Greetings:) I am new to PoE and it is my first Char. I want to ask how many golems I can create overall? Do we need 1 of each golem type for more fire golem dmg? Since i saw what Harmony gives and was thinking if all of them are stacking. Then I use orb of storms will the weakness shift to fire and ice? Or will the enemy now be. Sep 04, 2019 Path of Exile 3.8 Blight League is finally here, we share you the Best POE 3.8 Blight Starter Builds for all classes, which are universality, friendly, budget, easy to play for beginning the new league. Aug 14, 2019 Top 5 Best Poe Builds For Marauder Juggernaut And Farming Poe Currency Build. Now that PoB doesnt take '35% much less dmg when triggered' house on Discharge into.
Path of Exile Ranger Beginner’s Build Advice and Tips by Islidox
Welcome exiles, new and old!
Obviously you’ve come to this forum to discuss builds of your favorite class (or should be your favorite class). With the onset of OB, you’re wondering what sort of builds will be feasible, hardcore or softcore (default). To that end, there are several things you need to keep in mind before jumping into the build specifics.
As your first character in a brand new league/realm, you will have nothing at your dispoal, nothing in your stash, to help you build those powerful builds you had in closed beta. Gone, nada, zero. As such, your builds should keep in mind several things:
1. Be as Gear Independent as possible
– Do not rely on skill gems (e.g. Elemental Hit) or support gems (Greater Multiple Projectiles [GMP], Chain) that can only be found by looting or trading with others.
– Do not rely 5Link/6Link (5L/6L) equipment to make your build survivable. Work with 3Ls and 4Ls with the hopes of eventually getting a 5L/6L. Your main skills must be able to work with 3Ls at the very least.
– Do not rely on trading with people for things you need; this is a brand new economy and everything will be hyperinflated. If you need specific support/skillgems, consider rolling another toon that will receive that skill/support gem.
– Do not rely on obtaining uber weapons/armor. Chances are, you might be using magic (blue) items even in the last difficulty mode.
2. Defense over Offense
– Try to maintain a greater ratio of defense to offense. You want your first build to marginally succeed, even if it runs across trouble in the endgame map content. Do not spec all into offense or throw a passive point or two into defense. This will get you killed fast, and rumor has it that Act 3 is pretty tough. Likewise, do not spec all into defense as it will you get you nowhere either!
– The three defense aspects you have to consider are: 1) life, 2) defense type, 3) resistances
– Generally speaking, having 1.5k life, 40% armor or 60% evasion, and 30+ resistances will be enough for Merciless difficulty, but these are the bare minimum figures and should strive for more beyond that.
3. Build smartly
– Don’t just make a build all willy-nilly with the online passive skill tree and post it for feedback, have a plan! What do you want to accomplish with this character with the available skill/support gems?
– What skills will you be using? What skills will you be focusing on as your main mode of attack? Think about the synergy of skills with support gems and support/utility skills.
– What type of damage are you dealing? Physical, Elemental, single element, crit, or a mix?
– What defense type will you go for? Armor through Iron Reflexes, or evasion + Acrobatics/PhaseAcrobatics + Arrow Dodging?
– How will you fuel your attacks? Mana (e.g. Mana Flows) or Blood Magic (BM + lots of life + HP regen)?
– Plan a build using 70 points, then a build with 85 points. This will help you to envision the type of build you are aiming for, and what nodes, notables, and keystones you will take first over others. An 85-point build will give a more solid picture of a build that can tackle endgame content.
– Reasonably we can expect more passive points (I hear it’s 21) in OB, but don’t count on it, keep your expectations low, prioritize, and you should be fine.
– Try to make your build utilizing some of the most powerful notables at the Ranger’s disposal. Journeys to the other side of the passive tree is unadvised as it will waste a good portion of your passive points on stat attributes.
4. Watch your Flask selection Mac os wallpaper 4k download.
– Certain flasks (resists, diamond, granite) are drop only, and cannot be purchased from the NPC vendor.
– Diamond flasks have been removed from the game temporarily. When it will come back is unknown. Regardless, try to plan your build without the need for more than 1 diamond flask or any at all.
– Granite flasks have been nerfed. The current nerf makes it so it grants +4000 additional armor instead of 10000. Again, this is bound to change, but keep this tidbit of info in mind when thinking about relying on a flask.
– Quicksilver flasks will replace the overrused Phase Run. Think about whether or not you want this flask to use up one of your slots on your flask belt. As such, you may want to spend a passive point on movement speed such as the Armor Mastery notable or the Celerity notable. And be on the lookout for boots with movement speed mods. Phase Run may or may not come back; we shall see.
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After all that, you might be wondering how to go about an actual build. Located throughout this forum, there have been dedicated members advising people on how to properly construct builds, myself included.
Please take a look, and don’t be lazy. Chances are your questions have already been answered by someone else. I will also be willing to look over your proposed builds if you’re uncertain. All veteran members are welcome to chip in as well. When posting builds, please use the url and spoiler tags to make it easier for the people you are seeking help from.
I hope this cleared up a lot confusion and doubts, and I hope to see you all in OB.
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Here are some examples of what I consider solid OB builds for Rangers:
1. Basic Ranger type 1:
– Physical/crit damage
– Evasion defense – Keystones used: Arrow Dodging, Acrobatics, Phase Acrobatics – Mana usage
2. Basic Ranger type 2:
– Physical/crit damage
– Evasion-based Armor – Keystones used: Iron Reflexes – Mana usage
3. Critical Ranger:
– Physical/crit damage
– Evasion/ES defense – Keystones used: Arrow Dodging – Mana usage https://treescience531.weebly.com/blog/dmg-file-reader-software-free-download.
4. Frenzy-based Ranger type 1:
– Physical damage (5 frenzy charges)
– Evasion-based Armor – Keystones used: Iron Reflexes, Unwavering Stance, Blood Magic – Life usage
5. Frenzy-based Ranger type 2:
– Physical damage (5 frenzy charges)
– Evasion-based Armor – Keystones used: Iron Reflexes – Mana usage
6. Blood Magic Ranger:
– Physical/crit damage (crit multiplier)
– Evasion-based Armor – Keystones used: Iron Reflexes, Unwavering Stance, Blood Magic – Life usage
7. Strength Ranger:
– Physical damage
– Evasion-based Armor – Keystones used: Iron Reflexes, Unwavering Stance, Blood Magic, Iron Grip – Life usage
8. Elemental Ranger:
– Elemental Damage
– Evasion-based Armor – Keystones used: Iron Reflexes, Blood Magic, Iron Grip – Life usage (courtesy of mrpetrov)
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Remember that these builds here represent what I consider to be solid starting OB builds. Others may think differently and are more than welcome to share their build. These builds are also tweakable to suit your individual ideal Ranger, so long as the core fundamentals are there:
1. Build up your defense 2. Build up your offense 3. Build up your fuel
Gear Priorities:
For gear, I’ll go over the things you want and need on your equipment:
Chest/Helmet/Boots:
+ % of evasion rating + flat evasion + life + % Resistances + 15-30% movement speed for boots
Gloves:
+ % of evasion rating + flat evasion + life + % Resistances + flat physical/elemental damage or a % + Life or Mana gain on hit/leech
Rings/Amulet:
+ flat or % physical/elemental Damage + attack Speed + life + % resistances + x stat attributes + life or mana regen
Belt:
+ life + % Resistances + % weapon elemental damage + charges gained or less charges used
Weapon:
+ % Attack Speed + flat physical/weapon elemental damage + % physical/weapon elemental damage + % critical strike chance and multiplier
Quiver:
+ % weapon Elemental Damage + flat physical/elemental Damage + attack speed + flat life or mana + % Resistances + % critical strike chance and multiplier
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If you’re a BM build, try to get some gear with life regen on it or life gain on hit or life leech on gear. Likewise with mana builds, but with mana regen/GoH/leech.
Don’t forget that you’re not restricted to using strictly Ranger gear. Using Duelist gear can allow you to get an easier combination of green and red sockets and a combination of both armor and evasion. (I’ve seen some decent hybrid gear.)
How to plan for Skills and Supports:
So now you’ve played PoE for a bit, and now you’re wondering how to optimize your build with the available skills and supports. There’s a variety of skills and supports, and we can expect more in the future. Regardless, this VERY LONG post will break it down into 5 main sections:
I. Skills
II. Supports III. Utility skills IV. Synergy & Strategy – A. Know Your Build – B. Plan your layout – C. Synergizing Gems – D. Gem Tactics and Tips V. Useful Links
If you don’t read it in its entirety, you’re missing out on a lot and as a player, it’s your duty to get familiar with the game. I don’t plan on answering any questions related to skill/support selection after this post other than to give some feedback on different skill/support combos.
I. Skills
In terms of skills for a Bow Ranger, here’s a good breakdown:
Physical Bow Skills:
1. Frenzy – DPH skill, produces frenzy charges 2. Split Arrow – AoE skill, multi-projectile radial attack 3, Rain of Arrows – AoE skill, area-based delayed attack 4. Puncture – DoT skill, causes enemies to bleed 5. Poison Arrow – DPH/DoT skill, creates poison clouds
Elemental Bow Skills:
1. Burning Arrow – DPH skill, adds fire dmg based on physical dmg 2. Ice Shot – DPH skill, converts some of physical into ice dmg 3. Lightning Arrow – AoE skill, converts some of physical into lightning dmg, can hit 4 mobs 4. Elemental Hit – DPH skill, randomly chooses an elemental damage type per hit 5. Explosive Arrow – AoE skill, projectile (fuse) explodes after few seconds
DPH – Damager Per Hit
AoE – Area of Effect DoT – Damage over Time dmg – damage
II. Supports
All of the above bow skills can be supplemented by a number of support gems, such as these:
General Bow supports:
1. Faster Attacks 2. Faster Projectiles 3. Mana Leech 4. Culling Strike 5. Iron Grip 6. Point Blank 7. Life Leech 8. Life Gain on Hit (LGoH) 9. Increased Critical Strikes (ICS) 10. Increased Critical Damage (ICD)
Elemental Bow supports:
1. Weapon Elemental Damage (WED) 2. Added Cold/Fire/Lightning/Chaos Damage (ACD, AFD, ALD, ACD) 3. Cold/Fire/Lightning Penetration
Multi-projectile Bow supports:
1. Lesser Multiple Projectiles (LMP) 2. Greater Multiple Projectiles (GMP) 3. Pierce 4. Fork 5. Chain
Niche Bow Supports:
1. Increased Area of Effect (IAE) 2. Concentrated Area of Effect (CAE) 3. Increased Duration 4. Chance to Flee 5. Additional Accuracy 6. Elemental Proliferation (EP) 7. Chance to Ignite (CtI) 8. Stun 9. Knockback 10. Increased Item Quantity (IIQ) 11. Increased Item Rarity (IIR) 12. Ranged Attack Totem
III. Utility skills
After that, there’s a number of skills that can be used to supplement your attack skills, falling into 6 distinct categories:
1. Auras: (Should be linked with Reduced Mana or Blood Magic support)
– Hatred, Anger, Wrath, Determination, Vitality, Purity, Clarity, Haste, Grace, Discipline
2. Buffs:
– Blood Rage, Enduring Cry, Immortal Call, Molten Shell
3. Curses: (Should be linked with Reduced Mana or Blood Magic support)
– Projectile Weakness, Temporal Chains, Warlord’s Mark, Enfeeble, Vulnerability, Critical weakness, Elemental Weakness, Conductivity, Flammability, Frostbite
4. Totems: (Should be linked with Reduced Mana or Blood Magic support)
– Decoy, Devouring, Rejuvenation, Shockwave, Flame
5. Spells: (Can be used in conjunction with Spell Totem support)
– Summon Skeletons, Raise Zombies, Raise Spectres, Frost Wall, Lightning Warp, Detonate Dead
6. Traps:
– Bear, Fire, Conversion, Freeze Mines, trap/remote mine support in conjunction with skills
IV. Synergy & Strategy
Now, with all this information thrown your way, how do you actually go about using it all to your advantage? With that asked, let’s dive into it.
A. Know your build:
– If you don’t understand your build regarding its play style, its weaknesses and strengths, you would not in million years come up with a good skill/support set.
– In essence, what fuels your build (life via Blood Magic or mana) will also dictate which skills can be used and which cannot. BM builds cannot use %-based auras like Hatred, Purity, Vitality, Haste, and Determination while mana builds can. On the other hand, BM builds can stack a lot of flat-mana auras easily like Grace, Wrath, Anger, and Discipline.
– Offense can generally be understood by the type of damage you’re dealing. If you are dealing physical damage, you want to use skills/supports that boost the physical damage, and if you’re dealing elemental damage, you want to use skills/supports that boost the elemental damage. Same for crit damage.
– However, don’t be pigeon-holed into thinking “I’m only going to deal with 1 type of damage” and call it a day. Certain skills and supports will take advantage of other damage types. Best example of this is that Ice Shot works by converting a certain % of your physical damage into cold damage. The more physical/projectile damage you can get on top of elemental damage passives, the more damage you do with the ice portion of the skill. Added Fire Damage adds a converted portion of your physical damage to fire damage ON TOP the of original damage. Keep this in mind for later.
B. Plan your layout:
– In my experience, I usually plan out builds with a certain layout
> 1 or 3 single target/DoT skills > 1 or 2 multi-target/AoE skills > 1 or 2 curses > 1 to 3 utility skills > 1 to 5 auras- A good build will encompass at least 1 of every type of skill, some more than others depending on your build or how you want the skills to supplement your play style.
– Utility skills come in a variety, but generally speaking they are there to even the odds in a battle.
> Auras and buffs INCREASE your defense/offense. > Curses WEAKEN the enemies. > Totems, Spells, and Traps are there to mainly DISTRACT your enemies.
– All Rangers should use the Grace aura as it adds an extra flat evasion amount. It’s like another set of armor for Iron Reflex users or simply more chance to evade for pure evasion users. Other auras can be used to supplement your damage (Anger/Wrath/Hatred/Haste) or defense (Purity, Determination, Vitality, Clarity).
– Typical curses that Rangers use are either Projectile Weakness or Temporal Chains. Both are very powerful in their right, but certain builds may opt for different curses. Prevent update adobe flash player for mac. An elemental ranger would probably want a sort of ele-resist curse like Elemental Weakness, Flammability, Frostbite, or Conductivity. Crit builds would want to utilize the Critical Weakness curse. A tanky ranger may opt for Warlord’s Mark or Enfeeble.
– Regardless of any build, have a leveled Poison Arrow OR Puncture on standby or in weapon swap slot. This skill can be affected by all types of damage for the actual projectile damage, but the main use for this skill is for rare mobs and Bosses. For example, Poison Arrow’s chaos damage from its poison cloud is great for super hard-hitting bosses that have lots of Energy Shield and HP. (Think Gravicius, Piety, Brutus, Merveil, Vaal Oversoul) While it may turn into a kiting fest, it will keep you alive while doing damage all the same and keeping YOU out of harm’s way. If you can get the ES down, use that opportunity to spam your strongest skill before dodging the next incoming attack. ES presents the problem that if you can’t take it out and deal damage to the actual life bar, then you’re effectively wasting mana as their ES will regenerate given enough time. Poison Arrow or Puncture can circumvent that entirely, which is why they’re so useful.
C. Synergizing Gems:
The section that you’re all been waiting for if you’ve made it this far. In short, coming up with logical supports for the skills you are using is very important and can make or break a build.
– As seen in Part II, you’ll notice that there are several categories of supports available. Builds that strictly do physical damage will want to use the general bow supports with some other supports from other support sections (elemental, niche). Elemental builds will want to use supports from the elemental bow supports plus general bow supports.
– The Multi-Projectile bow supports are usually used in conjunction with skills that do not have an AoE component to them. However, you are not restricted to using them on AoE skills, but keep in mind that you further dilute the damage done, especially when using Fork, Chain, LMP, or GMP.
– Now to go over specific skill/support, always aim for 4Ls and work off that. 5Ls/6Ls are generally used for more general bow or niche bow supports.
> Frenzy + Faster Attacks + Faster Projectiles + Mana Leech/Life Leech/AFD > Rain of Arrows + Faster Projectiles + CAE/IAE + Faster Attacks/Culling Strike/LGoH > Split Arrow + Faster Attacks + Pierce + Faster Projectiles/Culling Strike/LGoH > Burning Arrow + Added Fire Damage + WED + FirePenetration/Faster Projectile/CtI > Ice Shot + Faster Projectiles + ACD + WED/ColdPenetration > Lightning Arrow + WED + Faster Projectiles + LightningPenetration/ALD > Elemental Hit + WED + Faster Projectiles + Added(whatever)Damage/Life Leech > Explosive Arrow + Faster Projectiles + LMP/GMP/Fork/Chain + Faster Attacks > Puncture/Poison Arrow + Faster Projectile + Culling Strike + Increased Duration
– As you notice, these skill layouts are what I consider the optimal selection. Those that do crit damage may substitute any of those supports with ICS/ICD and be happy with that. I recommend doing that for single-target skills. However, these are in no way set in stone. Experiment, and see what support selection is the BEST for YOU. Notice that for each skill presented, I put in several alternative choices in form of slashes (/).
– Also, any of these skills can be modified with Multi-projectile supports for crowd control. The four skills below are usually the best candidates for such treatment:
> Lightning Arrow + LMP/GMP + Fork/Chain > Ice Shot + LMP/GMP + Pierce/Fork > Split Arrow + Chain/Fork > Poison Arrow + LMP/GMP + Pierce/Fork
– You can also use the same skill and retool it for different purposes, such as using Ice Shot with a single-target configuration and Ice Shot with crowd-control configuration. (Requires 2 Ice Shot skill gems)
– With 5Ls and 6Ls, now you may want to consider using general bow supports that you couldn’t squeeze into your 3/4Ls. For 5Ls, you generally want to put in another general bow support. For 6Ls, now you may have the option to put in a niche bow support, and IIQ/IIR are very good candidates for that, and even on 5Ls. Don’t forget that the more supports you put on, the more costly it gets and plan accordingly.
– Niche Bow supports can be used if you want a skill to function differently. Chance to Flee is nice to attach onto AoE skills, while Elemental Proliferation is good to attach onto elemental bow skills, especially for those that proc crits. For bosses, maybe stacking Stun or Knockback would prove more to your liking to deal with such tough customers and essentially keep them from attacking you. Perhaps you want a close quarter skill for enemies in your face, slap a Point Blank support. The possibilities are endless, but you need to make the choice.
D. Gem Tactics and Tips:
– Don’t feel limited by the 8 placeholders for skills. For example, if you plan on running more than 1 aura, you can let the aura take up 1 slot and click on the slot to switch to another aura to activate that one.
– Always level up your skills to the max. The only skill that brought this myth up regarding skill-level halting was Lightning Arrow, and that’s been changed. Max em’ all. Don’t ask me any more questions on this particular matter because it’s been answered here.
– You can also level up other gems in unused sockets or weapons on your weapon swap slots. This is useful if you have other gems you wish to level up even if you don’t need to use them or don’t have the necessary links. Yes, even if you’re not using the weapons in your weapon swap the gems will level regardless.
– Weapon Swap can be useful to house extra utility skills. For example, I think one of the best combinations is to equip a single-wield sword, socket Whirling Blades or Leap Slam, and be able to get out of dodge when the shit hits the fan.
– When selecting your gem rewards from quests, PLAN AHEAD OF TIME! Think about which skills/supports come first that you need the most. I cannot stress the fact that gem selection is a process that you must plan ahead of time in order to have the appropriate skills and supports supporting those skills in your possession. Use the Quest Rewards Google spreadsheet to do this.
– See what others have done, and then you can understand why they chose such skills/supports to augment their play style. However, ultimately the choice resides with you and you should do what you think is the best for your build.
Path of Exile Witch Double Totem Build Guide by hypershatter
The Single Strongest Solo Build Variation is here. Why play sub-par summoner builds?
Now the answer to the question “how many projectiles can be fired?”
-3×5 Fireballs, each fork into 2x = 30 Fireballs
-2×5 GMP ice spears = 10 Ice Spears
=40 Total projectiles maximum potential Poe Fire Into Ice Dmg 2017
New Users Please Read This
This. Is. A. Mid. To. Late. Game. Build. If you are new to game and don’t understand the mechanics or how to play properly, you are gona hate this build and this game. Plus the fact that gems are harder to get since everyone got their items wiped, if you try to do this build early (pre-40)you are gona suck, hard, and rage quit.
HOWEVER, most early roflstomp builds start to fall off when it gets to merciless difficulty all the way till the end. POE is a game that forces the players to survive on grinding for gear upgrades and dedicate all their stats to a specific build or fail completely. Download modern combat 2 game for android phone. This build cheats the rules because 1) nothing threatens you 2) you can kill everything 3) you dont need gear. Once you get to lvl 50ish, you can troll through content while other players grind and cry for gear upgrades just to survive. Ask anyone that played this build in CB.
How do I get past early game? Public party leech. Easy.
What do I use early on? OMG I CAN’T GET MOST OF THE GEMS WTF! Get to cruel difficulty and do act 2 quests… OMG I CAN’T DO DAMAGE AT LVL 30 WHY? Well the guide tells you not to use this build pre-40ish and stick with leeching and public parties.
Build Description: This build utilizes the use of two totems continuously shooting ice spears to 1) lockdown (freeze) the screen with its sheer fast cast speed and x10 (GMP x2) projectiles with 600% crit chance added to ice spear’s 2nd form, and 2) insane DPS clearing potential with double elemental/projectile debuff curses. Bear traps and fire traps used for single/AOE nuke, and conversion traps makes impossible mob packs to fight for you for 10+ seconds.
My gear – 5k ES. Doing maps lvl76 – using Spectre variation
My complete items and gems (goal)
Gear aim for:
-pure spell dmg on wands with cast speed -high base energy shield -more cast speed, resistances -mana regen
Basic Gems you need:(for all gems that are NOT BLUE, becareful not level them too much. You may not have the basic stat requirements at higher levels). (Dex recommended cap 115, str 110 end game).
(active gems) -Ice spear (quality works very well, max level) -Frostbite (quality works very well) -Elemental weakness (quality works nicely) -Temporal Chains (quality doesnt matter) -Critical Weakness (quality is alright) -Projectile weakness (quality doesnt matter) -buffs: Clarity, discipline (quality doesnt matter, personal choice lvling but recommend low) -Frostwall (quality is nice for luxury but not a big deal, why not lvl) -*bear traps and fire traps! (Dex cap)
(support gems)
-increased cast speed (for ice spear, max) -Lesser Multiple Projectiles (easier to get), upgrade to Greater multiple projectiles (for ice spear, Dex cap) -Spell totem (quality doesnt matter). (for ice spear, Str cap) -reduced mana x2 (1 for ice spear, 1 for self buffs, Str cap) -increased critical damage (for ice spear, max) -increase AOE (for curses, max)
Three different build variations – NEW spectres variation
*why pure CI? Hybrid hp/CI builds usually have something like life leech to sustain their health pool. Spell totems cannot life leech for you. It’s better to just go pure CI and late game ur energy armor will stack better with more % ES nodes.
*adjustments: if you have an item that lets you cast additional curse, you can save the loop at top (4 points). If you have good cast speed gear, save the cast speed nodes. If you never run out of mana, that’s impossible.
*CI nerfed -50% energy shield, but every energy shield node increase by 2%. And you get more skill points in the game overall (21 vs. 16 max) to add in more ES nodes.
Leveling guide and tree progression(for classic only)
Please follow the main one if there is any discrepancy.
For all difficulties, kill all the bandits quest. You need max skill points for this build. CLICK LINK->>>level 20ish
The hardest part of this build is early levels. You will have very little damage and sometimes mana problems. We do not grab ice damage early on, and we wont do so until a bit later. We also won’t grab double totem ASAP because it is simply not feasible -you wont have the mana to cast or the damage to make it effective. Investments into energy shield is made but not too much, only grab the big nodes for max effectiveness per point.
Leveling gets harder and harder, but your goal at level 30 is progress to the double totems.
DO NOT RUSH TO GET THE DOUBLE TOTEM NODE. Head to the general direction so you can grab it anytime you want, but don’t get it too early. Hex master node helps your curses stay up permanently, grab that. We grab 16% chaos resist node because act 3 mobs are tough as hell with the chaos damage, and you wont be getting CI until much later.
By level 40ish you should get double totems. We will head to the Shadow tree after this. Grab the evasion/energy shield nodes cluster. Grab some additional energy shield if you need from body and soul top side left cluster.
Now its time to rofl stomp. We can get CI now if you have good ES gear. Get some mana nodes.
level 60ish
At this point just follow the first post end game or do your own adjustments
Skill path inspired by Invalesco’s EB/EK shadow build. Equal ES/life/armor amount.
If this works, it will much stronger than ES version with less limitations. Point of this build is to stack 300+ strength and convert all of them to spell damage with iron will support gem (red). (rate is 2% dmg/10 str, 60% dmg). Also stacking str will give you both tons of life and damage. However there are many requirements for this build to work effectively, hence luxury.Requirements
1. Iron will must be at high lvl (13+) to avoid most of the cast speed penalty.
2. Unique items (Astramentis, meginord’s girdle) 3. Decent armor/ES hybrid gear, decent dual wand spell damage. 4. Elemental weakness and frostbite curses, preferably high quality 5. at least 5L armor (lmp/gmp-ice spear-faster cast-spell totem-iron will). with 6L works best because you can throw in reduced mana which will be really good.
In this version, I put the strongest of two current solo builds together until an unstoppable force. 1. The insane DPS pillars of summoner builds: Spectres
2. The iron wall of defence and mass freeze utility and DPS that is dual ice spear totems 3. Support skills from the dual ice totem build: traps, curses for massive DPS increase 4. Support skill from summoner build: Skeletons wall
*Warning, parties will hate you for lag. Anything that is not a shtty school laptop (like mine) will handle this no problemo.
This build is largely still dual ice spear totem build, but with 5 points taken out of main build and put into minion nodes. However, these 5 points are all you need to succeed: 4 points to get additional spectre +1, and last point in “Lord of the dead”, easily accessible and the best single minion node out there. We do not want to overdo minion nodes because it would compromise the ice spear totem’s usefulness. This is a build for mainly late merciless to end game, should not be used before lvl 60s.
We aim to get 3 spectres that follow us semi-permanently. To get 3 spectres, we need 1 node and +1 from the unique boots (check my gear). Spectres are precious, and we do not want them to die because they give us tremendous DPS. Therefore, the 3 nodes leading to additional spectre +1 node is all health, as damage is enough. We want Flame sentinels most of the time.
YOU DO NOT NEED TOO MUCH DAMAGE BOOST FOR MINIONS. The damage boost comes from elemental weakness + flammability and it will melt the hardest mob packs and backs. Flammability also significantly boosts damage of fire traps, although we no longer use bear traps and favor skeletons instead. We only have so many skill slots.
Any further investment in minion nodes is a waste as we are not summoners; we only take the best from the summoner build and leave the rest.
Curse Swap
Switch between Flammability and Frostbite as double curse depending on whether your flame sentinels are still alive or not. Remember you are still ice spear totem build and your main damage can easily be switched to ice spear totems in case your minions are dead. Whereas summoners are fked.
The multi-level walls of buffer theory:
In PoE you want to maximize survivability so you don’t die. With this build, there are five defence buffers the mobs must breach before getting to you:
1. Conversion trapped mobs
2. Constantly casted skeletons 3. (optional) Frost wall 4. 2x Ice totems 5. Spectres 6. YOU
Ya, you are safe most of the time. Looking at the order of importance, #1 being least important and at the front-most buffer, and 6 being most important -YOU, we can understand the casting order. After YOU, your preciously collected Flame Sentinel are important because they provide a huge DPS buff to you, which you don’t want to lose. Therefore, you would protect them in the 2nd highest priority. After that, you also want to protect your ice spear totems because they give you utility and is your other main source of DPS. Lastly, Skeletons are trash spammable walls, and converted mobs you want them to die anyway.
To understand Spectres and summoning and how they work, check out this Spectre guide Spectres guide.
Favourite Spectre and why
The best spectre to summon for us is Flame sentinels from Solaris temple 2-3 floor. They already have LMP+Fork, which makes them powerful already. We link minion life (survivability), minion damage, and another LMP to make them extremely powerful. Flame sentinels are also fast casters, constantly moving, and smart in positioning so they dont die easily.
The best way to capture Flame sentinels is to throw converted traps, stack traps under them, and let them die by traps or uncursed ice spears. If you freeze them and kill them, their corpses will break and you will get nothing.
We do not get other Spectres because they lack the AOE coverage or not as survivable (*cough cough* burning miscreations and tentacle titty machine guns)
Flame sentinels will die from time to time, because maps are hard and minions that never die are impossible.
The logic is this: if the mobs are so strong they managed to wipe the floors with your Spectres, maybe you should make them as temporary replacements. Be creative and choose your Spectres like pokemons!
How to protect your minions
We sacrifice one of the pot slots to heal them when their health goes low (check out my gear section for the health pot). Because you have 3 spectres and can’t see the health of each one, you have to constantly preemptive pot. Might as well since you don’t use the pot yourself as a CI character. They heal slowly but will save you.
Again, Spectres are precious. Protect them by using the walls of buffer theory. If it’s too dangerous, pull them out when needed. Simply run far away, and your Spectres will be instantly “leashed” to you.
Spectres will die to elemental reflect mobs so becareful, either pull them back and let ice spear totems do the damage, or get physical damage Spectres if no other choice.
Pros and cons:
Pros:
*Low to zero risk with double totems. Most of the times you can stand in front of your totems and still face almost no risk. Even more often you dont even have to be in the same screen as the mobs
*Totems protect each other with perma freeze and are hard to kill. Any other totems don’t have this kind of survivability. Traps also serve as protection and secondary offensive. *Versatile in dealing with any map mods (with 1 exception other than blood magic). no need to think about changing strategies or trading maps, all maps can be cleared the same way. Mobs that are near impossible simply convert them. *Elemental resist , curse immune, status alignment immune mobs are no threats. *Can deal with projectile mobs known to snipe totems with ease through ice spear’s range and temporal chains lockdown. Most mobs that outrange totems with projectiles (chaos constructs, skeley casters, spark spammers) can be blocked by frostwall, but conveniently does not block ice spears. *Very high DPS with double curse, single target nuke or huge mob clear both possible with ease *Versatile in both offense and defense due to the positioning and playstyle variations and offensive and defensive curses that you have. *Low gear requirements, but scales very nicely with good gear *Good soloer, amazing party potential
Cons:
*The mana costs of two totems and two curses (or three) constant cast is very high
*Map mods with mana restrictions must be overcome with either different gear or the Warlord’s Mark curse *The totems are both your main offence and defence. you support your totems. without them you are vulnerable *Totems get retarded (blind) in narrow doorway’s/crammed rooms because the game has reached OB yet the devs did not fix this and the targeting system is buggy as hell. *You don’t need good gear, but you need a variety of gems and their sockets. hence making the true versatility of this build possible
Build Vs. map mods, a comparison
This is mostly for spectre and classic version, mainly spectre as it is now my absolute favorite. A comparison of this build vs. difficult map mods is down below. You can see this build is extremely flexible when it comes to map mods.
“Difficult” map mods (not for us!)
1. Slow regen/no regen:
Solution: Swap 2nd curse to “Warlord’s mark”, carry 4 mana pots (or 5). I would be surprised if you ever run out of mana. Don’t spam stupidly of course.
2. Temporal chains:
Solution: None needed. Temporal chains doesnt affect totems and spectres. You only cast totems slower so maybe be careful a lil bit. And ya you will be a bit slower so its annoying but thats what the mod does.
3. Enfeeble:
Solution: Not impossible, just slow and pain in the ass. If you see this mod just reroll its not worth your time.
4. Ele./phy. reflect:
Solution: This mod is a joke to us because we cannot be damaged from reflect. Totems die overtime but just recast them. Bring either physical spectres or ele. minions depending on what type of reflect.
Other map mods
1. Elemental weakness and any type of “damage oriented mods”:
Solution: With this build you rarely take hits. And you cannot get reflected yourself. These mods are easy.
2. Burning ground:
Solution: Totems cannot be damaged from burning ground, flame sentinel spectres float.
Impossible map mods:
Blood magic: we are a CI class, impossible to do blood magic maps.
Spells and explanations
Ice Spear Totems:
The reason I chose ice spear is simply due to its damage, utility potential, and the range of how far they travel. Ice spear’s 2nd form gives +600% crit chance. Combined with GMP x2 and Frostbite debuff, almost everything will be frozen. Freeze resistant mobs will be chilled and controlled with temporal chains, or simply nuked to hell in matter of seconds. The high crit. chance also mean I don’t need crit. chance nodes in the tree. There is also no need to invest too much in spell damage nodes. DPS and utility can be simultaneously increased with cast speed or crit. multiplier nodes, or simply anything else you want.
Poe Fire Into Ice Dmg Download
Ice spear is boosted by the following: (40%+ elemental weakness debuff, 40%+ Frostbite debuff) with standard double curse.
Curses:
Frostbite: cold resist debuff and greatly chance to chill and freeze
Elemental weakness: cold and lighting resist debuff. Temporal chains: chill/freeze and temporal chains can pretty much lockdown any mob Projectile weakness: I don’t use this primarily simply because elemental weakness is stronger. However, its very useful with this build due to the freeze+knockback, and projectile piercing in 2nd form of icespear. Critical weakness: very powerful skill because ice spear is almost guaranteed crit. Warlord’s mark: very good for party play and mana restriction maps, refill flasks Enfeeble: another variation, put that with temporal chains if you are superduper defensive.
Curse Mechanics and Choices Explanation
First, understand that your DPS does not come from holy sh*t paper DPS and spell dmg % stack. Your DPS comes from 10+attacks per second (or 20 if u have really high DPS) + guaranteed crit and high crit multipliers + mob’s taking more damage from your curses instead of you doing more dmg. This is why paper DPS (lol pathetic sub 300 DPS) is so deceptive if you do not THINK what is really going on and do the math.
now let me ask you a simple question, do you think its better to have mob’s damage reduction lowered by 50% or your total damage increased by 50%?
With that said, in merciless some mobs start to have around 50% resist or higher for a particular element. Other mobs stay the same. Mobs resist can go negative, and as I have discussed with the game developer in chat, the elemental resist deduction has a much greater effect from positive to zero than from zero to negative.
Therefore, the focus of your curse will be 1) reduce mob’s resist to zero so your ice spears do true damage 2) use most effective curse to increase the damage mobs take 3) protect yourself or give yourself utility in specific situations (defense, flask recovery, etc.)
So, if a mob has 70 cold resist, I will need both elemental weakness and frostbite to reduce it to zero (and a bit more) because i dont want to take a 30% dmg hit with only one curse. However, if a mob has only 40 cold resist, i only need to use the frostbite curse and can use a much more dmg effective critical weakness curse which grants me 100% crit dmg at higher lvls. This is alot because ice spears shoot so many times and have guaranteed crit at second form (also a chance to crit+pierce in the first form).
Of course, if i am getting raped by flickers or haste spammers, i use TC instead and forgo the extra dmg. or i go dmg anyway to nuke them down rather than dragging the fights out. The decision is up to you, ultimately, you have so many curses at your disposal you can use whatever you want.
Traps are OP!
Traps are one of the strongest groups of spells in the game due to their scaling with simply leveling them up, and utility. Therefore, the restriction on traps is 1) you can only have 3 traps out in total of all your traps combined 2) each trap gem have recharge time, not CD, recharge. They stack to 3 and stops there. To counter this, having multiple traps of same type means each gem will recharge separately, giving you ability to continuously throwing out 6 traps in a row if you have 2 trap gems, 9 traps if you have 3, etc.
We are not using the trap support gem! active gems only! Traps are better than mines because 1) there are not many types of mines, and freeze mine is useless for us 2) mines require more links in armor, which takes up space 3) Traps are better and do more dmg
For the purpose of this build, although 3 fire traps is OP as hell in term of AOE as each of them can do 1500 DPS with average gear, I prefer a mix of 3 different traps for different purposes. Oh, and bear trap does like 2500 DPS per trap leveled.
Bear Trap
Bear trap has one of the highest scaling damage skill in the game, therefore restricted as a trap. Bear trap has some utility potential because it locks mob in place (doesnt work on bosses and 1 sec duration on rare mobs). However, we want Bear trap for single target nuke damage.
Why bear trap so strong? Bear trap do physical damage and scales very high. Mobs in Path of exile behave same way as players in terms of stats. Mobs have armor values and elemental resist just like we do; they have cap and deficiencies just as we do. Armor works like this, the more damage you take (physical), the less effective your armor will be. Example: if you take 1000 damage, say your armor % reduction is around 50%. If you take 100000 damage with same armor value, your damage % reduction will be 1%. Basically the more damage you do to enemies with bear trap, you do even more damage because more armor will be ignored.
Fire Trap
Fire trap does not lag behind bear trap in terms of damage. It does a flat AOE fire burst damage when first triggered, then burns in AOE area for smaller ticks per second for a few seconds. This works well because you are doing damage (burn) without casting new skills, essentially free damage over time. Don’t get me wrong, the burst is very strong already.
Conversion Trap
My converted doggies doing work
Conversion trap is amazing. Not only can you tackle near impossible packs by converting the strongest mobs and let them attack for you, the converted mobs also acts as an aggro magnet away from your totems, which gives you one extra defense wall. Furthermore, if you convert a rare mob that spread auras to nearby allies, that aura now applies to you and no longer the mobs beside it! If you get an ES aura mob converted, it basically gives you 1k energy shield with this build! And haste aura makes you move like lightning.
Poe Fire Into Ice Dmg Free
Exanima does altering physique affect dmg in windows 7. Once the pack is cleared and only 1 rare mob is left, still converted, it will stop moving so just stack 3 traps under it and finish the job.
Of course, nothing is more hilarious than a rare golem rolling over other mobs and rare fire dogs decimate an entire pack.
Totems strategy
Stagger Totems- When advancing, drop first totem, drop second totem in front of first , redrop first totem in front of the second one. This is very safe play, especially for entering rooms and turning blind corners because the two totems always cover each other in case one gets swarmed. Also can be done when kiting the boss, but opposite direction.
Trap bait totems- This is extremely useful against powerful mobs such as Merciless Oak or other fast moving hard hitting mobs. Basically they can kill your totems in 1-2 hits, and immediately target you without any warning. What you do is plant a totem, and throw all your traps on the totem, when the mob gets near the totem it will get nuked. Plant another totem somewhere else, repeat. I did this vs. merciless Oak solo and I never even get damaged.
Party Play
This build is extremely strong in party play. Ice spear can freeze entire map allowing protection for teammates. Conversion trap use against impossible aura mobs (reflect damage). Your variety of curses is your strongest point:
-Use warlord’s mark in maps where regen is limited, or some party members are flask reliant and cant get enough charges (diamond or granite). fills extremely fast. Also provides endurance charges on kills at around 20% chance to party members, summons, and totems.
-Use projectile weakness to knock back dangerous mobs with projectiles and significantly boost ranger’s dps. -Use temporal chains against dangerous mobs like skeleton casters or flickers.
Math for crit. damage calculation
Math: (assuming zero global crit. chance mods from gear and other things
Passives total from tree: 300% Ice spear inherent base crit chance: 7% Ice spear second form addictive base chance: (7%*600%)=42% (Independent addition) Critical weakness: independent addictive 5% at level 1 (10% higher lvl) Poe Fire Into Ice Dmg 2
Total: [7*(1+(300%)+42%]+5%(or 10%)=75% (or 80% with lvled curse). You can replace wand with a spell dmg dagger with global crit chance mod.
Testing Section (righteous fire and frenzy)
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