Need your input on my Build

Static strike build, using Doomsower sword

http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwEswUtCZYLYRQgFewZLho4IVUkiycgJy8n7So4LPsyCTKJNZI5Dj0PR35KyE3jUEdXDVfiXhNfOV8_YEthIWxGbmluqnJscql07Xasd-V4DXloeu98u3zZggeCm4TZhO-FUodqiiKQVZBsl3mZK5o7my2iAKZXqSepbqmUrY2wq7XyuR29Nr2Bvoq-p8EExPbKkM9-0iHV-Ni92WHd4-Fz5FHrCew47SDvDvJB9Ob3Mv6P3D0HdcCmEuExnjrh8kX-Cn31HM4rUA3N_lQ8Be98n98aPny4KS7xrJHO2XwUcRuqfpoDAIE6wQfXfmMX

I'd like to optimize it most I can. Thanks for your help in advance!
Uptaded tree

http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwEswUtCZYLYQ3NFCAV7BkuGjgcziFVJIsnICcvJ-0qOCtQLPsxnjIJMok1kjkOOuE9D0d-SshN41BHVw1X4l4TXzlfP2BLYSFsRm5pbqpybHKpdO12rHfleA15aHrvfLt82X31ggeCm4TZhO-FUodqiiKQVZBsl3mZK5o7my2iAKZXqSepbqmUrY2wq7XyuR29Nr2Bvoq-p8BmwQTE9sqQz37SIdX42L3ZYdl83ePhc-RR6wnsOO0g7w7yQfJF9Ob3Mv4K_lT-jw==
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAdwEswUtCZYLYQ3NFCAV7BkuGjgcziFVJIsnICcvJ-0qOCtQLPsxnjIJMok1kjkOOuE9D0d-SshN41BHVw1X4l4TXzlfP2BLYSFsRm5pbqpybHKpdO12rHfleA15aHrvfLt82X31ggeCm4TZhO-FUodqiiKQVZBsl3mZK5o7my2iAKZXqSepbqmUrY2wq7XyuR29Nr2Bvoq-p8BmwQTE9sqQz37SIdX42L3ZYdl83ePhc-RR6wnsOO0g7w7yQfJF9Ob3Mv4K_lT-jw==

please anyone :)
http://poeurl.com/zcwYtqh

IMO, the starting nodes are too sloppy and not effective. For example, the 3-4-4-3% attack speed at the beginning can be spec into the wrecking ball nodes for 4% more attack speed and 20% more physical damage with one less passive point. The 12% melee physical damage nodes are also mediocre and I think it is better to invest into the sword wheel and martial experience wheel.

Somme minor pathing issue around Resolute Technique. You can save one passive point by going the other way.
"
SheolFear wrote:
http://poeurl.com/zcwYtqh

IMO, the starting nodes are too sloppy and not effective. For example, the 3-4-4-3% attack speed at the beginning can be spec into the wrecking ball nodes for 4% more attack speed and 20% more physical damage with one less passive point. The 12% melee physical damage nodes are also mediocre and I think it is better to invest into the sword wheel and martial experience wheel.

Somme minor pathing issue around Resolute Technique. You can save one passive point by going the other way.


hey man thanks a lot for your time! Was honestly losing hope here, been a while I started this thread :)

I will get some regrets and do these modifications. Will need a bunch tho, but I dont feel like redoing this char.

Would getting these 2 endurance charges in tree be more benefical than any other available 2 nodes at that point?

Same question for increased AOE nodes in templar section?

Thanks in advance.
I think this depends on how do you feel when you play your character. Does he die a lot? Is the clearing speed too low? Is the aoe area large enough to cover a reasonable pack size? Does the character have enough hp to tank large hits, or does the hp drop a lot when you go into a pack waiting for the static strike explosion?

I think I can only help you in improving major pathing and efficiency issues in your tree, and you should be the one who knows your character best. Following your sense and play style takes up a large proportion in the final tune of your character :)

If you would like to know what nodes are good to go at this point, I'd suggest the followings:

Damage: Blade of the cunning
Health: Bloodless, Marauder starting nodes
Defence: Endurance charges

For endurance charges, I think self cast enduring cry with spell echo will suit you more than general CWDT setup as this provide a constant physical damage mitigation. This is important as you are a melee fighter, you'll need to get into packs and take damage constantly.

Moreover, you can take a look into the Hegemony's Immortal Wukong Build, which uses endurance charges for a very long immortal call duration. It is a quite interesting mechanism. http://www.pathofexile.com/forum/view-thread/1069861
"
SheolFear wrote:
I think this depends on how do you feel when you play your character. Does he die a lot? Is the clearing speed too low? Is the aoe area large enough to cover a reasonable pack size? Does the character have enough hp to tank large hits, or does the hp drop a lot when you go into a pack waiting for the static strike explosion?

I think I can only help you in improving major pathing and efficiency issues in your tree, and you should be the one who knows your character best. Following your sense and play style takes up a large proportion in the final tune of your character :)

If you would like to know what nodes are good to go at this point, I'd suggest the followings:

Damage: Blade of the cunning
Health: Bloodless, Marauder starting nodes
Defence: Endurance charges

For endurance charges, I think self cast enduring cry with spell echo will suit you more than general CWDT setup as this provide a constant physical damage mitigation. This is important as you are a melee fighter, you'll need to get into packs and take damage constantly.

Moreover, you can take a look into the Hegemony's Immortal Wukong Build, which uses endurance charges for a very long immortal call duration. It is a quite interesting mechanism. http://www.pathofexile.com/forum/view-thread/1069861


I compared my current tree to yours and I notice I have a lot less attack speed...

mine: https://poebuilder.com/character/AAAAAgQAFey5Hb2BmSvKkJst9Obd4185sKuE2b02R36-p25p1fiplIdqkGypJ2EhhO907XrvBS1gS14TIVUnIIoiLPvApgd13D14Db6KAdwqOKluMglybGxGtfJKyG6q2L01kqZXTeP-j_4K8kU64TGetz48LcauXz_BBHloC2FQR-8OFCDkUWebGS7Uj9lh0iFXDdl8ggfyQSku8ayFUjkO6wmXeQmWcqnE9vcyfNmtjc9-dqz-VA3NK1Aczj0PffV8uySLd-VX4jKJ7SCCmxo4kFUnL-w44XOiAMBmBLMn7RLhkc5o8vAf

yours: https://www.poebuilder.com/character/AAAAAgQAFey5HYrwypDpRoTZR35lTb02xLjV-G5pvqeHaqmUkGypJ2EhdO2E7wUteu9gS8CmB3XcPSFVXhMnIIoiLPs26GSjGlWezacwAef8SxRNGJG8nxLhn8vSIdl8ggfyQRuqFHHBB2MX136BOvJaEPBXDZHO2WHPfq2Ndqz3MuoYfNlyqcT2ffU8Lcau_lQNzStQHM49D2jyr2xM__AfogDAZgSz4XOCm-0g7DiQVScvwBoaOIVSOQ7rCZd5CZbkURQg7w5QR18_tz7-Cti9plc64fJFMZ7-jzWSTeO18krIbqqpbio4

don't you think it is an issue considering life leech will be much less effective?

70 % attack speed compared to 94%..


I get 36% more max life with yours

20% more armor

As for damage I do get more phys damage, less Ele damage...(no more catalyst)

I get Unwavering Stance with yours

I do need vaal pact tho...helps staying alive

Last edited by Big_Ben87 on Jan 26, 2015, 5:18:03 PM
If you want more attack speed, Berserking is good to keep. You can also keep the first attack speed and accuracy node at the starting position. I believe there are more efficient nodes to invest than the starting 3-4-4-3% attack speed nodes, for example the by the blade wheel.
As a rule of thumb, an average node should give 4% attack speed or 12% increased damage or 5% maximum life. Anything lower than that is not efficient. Of course you would have to take the big nodes at the end of the wheel and the points spent to go there into consideration.

Personally, I prefer hard hits over fast hits. Provided that they have the same raw damage output, hard hits has lower mana cost, and perform better towards enemies with life regen or flat damage mitigation such as arctic armor.

As an extreme example, there's one monster with 100hp, and 50hp regen every 0.5s
If you deal a 100-damage hit in 1s, you kill it immediately.
If you deal 2 50-damage hit in 1s, on tooltip the dps is identical but you will never kill that monster.
On arctic armour is even more obvious, you have more damage reduced with more hits.

For life leech efficiency, it is directly related to your damage output, so I don't think fast hits will have any obvious advantage over hard hits.
"
SheolFear wrote:
If you want more attack speed, Berserking is good to keep. You can also keep the first attack speed and accuracy node at the starting position. I believe there are more efficient nodes to invest than the starting 3-4-4-3% attack speed nodes, for example the by the blade wheel.
As a rule of thumb, an average node should give 4% attack speed or 12% increased damage or 5% maximum life. Anything lower than that is not efficient. Of course you would have to take the big nodes at the end of the wheel and the points spent to go there into consideration.

Personally, I prefer hard hits over fast hits. Provided that they have the same raw damage output, hard hits has lower mana cost, and perform better towards enemies with life regen or flat damage mitigation such as arctic armor.

As an extreme example, there's one monster with 100hp, and 50hp regen every 0.5s
If you deal a 100-damage hit in 1s, you kill it immediately.
If you deal 2 50-damage hit in 1s, on tooltip the dps is identical but you will never kill that monster.
On arctic armour is even more obvious, you have more damage reduced with more hits.

For life leech efficiency, it is directly related to your damage output, so I don't think fast hits will have any obvious advantage over hard hits.


Ill look into that!

Realized I wont be able to respec evertything I wanted cause you need to start from the end of a line....of course....hah

and I won't remake the char cause takes too long + this wont aint too bad+ if I do another char it's gonna be another build :)

thanks again for yout help man, really appreciated!


thanks a lot :)

Well decided to start a new char

Started a Scion and will got 1H shield Crit with doryanis catalyst, abysssus, etc

heres the tree im gonna use, except I will spec in mace nodes instead

http://www.pathofexile.com/passive-skill-tree/AAAAAgAAAdwDlgSzBjkNzQ-rE8wU9ha_HM4kiyaVJy8pTyoLKjgrUC_MMZ41kjXWNj06nTrYOuE7KDwFPC09D0UKR35P81FgUzVVS1WpYENh4mVNaPJp_moBbIxtbG49b55wUnDVcql3B3fleA18u4KbgwmE2YY7hxOJ04wLjDaQVZJ9l7SYb5o7m7WcpJ2qn9-iAKZXqW6xs7VItfK3Prl8vTa-ir6nvrzAZsGCwzrE9sauykrYvdwj5CLlz-w47LDsy-1B73zwH_JF8wbz6vTG9zL7qv4K_lSzP09WHt9irLTFOq1vhP8cGjg=

any input?

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