[1.2] Immolation Charger - burn proliferation crit Shield Charge Templar

Currently the build is discontinued due to changes in 1.3.0 patch.
Both survivability (block) and crit (crit chance / multi) were severely nerfed, without adding anything to compensate for that!




Intro

This is my attempt at bringing a Cyclone-CoC-Discharge build into 1.2 patch.

Strengths & weaknesses

Strengths

  • Great area of effect damage with burn proliferation, can clear whole pack of enemies by killing just one, this also enables safe opening of strongboxes, and fractured map mod doesn't slow you down because additional spawns burn right as they appear
  • Able to shift your damage between physical and fire by swapping gems and gear - great for single reflect mod maps.
  • Can oneshot some map bosses without using curses or EE
  • Able to kill dangerous bosses without facetanking them - as long as you kill even one minion, he will serve as a source for burn proliferation (and shock prolif as well if you wear the Three Dragons mask), so you can just kite the boss around until it burns to death, which usually takes 0.5-5s
  • Able to complete dual-reflect (ele+phys) maps by using Molten Strike, can do Blood Magic and no regen maps
  • Able to achieve 50-60% block chance, and with some gear swap - close to same amount of spellblock
  • Shield Charge allows to move between packs that are near each other faster than you normally would, and it can also serve as an escape skill, since you push any enemies in your path aside while charging
  • You move most of the time, either with Shield Charge or on quicksilver, which allows escaping many attacks that you would have took otherwise by using attack-in-place melee skills.

Weaknesses

  • Desync - oos is your friend, using it before charging can be of great help
  • Not useful in a full party - you need to get kills in order for burn prolif to activate, and you get a lot less overkill damage in a full party (unless running with an aurabot), meaning weaker burns.
  • Accuracy is gear-dependant, since we don't take much DEX from skilltree, so in order to improve it you should specifically seek out items with added accuracy
  • Low armour. Granite of Iron Skin is pretty much required to get a decent amount of armour that can be actually helpful. Currently I use Lioneye's Remorse shield, and with it the total armour is somewhere around 2700. Block helps, but it is random, so you still need to lower the incoming damage. Lightning Coil is perfect for that job, so use it if you have it!
  • GMP / LMP map modes become progressively more dangerous since this is partially a melee char. Just one GMP Voidbearer can drain 4k hp in 2 seconds through your max res.


Theoretical max damage
Calculations

Theoretical max burn damage from shield charge in nearly-ideal conditions - Atziri Promis flask, max dmg roll, max charge distance, 95% dmg goes to overkill, max lvl gems.
This is based on the current weapon I am using. Herald of Ash is active of course.
Here it goes.

Initial single hit damage:
Basic Shiled Charge, zero charge distance: 2305-3792
Shiled Charge + Atziri flask, zero charge distance: 2730-4490
Shiled Charge + Atziri flask, max charge distance (+223% damage): 8817-14502
Crit Shiled Charge (555% dmg multiplier) + Atziri flask, max charge distance: 48934-80486

So, max roll Shield Charge damage: 80486
95% of that goes into overkill to create a burn prolif effect, which would be 76460
Herald of Ash converts 157% overkill dmg into ignite: 120000
Ignite deals 20% of original hit per second, which would be 24000 burn dmg/s
We have the following bonuses that affect burn dmg:
+ 59% from Increased Burning Dmg gem
+ 54$ inc ele damage from tree
+ 75% inc burn dmg from tree
+ 71% inc fire dmg from tree
These are the ones which affect burning damage, they also affect initial hit damage, but we already factored that in, since we took initial hit damage straight from the game tooltip.
So, the final bonus to burn dmg is: +259%

Final burn dmg on max dmg roll: 86160 fire dmg/s

With Chernobog shield I think the damage can surpass 100000/s, and with Abyssus who knows.

This is not bad for using a 5c cost weapon as a damage source.

Of course, as it was already mentioned, this is purely theoretical - you don't always charge max distance, you don't always get max dmg roll.
Damage heavily depends on how much of your hit went into overkill - so that is why killing targets which are on low life, or have low health initially, is preferred.


Core build mechanics

  • Shield Charge is used to get as strong single hit damage as possible. We use a 6L Tabula Rasa with 5 damage-enhancing gems for that (5L is also fine if it has some very useful properties, for example Lightning Coil)
  • Crit is used to further amplify that damage
  • Herald of Ash ignites nearby enemies with an overkill damage after you kill someone. We enhance this effect with Increased Burning Damage, Increased AoE and Elemental Proliferation gems - that way not only nearby enemies are ignited, you inginte most enemies on the screen instead, with a very powerful burn which can kill in less than a second on max damage.

Build mechanics in detail
The main idea of the build is to create a very strong ignite on the enemy with an overkill damage from Herald of Ash gem, and then proliferate it to anything nearby. For that we need to scale both the initial attack damage, which can be of any type, and the resulting burning damage.

For creating a lot of overkill damage Shield Charge is simply unmatched - at 20/20 it can gain up to 223% additional damage! If I remember correctly, Flameblast is the only skill that surpasses this damage boost. However, we don't always get this damage, since it only applies on the max charge distance, so the lower the distance the lower the damage bonus.
To get a more consistent damage when facetanking the enemy, we use either a Heavy Strike or an Infernal Blow as a secondary skill. IB deals more damage overall with the majotity of it being fire, however it will be weak against fire-resistant enemies, and the only life leech you will have is either from uniques, vaal corruption or master crafting.
HS on the other hand deals a lot of phys damage, which goes directly to the enemy without any reductions, it will also leech you way more life, but the overall damage is somewhat lower.

Shield Charge requires us to have a shield, obviously. So 2h weapons are out.

For getting strong ignites crit is practically a must, because of how much your damage can be increased by a crit multiplier. Non-crit build will simply never achieve as high single hit damage as a crit build can. The conclusion of this - weapons with low crit chance go out the window. That leaves us with daggers and sceptres.
I chose sceptres because many of the nodes we need are located in the templar/marauder section. Dagger shadow would probably be a much stronger alternative, but that idea is for another time.

Finally, the Herald of Ash, the skill which makes all this possible. It is great because:
a) It adds fire damage to the base attack, increasing the potential overkill damage
b) It allows us to offload all AoE related gems from the main attack. That means if we have a 6L, all 5 support gems will go to directly boosting its damage, to create the strongest possible single hit. Elemental Proliferation, Increased Burning Damage and Increased AoE will be linked to Herald of Ash, and will work on the ignite/burning it creates.

The downside of the Herald of Ash is that you need to get a kill in order to create an AoE burn. That means you should always seek out a target with the least amount of health, preferably the one which is already wounded. For example, if you kill a target at 10% hp, most of your damage will go into overkill, and the resulting burn will most likely burn anything nearby in less than a second.
If the initial burn you got wasn't very strong and the enemies are burning slowly, just continue hitting them - the less health they have left when you kill them, the stronger the burn you generate becomes!

Skilltree

* Endgame, 117pt
* Redux version, 91pt

Gems

* Main attack (6L in Tabula)
Shield Charge + Melee Phys Dmg + Added Fire + WED + Inc Crit Dmg + Ele Prolif (if you want to shock) or PCoC if you want to go the power charges route (get 70-75% crit chance with full charges)
* Secondary attack (4L)
Molten Strike + Life Leech + Melee Phys Dmg + WED.
If you use Maligaro gloves, getting 4R is nearly impossible, you will most likely have something like 2R2G or 2R1G1B if you use the Vorici recipe for getting 2 red sockets. In this case you can use something like:
Molten Strike + Life Leech + Faster Attacks + Added Cold Damage (G) or Inc Crit Dmg (B)
* Defense #1 (4L)
CWDT (lvl 4 or 6) + EC + Inc Duration + IC (building a melee char without this is stupid, really, unless you have max block)
* HASH
Herald of Ash + Increased AoE + Elemental Proliferation + Increased Burning Damage
Increased AoE can be swapped with reduced mana. That will allow us to run Hatred as well.
* Utility #1 (3L)
CWDT (lvl 1) + Flammability (lvl 5) + EC (lvl 5?) (auto-cast the curse + more charges for IC)
You can use a max level flammability here and cast in manually if you want. I find this to be a pain, so I use a lvl 5 on auto-cast instead.
* Defense #2 (3L)
CWDT (lvl 16) + Molten Shell + Decoy Totem
Molten Shell can be replaced by something else. Decoy Totem is really useful for taking a few hits that you would have took otherwise, serves as enemy detector, and lures enemies into the burn proliferation zone.

Tactics

  • Keep in mind that this is not a true melee build - it is not designed to facetank enemies, although it can do so if the map mods are not insanely difficult. If you can avoid damage by moving - do so! Think of it more as a ranged build with you functioning as a projectile ;)
  • Always charge the weakest enemy in the group. Never charge rares / bosses, unless there is no one nearby. If needed, bring some enemies to the boss yourself, and only then kill them - this will shock and burn the boss with proliferation. Blue packs are often harder to get crits at, keep that in mind also.
  • Molten Strike projectiles can be used as grenades - strike the ground a few times and move away from the enemies - they will be hit by projectiles while chasing you, without you having to facetank them. Useful against exploders, dischargers, or enemies that can swarm and freezelock you.

Dealing with reflect

With full-on damage setup both reflects become dangerous, since you deal ridiculous single target damage. That said, you can still complete all reflect maps. Deal with them the following way:
Physical Reflect:
Molten Strike - Added Fire - Melee Phys - WED - LL - Inc Crit Dmg
You loose the ability to prolif shock, but using LL is practically required with Molten Strike, as it is an attack-in-place skill. Use Chernobog Shield. This should get you over 20000 dps.
Ele Reflect:
Shield Charge or Heavy Strike - Faster Attacks - Melee Phys - LL - Inc Crit Dmg - PCoC or Inc Crit Chance
Don't use Chernobog Shield, pick any other. In case of Heavy Strike the dps will be around 15000
Double reflect:
Needs more testing, only been in a few such maps so far. One thing I can say for sure is that using Shield Charge is pure suicide, so Molten Strike is probably the best option.
__________________

So far I had only one reflect-related death - when I charged full distance on a double-reflect Zana's map, without looking at map mods. Wasn't the best idea ;)
__________________

About Multistrike gem - it is actually not that good for us - it requires you to do 3 attacks which you cannot cancel, and it reduces single hit damage, meaning burn dps will be lower.

How to run auras

Replace AoE gem linked to HoA with Reduced Mana gem.
This will allow you to run either one 40% aura and still use mana for attack, or run one 60% aura or 2*40% if you link your attack with Blood Magic gem.
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Last edited by Shajirr on Dec 17, 2014, 2:57:58 AM
Gear selection

On the gear you want the following stats:
  • resists
  • HP
  • accuracy
  • life/manaleech

Anything else is luxury.

These stats will improve your damage output:
  • % increased weapon ele damage
  • % increased fire / ele damage
  • % increased crit chance and multi

Note that flat damage increases, both physical and elemental, won't affect your damage in a significant way, even the highest tiers available.

Helmet
  • rare, ideally with accuracy
  • Three Dragons - for shock proliferation

Boots
  • rare
  • Windscream - allows dual-cursing, with assmark for generating power charges

Gloves
  • rare, ideally with life / manaleech or accuracy
  • Maligaros - lots of extra damage, zero survivability

Belt
  • Fire Doryani's - resists, armour, fire damage leech. No HP though.
  • rare

Body armour
  • Tabula Rasa - a peasant's 6L ;) Corrupted one costs 1.5EX on standard.
  • Lightning Coil (5L) - great way to mitigate phys damage
  • rare (5L) - worth using only if you can't cap resists in any way, otherwise don't use it

Shield
Lots of options here.
  • rare armour-based, best if you are seriously lacking resists
  • Crest of Perandus - simply the best blockshield in the game. Got hp and one res + phys lifeleech. No armour at all though.
  • Lioneye's Remorse - lots of armour, hp
  • Rise of the Phoenix - become almost immune to reflect
  • Saffell's Frame - swap-in against elemental spell bosses
  • Kaltenhalt - can be useful as a swap-in for cold-dmg bosses
  • Thousand Teeth Temu - I guess you can use this if you don't have Perandus? But srsly, just get Perandus.

Jewelry
First priority is to cap all resists.
HP must be present on all items.
Definitely get lifeleech on at least one item.
Otherwise look for desired affixes mentioned above.

Weapon
Crit Sceptre. Nobody sells them, so your best option is to buy a regular phys one and then craft crit on it.
Look for a sceptre with the highest phys damage you can afford (damage, NOT DPS), it must have one free suffix in order to craft a crit chance on it.
There are two ways of checking for available suffix - the extremely easy way, and the hard and painful way.
Extremely easy way is to have a PoE Item Info script installed and running, then just Ctrl+C over an item linked in chat.
Hard and painful way is to look at each and every affix on an item and compare it to the affix table, in order to find which ones are prefixes and which ones are suffixes. You can still be screwed by combined affixes though.

Current Gear

Stats

Defense
Shield Charge (6L)
Molten Strike - 4L with LL
Molten Strike - 6L with LL

Planned:
  • Figure out if I want to use power charges or not. It is possible to get total of 5 power charges investing just one skillpoint, which results in +250% crit chance. Actually keeping and reacquiring them however can be a pain. Might go dual curse with assmark for that purpose.
  • Test dual-curse and power charges in combination with Assassin's Mark curse
  • replacing Tabula with another 6L that actually has stats. Not likely to happen though.

Bandits
Norm: Oak (hp)
Cruel: Oak (phys dmg)
Merc: Oak (end charge) / Alira (power charge)

Tests performed:
  • Pyre Ring - damage boost in nice, but it is not worth loosing life on a ring. One exception is when you run it with Hatred and 3 Dragons - then it is worth it to get stronger shocks.
  • Hatred - great, 25-30% overall damage increase. Also stronger shocks with 3 Dragons if you use Pyre ring. The question is what you have to sacrifice to run it. The most logical solution is to replace inc AoE gem linked to Herald of Ash with Red Mana. Currently I am not using it, because my damage is high enough.
  • Three Dragons Helm - allows to proliferate shock when used in combination with Ele Prolif gem linked to shield charge. Chernobog shield is used to increase the fire portion of your damage, to get better shocks. The problem comes from loosing life due to wearing these items - each unique without life is basically taking off 200-300 of your max life. Results so far - the survivability loss is not worth it, you burn everything even without shock fast enough.
  • Abyssus - probably the most powerful source of damage for this build. During my testing Shield Charge average dmg tooltip went from 8000 to 13500 with the helm. In a twinned boss lvl 70 map, I was able to oneshot one boss with s medium charge distance, and bring the second boss health from full to 10% with one shield charge at point blank range, without any damage bonus from charge distance. However, I still don't recommend using this, unless you have a 6L Lightning Coil with 4R2B colours, which would be insanely expensive. Without Coil, the phys damage taken increase from Abyssus is just too much - Vaal Fallen, jumping frogs, charging blackguards and rhoas - all of them become lethal threats. If they will have any damage-enhancing affixes - this would be pretty much a guaranteed instarip for you.

Videos
* Docks - char lvl 70, using a lvl 14 Shield Charge
* Tropical Island (66 map)
* I will add more videos once I reach 70+ maps
Increasing Field of View in PoE: /1236921
Last edited by Shajirr on Sep 14, 2014, 9:10:29 AM
Really interested in this build, something new, levelling one now!
Really interesting build, what do you think about abyssus?
"
Ali_B wrote:
Really interesting build, what do you think about abyssus?


The damage increase it will provide will be huge, but its downside...
Unless you have a 5L Lightning Coil the increased phys dmg might be too much.
Currently I don't have an Abyssus. On the other hand, if I can immolate the entire pack in one hit, as long as it is a crit, or kill a map boss in 2-3 seconds, it isn't really needed.
_____________________

I also recommend using Molten Strike as a secondary attack now - reason is that it converts most damage to fire, and we get an ignite on a target even without killing it, just from crits.

_____________________

Added current gear section.

_____________________

And finally, found out a great way to open strongboxes.
It was already known to work for any fire prolif build, just realised that it applies to this one as well. You need to lure some enemies near the box, kill some of them, then quickly open the box. All enemies from it will be instantly ignited and will usually die in under one second.
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Last edited by Shajirr on Sep 7, 2014, 5:28:40 AM
Currently testing the new equip version - Three Dragons helm with proliferation on shield charge as well, that allows to cause and proliferate shock as well as burning.

Chernobog shield is used to increase the fire portion of Shield Charge, allowing for stronger shocks.

With this setup (and Maligaro gloves) average dmg of Shield Charge is now 7800, and if Molten Strike is used with same links in Tabula instead it has 20000 dps, with 3800-6200 single hit damage. This is all without LL gem though, with LL the damage will be about 25% less.

As long as you are able to get one good crit, it burns through everything, even bosses, in a couple of seconds. Enemies with less health often die instantly.

This setup is effectively a glass cannon, as it has only 3k hp and practically no armour, so you do have to kite a lot and evade some hits.

Also updated the skilltree - dropping the lower left fire cluster, and taking the one in the Witch area instead - it is much more effective since it has fire, not burning damage, and gives access to same 20% hp for 3 nodes, with a bonus of +5% allres on a hp node.
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Last edited by Shajirr on Sep 9, 2014, 7:41:29 PM
most interesting build iv seen since release, seriously...

great job :D
some updates - posted actual stats, updated the current gear section
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update #2:

Dropped Three Dragons Helm to get more life. 3200 is just not enough when faced with enemies that you cannot escape, like a pack of blue leaping frogs on a fleet map.
After replacing a shield and helm to rares I now have 3700 life, and plan on taking mostly hp nodes now.
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Last edited by Shajirr on Sep 13, 2014, 2:49:57 PM
I've actually been theory-crafting a very similar build to yours, except I went with a dagger Shadow instead.

Daggers:
- Mark of the Doubting Knight
- Rare Platinum Kris with T1 physical damage and critical chance mods
- Bino's Kitchen Knife

Rest of gear:
Similar to yours, with focus on life and resists

Gems:
6L: Shield Charge + Melee Physical Damage + Added Fire + Weapon Elemental Damage + Increased Crit Mult + Increased Crit Chance/Q20 Additional Accuracy
4L: Backup attack which I hadn't planned yet
4L: Herald of Ash + Elemental Proliferation + Increased Burning Damage + Reduced Mana
3L: CWDT + Enduring Cry + Immortal Call
Last 7 sockets playing around with combinations of (Hatred + Reduced Mana), (Assassin's Mark + Elemental Weakness) + (Increased AOE + Faster Casting) and utility (Lightning Warp + Reduced Duration + Faster Casting) / Smoke Mine / Decoy Totem

Level 80 Tree:
With Mark of the Doubting Knight and all defensive gear with Assassin's Mark, you hit 75% critical chance and 7X multiplier.

End-game build:
With Bino's, Assassin's Mark and swapping out Increased Crit Strike support with Q20 Additional Accuracy, you will be just 1% shy of the 95% crit chance cap, or you can drop the 6th link for a much easier to obtain 5L chest with useful mods and still have an impressive 90% crit chance.

My only worries while theorycrafting was wondering about:
a. Cost of build
b. Survivability (hoping that all hp+resists gear would be sufficient to offset the low armour/block)
c. Reflect (that's what the backup attack was meant for, but unsure of viability)
e. Tight constrained areas/tripping hazards and desync

Of course, seeing someone actually managing to pull of a similar concept that I had is a little more reassuring that my build would be feasible.

EDIT: I thought about power charges too, as all three nodes are close enough to pick up and my 6th link is can be swapped out for PCoC. I'm not too sure that the power charges would be easy to maintain on a shield charge build though.
Last edited by Solens on Sep 20, 2014, 11:09:58 AM
Mark of the Doubting Knight is just a shit dagger though, it has a 7.28% base crit chance. No reason to use it whatsoever. Bino on the other hand is great, but expensive. Aslo, if you can get Bino, chances are you should have a currency for a 6L.

Daggers may have higher mult and chane, but with maces I have 310% increased phys dmg compared to around 120% in your case, as well as higher dmg base. So in theory mace should do more damage, but is less relibale due to lower critchance.

I could have tested something similar to your build, but it will end up being much more expensive so for me its not really an option.


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Last edited by Shajirr on Sep 27, 2014, 12:27:38 PM

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