[0.11.0] v1.12 ~HC/Lagger Friendly~ Dual Elemental Hit Totem + Tri-Curse, Traps, Frost Wall

I'm looking at this build again, and trying to get it a bit tankier for HC.

how would this version do? I only allocated 72 points. Seems reasonable for a concept.

http://www.pathofexile.com/passive-skill-tree/AAAAAgUBBLMFWw6tFE0VIBjbGS4aOCWvJ-0pLimlKk0spyzpOtg64TwtPfw_J0OcRtdKfU3YWGNZ81orW69dxmBtZ5tnoG6qdPF6uHy4gW-DOId2iPGLjIx2kFWdgJ48nrmiAKPyplenhKyqrpO3PrndwBrE9sauxtjUFdSP3Q3d8-Fz52PsOO0g7w7wH_Iv8kX8xf4K

Notes:

I would be abandoning the top part of the tree (EB, Hex Master, Inner Force)

Heading down instead into Marauder, and deeper into the Ranger area. I could pick up Berserking (+15attack speed) and some additional health nodes in the center (8%, 8%, 12%) and in the Ranger area (8%, 8%, 8%). I don't plan on it, since I'll likely be dead by then...

Do I have enough INT in this build?

"
Dakilula wrote:
I'm looking at this build again, and trying to get it a bit tankier for HC.

how would this version do? I only allocated 72 points. Seems reasonable for a concept.

http://www.pathofexile.com/passive-skill-tree/AAAAAgUBBLMFWw6tFE0VIBjbGS4aOCWvJ-0pLimlKk0spyzpOtg64TwtPfw_J0OcRtdKfU3YWGNZ81orW69dxmBtZ5tnoG6qdPF6uHy4gW-DOId2iPGLjIx2kFWdgJ48nrmiAKPyplenhKyqrpO3PrndwBrE9sauxtjUFdSP3Q3d8-Fz52PsOO0g7w7wH_Iv8kX8xf4K

Notes:

I would be abandoning the top part of the tree (EB, Hex Master, Inner Force)

Heading down instead into Marauder, and deeper into the Ranger area. I could pick up Berserking (+15attack speed) and some additional health nodes in the center (8%, 8%, 12%) and in the Ranger area (8%, 8%, 8%). I don't plan on it, since I'll likely be dead by then...

Do I have enough INT in this build?



Looks pretty solid; the lack of INT might be a problem, since you are will be using curses that are pure INT. Picking up a Savant node or two might solve the problem though. I'd also grab Elemental Adaptaion asap, and the WED nodes in the Ranger side.
@ELLE_mt

Dual Elemental Hit Totems w/ Tri-Curse, Traps, Frost Wall: http://tinyurl.com/bvdxbjz
Last edited by Versal#7834 on Apr 21, 2013, 8:07:10 PM
Does +elemental damage from weapons work for EH and totem? Like Catalyse (close to templar starting point)

Is it a huge factor in damage?


Also, I'm level 30 now, and feeling weak on INT. Can you share how much mana a 5 linked EH/Totem without reduced mana costs? I'm getting concerned I wont be able to afford it, and then need to stack DEX and INT on gear...
"
Dakilula wrote:
Does +elemental damage from weapons work for EH and totem? Like Catalyse (close to templar starting point)

Is it a huge factor in damage?


Also, I'm level 30 now, and feeling weak on INT. Can you share how much mana a 5 linked EH/Totem without reduced mana costs? I'm getting concerned I wont be able to afford it, and then need to stack DEX and INT on gear...


Elemental Nodes such as Catalyze only buff the elemental portion on your weapon. Elemental Hit's damage is based off of level, and nothing will change it.
As for mana cost, at level 31, EH alone cost 8 mana per cast; with 250% spell totem, 200% GMP, 140% Ele Prolif, and 115% Faster Attacks, you should be looking at around 64 per totem (correct me if I'm wrong).
@ELLE_mt

Dual Elemental Hit Totems w/ Tri-Curse, Traps, Frost Wall: http://tinyurl.com/bvdxbjz
Wondering aloud here about the Dex requirements. At level 20, you need about 150 or so for EH.

Why not consider EK for this? The Dex and Int are easy to achieve. Can abandon much of the lower part of the tree and instead stack armor/health nodes.

Negatives:
What I can see is that only 1 EK (out of the 9 projectiles) can hit each target, so close mobs won't be blasted by multiple projectiles as with EH. Also no status effects from crit. But we were not taking crit nodes anyhow, so its not a focus, just a nice to have.
I believe EK has a slow cast speed. So might feel boring.

Positives:
Can take Iron Will and get juicy STR bonus on the damage (we are going right by it anyhow)
But I gain one gem slot back since I don't need LMP/GMP. Added Fire Damage?

I don't know of any EK Totem guides, sorry if I'm in the wrong place. I'm enjoying the build (EH version) just seem to be always hunting for Dex.

Anyone play both and offer a view?

I was wondering if you can use ice spear instead of power siphon ??
I was playing around with this and trying to come up with a Tankier version. I do not think IR is a big deal since (as you say) you rarely get hit. You can rely on granite flasks for stickier situations. And having a bigger life pool will help in the situations where you do take a big hit. I came up with this at 80 points:



My thought is that all those Marauder life nodes are pretty sweet. I also grabbed more of the life nodes above the Templar tree, and saved one point by eliminating the 5 nodes around Prestidigitation, but that's probably not a good change -- you likely really need that mana and regen, although you could lose an aura (Determination isn't that hot with your low armour gear and without IR anyway).

This version, though, definitely needs Dex on gear.

I was thinking the endgame would then move into the Shadow area to grab even more life, some dex and attack speed:



I don't think a 120 point build makes sense but if the "walker" nodes in the Witch area work on your EH Totem then grabbing these might make sense (and if you have resist problems this might make even more sense than the life nodes):



Meh, just throwing that out there...the passive tree seems like it has greater survivability BUT you might end up with less because your dex gear requirements make you use some sub-optimal gear.
Last edited by bilbosan#2720 on Apr 27, 2013, 8:32:01 PM
Thx for the posts Bilbosan

In your tankier build you too Resolute Technique. If you are using Elemental Hit, don't you want crits for the status effects (burn/shock/chill etc)?


I am close to your build now. Lvl 56 in my latest version, as much health, DPS, Armor as my 61 version that died. Really enjoying the improved survivability. And I have not changed a piece of gear for 10+levels.


http://www.pathofexile.com/passive-skill-tree/AAAAAgUABLMFWxRNFm8ZLhmFGjgabCSLJKon7SlPLKcyiTbpOtg9Dz38RtdN2FBQVElVxlhjWfNaK13GXz9gbXflfLh8u331gW-DOIuMjHaMz49GkFWdgJ2unjyiAKPypwinhLiTud3AGsT2xtjPZdDQ1I_a3d3z4XPjauQi51LsOO0g7w7wH_Iv83H2SA==

Not sure where to go next, but my mana pool is horrible at 350. Cannot run a full set of Aura's. So I am considering going Minions, and putting all the rest into the 9-10 minion nodes around me, and running with minion meat shields and EH.
Also, Shadow CI Variant. This means, of course, no EB, and you can't do Blood Magic maps. No idea if this is viable from a mana perspective but it looks fun!

Shadow instead of Witch because you get a lot of Dex nodes this way. Endgame:

http://www.pathofexile.com/passive-skill-tree/AAAAAgYBAP0B0QLjAv4HYwx9DY0QfxEtE54UsBXXF1AZihzcHhoi9CSLJ-0pTypbLJwspyy_LUctgzLROVI6MDrYO-E9D0VHRtdJskwtTdhObVBCUzVWY1crWAdZ81orXcZrF2vbbAttGW1sc1N8g3y7fdKBb4IegpuGrohCi3qMNox2jr6XBpu1njyiQKPypJGksacrrKqv67Q4tQS1SLiTvDfAVMHFwfPDbcSixPbGns360hnW0deG34Ti9-Qi5RnljuaB7BjsOPT4-_X_kw==

I imagine the early game you just go Poison Arrow/EH. Mid game frankly I have n idea. The problem with MOST CI builds is that, unless you are on SoftCore, it's a hell of a lot of Regret Orbs because you need to take a lot of life nodes in the early/mid game until you re-spec.

Frankly I think double Spork Totem is an easier build (things like Lightning Walker are much more effecient nodes) but this could be a fun variant.
"
Dakilula wrote:
Thx for the posts Bilbosan

In your tankier build you too Resolute Technique. If you are using Elemental Hit, don't you want crits for the status effects (burn/shock/chill etc)?


I am close to your build now. Lvl 56 in my latest version, as much health, DPS, Armor as my 61 version that died. Really enjoying the improved survivability. And I have not changed a piece of gear for 10+levels.


http://www.pathofexile.com/passive-skill-tree/AAAAAgUABLMFWxRNFm8ZLhmFGjgabCSLJKon7SlPLKcyiTbpOtg9Dz38RtdN2FBQVElVxlhjWfNaK13GXz9gbXflfLh8u331gW-DOIuMjHaMz49GkFWdgJ2unjyiAKPypwinhLiTud3AGsT2xtjPZdDQ1I_a3d3z4XPjauQi51LsOO0g7w7wH_Iv83H2SA==

Not sure where to go next, but my mana pool is horrible at 350. Cannot run a full set of Aura's. So I am considering going Minions, and putting all the rest into the 9-10 minion nodes around me, and running with minion meat shields and EH.


Actually, you don't need crits for the Status effects; it is just a matter of how much damage you do. Almost all Ele-Cleave chars use RT + Static Blows and they are dinging status effects all the time.

You took the long way around to the Marauder nodes and this cost you 5 skill points. Is it just for the two Dex nodes? Respec a bit. Grab Inner Force. Assuming that one of your auras is Clarity, this will help with Mana and Damage both. This change requires one less skill point for 20 less dex and Inner Force. I would use the saved point to grab the 1.0% life regen point:



I removed Catalyze and the other WED node; as I understand it it doesn't work with Elemental Hit, which means it isn't as effective as Inner Force. There is a +10 dex node near Inner Force if you still really need it; the other 10, find a way to get it on gear.

Next I would grab Static Blows and move towards EB; each INT node you grab on the way will help with mana a little and once you get EB you will be an Aura machine. If your Totem is having accuracy issues, RT is only two nodes away:

http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAP0CcQSzBVsMfRB_FE0UsBZvF1AZLhmFGjgabCSqJ-0pTyynNuk62D0PPfxG10wtTdhQUFRJVcZYY1nzWitdxl8_YG1nvXy4ffWBb4IegziLjIx2jM-PRpBVm6GdgJ2unjyiAKPypwinhKyYrKq4k7ndwBrE9saextjPZdDQ1I_a3dsL3fPhc-Nq5CLnUuw47SDvDvAf8i_2SPfX

Once you have EB, your mana problems go away, which makes your damage skyrocket (more cursing, more auras)

From there towards endgame, you have options, but I'd recommend going for some Witch life nodes and the random +16% chaos node:



That's a little more than 100 points, which frankly is a pretty late-game build.

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