Oro's Righteous Fire Marauder [1.2.0]

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fuma83 wrote:
Maybe a quality fire pen wich gives also bonus fire damage.

but i'm not sure tbh.

I guess when we get moved to normal and you really have a 6l you can stick a iiq there.

Bear in mind that only the quality bonus on a Fire Penetration gem has an effect on Righteous Fire. RF does not cause hits, so the usual gem effect does not work with it.

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Thomas1208 wrote:
So i'm currently using the belly of the beast chest piece with readbeaks and Divinarius,

I'm thinking of getting a Carcass Jack, does this actually benefit me in any big way and i've watched other people play RF marauder they switch from BOTB to Carcass Jack then back to BOTB, i don't fully understand why they do this..

If someone can explain/give advice i'd appreciate it.

Righteous Fire's properties are all determined at the moment of casting. Players will snapshot RF with Carcass Jack because of the increased damage and area of effect that it provides. They switch back to Belly of the Beast because it makes them tougher.

As for the Divinarius and Redbeaks - if the Redbeaks are in your hand when you cast Righteous Fire, they will provide their benefit to it (provided you have 35% or less of your maximum life at that moment). Switching to a Divinarius after casting will provide no benefit to RF.
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SilkTopHat wrote:

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__SirPuFFaLoT wrote:
Disregard this, I have answered my own question with some testing. RF snapshots all the modifiers but updates the damage done and the damage taken by your current HP no matter what it was when you cast RF.


This is not correct. Snapshotting preserves the damage dealt to enemies - the only dynamic effect is the level of damage RF burns the player for. You can test this by killing high-life bosses.



My apologies for the misinformation and thank you for clarifying.


What do you think about using curse on hit with a 20/20 elemental weakness instead of vulnerability on CwDT? I am currently using a curse on hit cyclone which procs EE and also curses for an additional -59 to fire res (total -109 to fire res). I know this has been discussed but it was discussed with Elemental weakness being low level in a CwDT.

Also, running in public maps, using cyclone to proc EE feels more reliable than waiting to take damage so ice nova is cast.

With Elemental Weakness, I understand the issue is that we don't know what the enemy's fire resistance might be and it is possible that we do no extra damage while vulnerability will always add 40% more damage. However, Elemental Weakness just seems to compliment Elemental Equilibrium so well compared to using Vulnerability. Your thoughts?

Edit: The forum ate my post. One moment.
Last edited by SilkTopHat#6680 on Apr 3, 2014, 3:09:14 PM
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__SirPuFFaLoT wrote:
What do you think about using curse on hit with a 20/20 elemental weakness instead of vulnerability on CwDT? I am currently using a curse on hit cyclone which procs EE and also curses for an additional -59 to fire res (total -109 to fire res). I know this has been discussed but it was discussed with Elemental weakness being low level in a CwDT.

Also, running in public maps, using cyclone to proc EE feels more reliable than waiting to take damage so ice nova is cast.

With Elemental Weakness, I understand the issue is that we don't know what the enemy's fire resistance might be and it is possible that we do no extra damage while vulnerability will always add 40% more damage. However, Elemental Weakness just seems to compliment Elemental Equilibrium so well compared to using Vulnerability. Your thoughts?

I agree with your assessments. Without the gem level restriction imposed by Cast When Damage Taken, it's likely that Elemental Weakness is a better choice than Vulnerability.

A good way to ensure an action occurs is to perform it yourself. Activating EE and EW via Cyclone seems like a reasonable way to ensure they contribute. Just be wary of the desynchronization issues that Cyclone is known to cause.

Since Vulnerability and Elemental Weakness are both Intelligence gems, you have the flexibility to switch between the two as you choose. I would keep a leveled Vulnerability gem in my offhand equipment when I suspect or know the monsters I'm fighting have fire resistance EE + EW cannot penetrate.
Last edited by SilkTopHat#6680 on Apr 3, 2014, 3:17:10 PM
In regards to using Vulnerability or a 20/20 Elemental Weakness curse. I crunched some numbers on a spread sheet and I found that Elemental Weakness will produce more damage when Combine with Elemental Equilibrium when a monster's base fire resists are between 3% and 174%

At the extremities the differences in damage are close enough to say that 20/20 Elemental Weakness is equal to or better than Vulnerability when a monster's base fire resits are between 0% and 175%. This range is before Elemental Equilibrium is applied.

When a monster has over capped fire resistance past 175%, at best, vulnerability does 3000 dps more than Elemental Weakness. When a monster has negative fire resistance vulnerability is always better.

The base damage done by Righteous Fire with a non-legacy Kaom's Chest is roughly 30,000 DPS.

The largest difference is at 125% fire resistance. EW does 14,700 more DPS than Vulnerability.

In case people are wondering how this build can achieve 61k dps. It is calculated when a monster has a base fire resistance of 0% (before EE or any curses). With a base RF damage of 30,000 the monster will actually be taking 63,000 damage per sec.

Here is the spreadsheet I made showing these numbers. It was made quick and is nothing fancy but you can see the numbers for yourselves if you like.
https://docs.google.com/spreadsheets/d/1LC3lgzSZStNT7_sLdIXLot-wphg0gQXLzCrPoOTP65E/edit?usp=sharing

TL;DR: Trash mobs will still melt no matter what curse you use and bosses with less than 174% fire resistance will die faster with a 20/20 Elemental Weakness curse.
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__SirPuFFaLoT__ wrote:


Here is the spreadsheet I made showing these numbers. It was made quick and is nothing fancy but you can see the numbers for yourselves if you like.
https://docs.google.com/spreadsheets/d/1LC3lgzSZStNT7_sLdIXLot-wphg0gQXLzCrPoOTP65E/edit?usp=sharing


Thanks for the clarification.
I thought there is a cap to minus resist at -75% resist. Is that true? If so, it would be more difficult to find out which curse is better. If the dude has 0% fire resist and EE sets it to -50%, than EW could only reduce the resist for another -25% to cap, but Vulnerability would still do 40% more dmg from over time effects.
Be true to yourself and you will never fall.
ign @DingOfFire
ign @Tormented_Bowjob
ign @UmEinharKeinenNamen
Hi , Im running this build with a 82 Marauder :

[ACTUELGEAR]
Spoiler



I also Have :
Spoiler


I got some questions , first of all about Fire Penetration RF is a fire debuff so :
https://www.google.com/search?hl=en&q=fire+penetration
Fire Damage done by skills supported with this gem will ignore some portion of the target's fire resistance.
So this gems worst the cause with quality cause of increase fire damage either so 35pen20%fire damage.
Im also using Flammability Fire Resist.-50% 14% Ignite chance ( playing with a flame totem mate )
I also use 2 CWDT . One with Enduring cry + Ice nova with increased area of effect The other with Vulnerability + Rejunevation Totem , its good because we can level up support gems and keep CWDT with lower level .
I am also using Flameblast + Blood magic + Concentrated Effect + Faster Casting to kill Totem ( overpowered du to huge life regen i also use to damage Boss with huge life )

I can cap my Life regen with Blood dance at 1K1 Per sec .
I am running 73 Maps without a problem either with curses also Torture Chamber/Jungle Valley/Temple/Mine bosses ( little dodgy sometime).
Are the blood dance so usefull i got really good boot that i linked in my stuff is it better ?
I am also leveling an Empower to 5L on my chest or 5L searing touch . Is it better than Dual Redbeak ?
My final goal is a Kaoms ( 300 Chance used on GLorious plate without a success )
I will switch my Vitality to a Determination when ill take the last regen node + armor node .
btw i used like 300/400 Chromatics to color my Alpha howl.



TREE
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgEBAdwCcQSzBS0LYRRNFm8XLxjbGYUaOBo-Gmwb-iFgJKoksCXfJy8n1Sj6KS4ppS7_NZI26TwtPfxAoEGHR35KfUrITP9OKlBQVcZYY1uvXz9gS2EhZU1mnmegaHRuqnTtdPF4DXloeu98uICkgseE2YTvhtGHdojxjM-PRpBVlKCYrZ2uogCiD6QZpKynCKeEqBipbqvFr2y18rc-uJO8n76KwBrBBMRYxYrGrsbYz2XQ0Npi2t3dDeLq45_r7u8O8B_xrPIv8932SPno-tL8xf4K

This is my final ( around 90 95 /passive-skill-tree/ ) for now i just miss 1% regen and the armor nodes , i also respec at lvl 82 to take the Strengh path keeping my Iron Reflex

My stats are :
Spoiler

5330 Life
11581 Armor ( 51% Phy red )
Caping all resi 92 Fire 78 Light Cold
670.7 Life regen Per sec


I am taking any advice you can pm me in game _Stoneface i also answer many question and i am ok to discuss with other RF Guys .

Cheers
I used to play a summoner (still do sometimes on Invasion lvl 79). Started leveling a Marauder (75 now) to farm piety/dominus with and am loving it. I'm familiar with snapshotting minions, but RF seems to be different.

It seems that I can put it in a Tabula Rasa for a 5L

*Righteous Fire
*Increased Burning
*Conc Effect
*Increased AOE
*Item Rarity

I can take out the gem and put it in my boots (to keep leveling the gems) and the RF stays on. From reading, the dmg to enemies is snapshot but the burn to the player is dynamic. My question is....is the Item Rarity gem snapshot to the RF?

Also, here is my "MF version of the RF Marauder". Am I wasting too many points? Or is it solid? Also, why doesn't anyone take Holy Strength above the Marauder?

http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAdwCcQSzBS0LYRcvGNsZhRpsG_ohYCSqJLAl3ycvJ9Uo-imlLv81kjbFNtg26TwtQKBBh0d-Sn1M_04qUFBYY1uvXz9gS2EhZU1noGh0dO108XgNeWh674CkgseE2YTvhtGHdogbiPGPRpSgmK2drp65ogCiD6QZpKynCKgYqW6rxa9stfK3PriTvJ--isEExFjFisauxtjPZdDQ2CTaYt0N4urjauOf6-7vDu-F8B_yL_Pd-ej60vzF_go=

Also, here is my gear at this time....

Spoiler

Last edited by crzytimes#4878 on Apr 4, 2014, 7:50:20 AM
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Schlachtviehh wrote:
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__SirPuFFaLoT__ wrote:


Here is the spreadsheet I made showing these numbers. It was made quick and is nothing fancy but you can see the numbers for yourselves if you like.
https://docs.google.com/spreadsheets/d/1LC3lgzSZStNT7_sLdIXLot-wphg0gQXLzCrPoOTP65E/edit?usp=sharing


Thanks for the clarification.
I thought there is a cap to minus resist at -75% resist. Is that true? If so, it would be more difficult to find out which curse is better. If the dude has 0% fire resist and EE sets it to -50%, than EW could only reduce the resist for another -25% to cap, but Vulnerability would still do 40% more dmg from over time effects.


As far as I know and from all I have read on the wiki and from other builds there is no such cap on how much you can reduce an enemy's fire resistance. You could Dual curse with Elemental Equilibrium and reduce an enemies resistance by -158.

However, if a monster has over 75% fire resistance after you apply your curse then they will be capped at 75% for damage calculations (this is how the formula was implemented in that spreadsheet).
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Tr4sH wrote:
So this gems worst the cause with quality cause of increase fire damage either so 35pen20%fire damage.

wut

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Tr4sH wrote:
Are the blood dance so usefull i got really good boot that i linked in my stuff is it better ?

The Blood Dance offers better toughness for this build than any other set of boots. You'd better have an amazing pair of rare boots or Windscream to justify not using them.

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Tr4sH wrote:
I am also leveling an Empower to 5L on my chest or 5L searing touch . Is it better than Dual Redbeak ?

No. A perfect Searing Touch can provide a little better than 110% increased damage to Righteous Fire. Accounting for the life bonus, Redbeaks always give a little better than 200% increased damage.

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crzytimes wrote:
My question is....is the Item Rarity gem snapshot to the RF?

Based on what we know about RF - probably. However, it's practically impossible to verify this.

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crzytimes wrote:
Also, here is my "MF version of the RF Marauder". Am I wasting too many points? Or is it solid? Also, why doesn't anyone take Holy Strength above the Marauder?

You've skipped a lot of the important life nodes (off the arc below the Scion evasion wheel, the node in the Templar area, the bulk of the Scion life wheel, Purity of Flesh). You've taken some unnecessary nodes in the Duelist area. This can work, but it probably would be better to follow the path Oro took unless you specifically want something else there.

Holy Strength increases buff effects. Unfortunately, this increases the damage Righteous Fire burns the player for ... without improving the damage enemies are burned for. (It's possible to take Holy Strength and the Inner Force cluster because buff effect also gives us higher maximum fire resistance via Purity of Fire, but there's no real reason to - the net damage rate of Righteous Fire is very close to the same. Unless you're using Righteous Fire for the 'more spell damage' modifier it adds, it's a waste of points.)

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__SirPuFFaLoT wrote:
As far as I know and from all I have read on the wiki and from other builds there is no such cap on how much you can reduce an enemy's fire resistance. You could Dual curse with Elemental Equilibrium and reduce an enemies resistance by -158.

However, if a monster has over 75% fire resistance after you apply your curse then they will be capped at 75% for damage calculations (this is how the formula was implemented in that spreadsheet).

This is my understanding as well.

A caveat of importance: map bosses suffer 60% reduced effects of curses. Curses' effects on act bosses are reduced by 70%. (link)

I checked out the comparison of a 20/20 Elemental Weakness gem versus a Vulnerability gem of any level or quality. After accounting for the reduced curse effect on bosses, it looks like our previous conclusions still hold.

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