes more than the life wheel nodes. Shock stacks increase the damage Righteous Fire deals to enemies (and yourself, if you have them). Righteous Fire itself cannot apply Shock stacks. " That value is dependent upon what regeneration you achieve. If you have 90% fire resistance, you need 9% life regeneration to break even. Ultimately, it becomes desirable to increase both maximum fire resistance and life regeneration past these respective points, as doing so increases our net regeneration - which is what keeps us alive. " Some errors here are worth correcting: 10% life regeneration on 4000 life would give 400 life/sec, not 363. Vitality enables us to regenerate a percentage of our life per second, not a flat quantity (i.e, it scales with our life). Edit: Just saw schlurp's post. Some of my responses are redundant. Consider them affirmation of his assertions. Last edited by SilkTopHat#6680 on Mar 28, 2014, 8:38:56 AM
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one question, why do you take elemental equilibrium? Thanks
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" EE is triggered by ice nova which is linked with cast on damage taken, which results into enemies getting -50% to their fire resistance (RF doesnt trigger EE itself since it's a degen). |
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" Thanks a lot! now it makes sence... :) |
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My plan is to avoid Blood Dance and put a goldwyrm or good boots 3res, life and ms.
This build can have enough % life regeneration with passive tree? Without Blood Dance, what bandit on merciless i should take? | |
" You still take the Endurance charge in Merciless. I tried without the blood dance but with them I found mt clear speed was faster and if I took a big hit or two I regen'd life back to full a lot better with them than without. I don't know what the rest of your gear is though so you may be fine without them. |
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" "Still" endurance charge? With Blooddancers you take a Frenzy charge. If you want to get some MF, use and keep the blooddancers equipped... |
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what are you using for generating frenzy charges?
also is the damage done to you and the damage of the aura both taken at snap shot? will using +% fire damage amulet/rings when you snap shot then put on tanky neck/rings after? will that work? will saffrells work? Last edited by mayainverse#1488 on Mar 28, 2014, 7:48:24 PM
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" saffels gives 4% max resi, where you need the 8% fire res from phoenix. dmg to you is not snapshotted - if you unequip the phoenix after casting RF, your HP will drop quickly. but yea, fire dmg will be snapshotted afaik - just dont lower your HP for it or you will loose dmg aswell there^^ but yea you could snapshot hp/fire dmg and afterwards equip tanky stuff... but imho that is too much work for too little of an improvement ^^ |
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