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Path of Exile


Deykari

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I give up on HC. Cruising along just fine with my shadow when out of nowhere I get a massive lag spike against 4 Shadow Archers in the Western Forest. That's right only 4. With 400 life and 200 ES. When the lag resolved I was dead. I get such random lag on this game that it's unplayable.

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I've noticed some lag, but it's been much better now than it was when I first started. To be safe, I always pop a vial as soon as I notice the first hint of lag and start running to safety, but it honestly hasn't been much of an issue the past few days. Maybe try something ranged? That way you aren't in the middle of a bunch of mobs when you get hit by lag.

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I give up on HC. Cruising along just fine with my shadow when out of nowhere I get a massive lag spike against 4 Shadow Archers in the Western Forest. That's right only 4. With 400 life and 200 ES. When the lag resolved I was dead. I get such random lag on this game that it's unplayable.

400 life and 200 ES @ What level?

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Here's my level 43 Shadow.

http://www.pathofexile.com/passive-skill-tree/AAAAAgYABX0OSBGWFr8Z1xzcHhokPCaVJ6koKjBUPC1Bh0ZxSTtJUVVLVupabWHibXtwUnJ-f8aCx4fbiGuMNpMnlSCX_plXnaOmf6c0p1yxs7QMtUi3PsBRxq7jhOdj6f7tQfDZ8kXz6vyr_gr_kw==

He's a dagger wielder (going 1h and shield) focusing on critical hit chance, critical hit multiplier, health and armour. End-game I'm looking to get surgeon's granite flasks (got 2 regular ones at the minute), the surgeon's prefix refilling a charge every time I strike a critical hit. This will mean my granite flasks will be available as much as possible and let me use that extra 4000 armour for 4 seconds quite often to boost survivability even further. The very high DPS for this build combined with different sources of life-steal further adds to the survivability.

My passive tree is building towards parts of the marauder/templar skill tree, working towards Troll's Blood, Heart of the Gladiator and Diamond skin nodes (and the adjacent nodes too particularly the health nodes) in the Marauder part and Fitness, Body and Soul, Catalyze, Discipline and Training and Swashbuckler with a lot of the adjacent minor nodes in the Templar area. In the Shadow area, I will be working upwards towards Eldritch battery taking the dagger nodes around there and further down towards the Adder's Touch node with the adjacent dagger nodes. Invalesco produced a CI crit dagger build in closed beta. This is my own variation of a HP/Armour version of the same build, building a more defense into it at the cost of some damage. I didn't want to take CI after f0xx clued me in on the nerf. :)

I have purposely left out some of the nodes in the area, like one of the critical hit chance nodes near Assassination at the beginning of the Shadow tree. This is because I'm making such a big journey across the passive tree and in that transition period I'm quite weak. I've chosen to focus on the nodes that give bigger bonuses and leave a few of the ones that give smaller bonuses in favour of having extra passive points to spend later where I need them in the other side of the tree.

This build isn't yet completely finalised and I am constantly tweaking my route as I go, but the core is there and I haven't used any respec points yet, nor do I plan on doing so with what I have so far. I am focusing a lot on defensive nodes here because Act II Cruel and onwards, it's very important - my damage output definitely isn't suffering because of this, and I'm tearing through everything with ease.

The 2% mana leech node lets me replace my primary default attack with dual strike, as the mana cost is effectively negated. The DPS figures given I know aren't necessarily accurate as to damage per hit but my DPS with dual strike is just shy of 900 currently. When I soon swap from dual-wielding to shield, I'll replace dual strke with double strike - this may be the initial level 1 skill gem for a shadow but it scales well and is superb still at end game. Whirling Blades is used for mobility when having to kite packs of enemies, and Lightning Strike with lesser multiple projectiles is my main AOE pack-smasher (hence the extra elemental damage nodes on my passive tree). Vitality aura plus the +hp regen nodes that I will be taking will let me use blood rage without cost to my health (I decided against CI in the end, which was my initial plan).

There's a lot more support gems and skill gems in my build but I could go on forever. It gives you a basic idea of my build currently and what I'm aiming towards. If anyone's interested I can get some hard stats on where I'm at with my build once I can log in.

Dey

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Nice build Dey. My main liking for the shadows are due to their whirling blades PK prowess. Those things are annoying as hell.

I have a question though - you have very little dex, doesn't your accuracy suffer a lot from it? What is your chance to land a blow?

After leveling my marauder to 47, I've gone with a wand templar modification of Kripp's build. Haven't died yet, but that's mostly because I am using gear I've found on my other chars which makes my char pretty buff at this low level (20). I find that wands are quite OP, due to their quite high base crit chance. Also considering my base attack is power siphon, it allows me to keep a six power charges floating at all time and that's 300% increased crit chance right off the bat just because of that, which makes 48% crit chance without any of the increased crit passives!

[edit] I've found that PoE is very much like Diablo3 in respect to damage dealing. Crit chance and crit damage is the way to go, coupled with elemental damage increase and a few auras (Wrath and Anger) and you become a monster. Survivability is tough one though.

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Accuracy at this moment is 84%. I have some minor dex boosts from equipment and no +accuracy from equipment. There will be some dexterity nodes taken where I build toward adder's touch later on, and deadeye is close by for +20% accuracy rating. I will be looking for +accuracy modifiers on my equipment anyway later on if it becomes an issue but from those who've toyed with CI crit dagger builds at higher level it's really only an issue mid-early game. There was a definite feeling of being weak in the 20s/early 30s whilst I was taking nodes that would get me across the skill tree as soon as possible but now I'm out of that transition period and have been able to branch into the meat of the passives I want my strength has skyrocketed.

Whirling blades is amazing, as is flicker strike for PvP. Viper Strike is nice for stacking some DoT chaos damage. Fire traps are ridiculously strong too (more than their seemingly paltry damage figures suggest) and I've been using them a ton to great effect. :P

I kept trying to tell my friend that his ranger needed to boost his survivability through passives/EQ because he'd gone full glass cannon. Didn't listen. Now he's having the worst time ever in Cruel with his poor HP and inability to do anything before he's getting torn up against packs of mobs. :P

Dey

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Something interesting I found:

Mark_GGG wrote: I have glacial hammer converting 50% of my physical damage to cold damage, and Cold to Fire converting 50% of my cold damage to fire damage. Lets say my weapon deals 100 physical damage (in actuality there'll be two numbers, an minimum and a maximum, but we only need to do the maths once for the example, it's applied exactly the same to both).

I have: 10% Increased Physical Damage, 20% Increased Elemental Damage, 5% Increased Cold Damage, 15% Increased Fire Damage,

My weapon's base damage is 100 physical. 50% of this will be converted to cold, 50% of that (25% of the total) will be converted again to fire.

The physical damage will be affected only by the physical damage increase, for a 10% increase.

The cold damage will be affected by physical, elemental and cold increases, for a total 35% increase (10 + 20 + 5).

The fire damage is affected by physical, elemental, cold and fire increases, for a total 50% increase (10 + 20 + 5 + 15).

Physical: 50 of the base damage ends up being physical, with a 10% increase applied = 55 Physical Damage

Cold: 25 of the base damage ends up being cold, with a 35% increase applied = 34 Cold Damage (33.75 rounds up)

Fire: 25 of the base damage ends up being fire, with a 50% increase applied = 38 Fire Damage (37.5 rounds up)

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As I build up my second Maradur I am seeing more and more that deffensive nodes are the way to go. People can tell me all day long how you need to balance it but I say no. I have so far built 95% defensive and am steam rolling through things. Just ask Mali & Inscribed. I have no trouble killing things and while my healthg pool goes back and forth from half to full and back and fourth. It is my weapon skills attached to blood magic that do that. Heavy Strike /w Elemental Damage & Blood Magic can make my life drain down a bit, while leap slam with Life on Hit & Blood Magic make my life go back up. I also use Enduring Cry (+1% Life Regen +5% Resists +(?) Life +(?) Armor) Per endurance charge. This gives me a boost in regen which is already fairly high. If that is not enough I can cast Warlords Cry (curse) and it makes anything that is cursed give me Life Leech & Mana Leech when I hit it. I spam Leap Slam on them and fill back up.

Alot of people have asked me "Why not just use blood magic passive since you are 1 point from it and all of your attacks are linked to blood magic anyway. Well to be honest that is an easy answer.

Auras. I will be running four auras all on reduced mana. If I were to have bood magic they would reserve my life. Since I am using the skill gems, it leaves my mana 90% open for my auras. The auras will resrerve most of my mana which is OK because my skills will be linked to my life and need NO MANA. Leaving my small remaining mana pool open for enduring cry and warlords cry.

With my life regen as high as it is, when I am done I will not even notice my skills using life.

@ About lvl 42 I will be @ Max Resists (80%) with Fire/Lightning/Cold.

Last night when I put my new two hander on (thanks inscribed) I was 2-3 shotting rares and even one shot this one rare. I am at work on my IPAD at this time so I am not about to post my build just yet but will do so when I get home.

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You're so right with the defensive shout. I won't be going 95% defensive (that's a lot :P) but definitely going to build majority defense. Bear in mind that weapon base damage stats don't scale up massively towards the end game (save for modifiers of course like +% physical damage of weapon etc.) so some offensive nodes will help boost for the later game damage output. Similarly to you though, I'm in the 40s and I'm blasting mobs down in minimal hits, and 1-shotting with critical hits most things, with dagger.

Your aura theory will work well too, I've played with a friend who's doing almost exactly that. Almost an entire mana pool reserved for auras and using blood magic for his main skills combined with Warlord's Mark and a couple other sources of life-leech.

Dey

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