[3.5] A Simple Cleaver (Beginner friendly, SSF-viable, Much Explanation)

hi good day i really want to min max this build any suggestions on what to do thanks or uniques i can incorporate with this build
I started using again an Ahn Sword and a scaeva, and i must admit that it seems a good solutions - two ahn, if i have understood, means -2 charges, so one ahn look a good compromise
Last edited by Attilio73 on Jan 28, 2019, 4:02:01 AM
Hey,

Firstly thank you for this awesome build, I've started playing PoE when it came out and I did bounce off due to me not understanding the basic mechanics (like with skill gems :D) and now I;ve just made to act 6.
Secondly what would you recomend instead of charged dash (basically cleave does the job good enough, i.e. Whirling Blades into the middle of the pack and Cleave all of them) Aura? Or another skill i.e. Double Strike? Or something else for survival/ressists boost?

Anyway, Thank you for this guide :)
"
Hey,

Firstly thank you for this awesome build, I've started playing PoE when it came out and I did bounce off due to me not understanding the basic mechanics (like with skill gems :D) and now I;ve just made to act 6.
Secondly what would you recomend instead of charged dash (basically cleave does the job good enough, i.e. Whirling Blades into the middle of the pack and Cleave all of them) Aura? Or another skill i.e. Double Strike? Or something else for survival/ressists boost?

Anyway, Thank you for this guide :)


If you're content with Cleave and nothing else, I have 4 things for you to try:
1. Defensive 1
Cast When Damage taken (cwdt) lvl 1, Immortal Call (lvl 1-3), Increased Duration (level as high as possible)
Reason: Immortal Call makes you invulnerable to physical damage. Triggered by cwdt it does not help against the first hit (oneshot), but it helps against every other hit afterwards. For example the spike monsters in the imperial gardens explode on death. Those can hit you a dozen or more times in less than a second. Immortal Call helps greatly here. Cwdt lvl 1 to trigger it as often as possible.
2. Defensive 2
Enduring Cry, Increased Duration, Blood Magic, (maybe Increased Area of Effect)
Reason: If you like more active defense you can use enduring cry to generate Endurance Charges. Every Charges gives you 4% ELemental Resistance (not relevant) and reduces physical damage by a flat 4%. So 3 Endurance Charges mean 12% reduced physical damage taken.
Increased Duration means, that the regeneration effect of Enduring cry lasts longer (it does not help with duration of endurance charges, only the hp regeneration of enduring cry itself)
3. Offensive
Vaal Double Strike (+ Damage Multipliers)
Reason: If you are comfortable with the defense, you can use this more burst damage against bosses. The clones from Vaal Double Strike can be really brutal in terms of dealing damage. But you have to charge them first.
4. Offense-Defense-Mix:
Cast when damage taken (a level you prefer) + Your Golem
Reason: The golem dies rather easly later. If you link it to cast when damage taken you can't cast it yourself, but it will be resummoned in the thick of battle without you having to lift a finger.
This might be a dumb question but what are your placements for the jewels?

I am very impressed with this build.
"
CrackStar123 wrote:
This might be a dumb question but what are your placements for the jewels?

I am very impressed with this build.


The only relevant placement of this build would be for Overwhelming Odds, because that needs a certain amount of strength to work.
Overwhelming Odds works in 3 Sockets:
- The one in the middle of the tree, near "Sentinel"
- The one below "Berserking"
- The one left of "Golem's Blood"

The 2 right-most sockets don't support Overwhelming Odds.

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