EragonVo - Melee, 100% Physical, 2H Wep, Acrobatics (44% dodge) , 41K Flicker. MAP VIDS SOON




Hey there guys. I've always wanted to post this build, but was never in the mood to actually sit down and write it all out. Well, with the incoming 11.0, I changed my mind. Hopefully he'll get better cause as of right now, monster dmg makes him troublesome to play.

This is a physical dmg build, and is based around damage per HIT not damage per second. It's pretty big too :). I'm talking 23k physical per hit on crit. I'll get to the damage part later :)

Before you proceed, THIS BUILD IS FOR DEFAULT ONLY.


Intro/Backstory
Spoiler
When I first started playing POE in closed beta, I started out with a pure physical dual wield melee. Ofcourse it failed. Not only did I not understand the game mechanics, I was putting points all over the place.

After that failure and many other failed attempts, I wizened up and every character since then has been a learning experience. From that point on, all my character were dual wielding claw shadows, with elemental damage. I really enjoyed the playstyle, and still do.

I stopped playing closed beta around the end of october 2012. Decided to wait to OB.

Well, 2013 rolled in, and I was headed along the same path I was familiar with. Dual wielding elemental damage shadow. I wanted something different, as that's all I had played so I respecced him so many times looking for a fun unique build I would enjoy. So many regrets wasted.

I primarily enjoy upclose overly offensive evasive melee characters. Weaving in and out of combat while dealing big dmg to all my enemies

When I got to merciless difficulty, something hit me. Why don't I do the original build I had always wanted. A pure physical melee character? Also, why don't I use a different weapon type as well? After much deliberation I decided to go pure physical and use a 2H weapon. One that would be "out of class", so to speak, for the shadow area. And that my friends is how I started using a 2H axe.

I've struggled with evasion so many times, and I'll be the first to tell evasion and acrobatics in their current state are useless. I got to maps with this character, after countless frustrations and deaths.

When I realized just how much monster dmg in maps was, I was a hair's width away from quitting. I jumped in MF gear and just went on a farming spree. Was getting really bored, and posted a thread about my suggestion on how to fix evasion and acrobatics.

The next week, after posting that thread, a unique, by the user sleekray, called Darkray Vectors came out. I decided to use it as a test for my thread. I had no intention of using it at all, but rather just to test out the theory i proposed in my thread.

Low and behold. I was having a blast. Things weren't so great, but they were better than before. With my increased dodge chance I was avoided more melee attacks than before. This was a glimpse of the character I'd always envisioned.



This is my upclose melee pure physical 2H damage per hit acrobatics (darkray vectors) crit shadow. He's a lot of fun to play, but he needs evasion, as a defensive mechainc, to be able to stand alone. Until then, you'll only have your acrobatics to fall back on.

He's meant to be played offensively, but can also deal dmg from a distance and be defensive when need be.

There are alternative ways to build this character, and I will post them as well.


PROS
Spoiler
  • If you love upclose offensive evasive melee, then you will have a blast with this build
  • Uncontrollable damage per hit on crit
  • Can deal with physical reflect, but cannot play physical reflect map


CONS
Spoiler
  • Mutitasking and requires you to play well. If you want to spam 1 skill and be very effective then this build is not for you
  • Hp/resists aren't very high (if you want to run bloodrage)
  • You can get stunlocked at times cause your Acrobatics doesn't kick in
  • Will need atleast 1 5L gear
  • Physical dmg. Your weapon has to be good :(


I am currently lvl 74.

SKILL TREE




I have approximatley 2.5k health, 7 frenzy charges, and 4 power charges. These are the skills I use.

OFFENSIVE SKILLS
Spoiler
Frenzy - Melee Splash - Power charge on Crit - Additional Accuracy
Heavy Strike - Increased Crit damage - Additional Accuracy - Melee Physical dmg
Flicker Strike - Increased Crit damage - Additional Accuracy - Melee Physical dmg
Cyclone - Blood Magic - Additional Accuracy - Blind

Gems that Should be 20% Quality Skills
Power Charge on Crit
Additional Accuracy (x2) [Frenzy and 5L Heavy Strike - Flicker Strike]
Increased crit damage
Flicker Strike

Those gems, imo, need to be 20% quality. Everything else is up to you. My gems (after you see my gear) aren't 20%. I'm taking them there 1gcp at a time. I'm somewhat poor :( so, it will take sometime to get those gems there.


CURSES/BUFFS
Spoiler
Temporal Chains - Critical Weakness - Bloodrage - Blood Magic

20% Quality Critical Weakness is the only quality curse needed imo. This will add tons of dmg because of how the curse works.

Running Bloodrage is optional. There is an alternative to playing without it


AURAS
Spoiler
Vitality - Purity - Grace - Reduced Mana



Bloodrage. With and without it
Spoiler
With it
I decided to run bloodrage with this build.

Why? I wanted to use my amulet for offense. I wanted to get an amulet with crit chance/multiplier, and didn't want to have to worry about having leech on my amulet/rings/gloves/weapon.

The 6% leech from bloodrage is all the leech I need. My dmg is only physical and I deal a ton of it so I leech back a lot.

The pros about running bloodrage are that you don't need leech on gear. I also get frenzy charges on kill. Frenzy is my aoe skill, but getting frenzy charges on kill helps flicker strike. I use flicker strike to "single target aoe" mobs, and I can chain it on a mob continuously until everything is dead.

The cons are that you need to find gear with chaos resists, while at the same time trying to balance your other resists. This is why he can be very gear dependent if you chose to run bloodrage. You don't need max chaos resist, just around +40-45% in merciless.

Without it
Without running bloodrage your gear burden lessens greatly. You can use carnage heart leech if you want, or simply find a glove/amulet/belt/ring with leech. I'd say you'd want at least 5% physical dmg leech.

It will be so much easier to overcap your other resist as well.

You won't be able to chain flicker strike the way someone who is running bloodrage can. I have 7 frenzy charges, meaning you can only flicker 8 times on a mob (the first flicker doesn't use a frenzy charge).

You will also have to refresh your frenzy charges constantly. With bloodrage any kill gives me a charge, without it only frenzy can you a charge. It's a quality of life


Running bloodrage can be good and is a quality of life for this build, plus it makes flicker strike better, but running it also makes the build more gear dependent.

Not running bloodrage makes it easier to find gear. You won't be able to chain flicker on a mob. Chaining flicker on a mob nonstop is very important cause quality flicker gives you crit chance, and with 4 power charges i'm at about 60% crit chance with flicker. This means I'm "single target critting" on the entire mob for big dmg. This has saved me a lot of times cause you're harder to hit in flicker strike mode.



MY GEAR
Spoiler



GEAR BREAKDOWN
Spoiler

I havent 20% my flicker strike, Increased crit dmg, additional accuracy (x2) and crit weakness. Some of my gems are still low lvl (crit weakness, bear trap) cause I got new ones and started lvling them again.

WEAPON
Spoiler
You want a 2H weapon. This is the premise this build was made with. Not just any regular 2H though. Mods it must have

High flat physical damage
High Increased physical dmg %
Increased crit chance

Crit multiplier is optional and not needed.

The best weapon type for this character is a Staff. Staves come with a high base crit chance, around 6.5-6.8 so all you have to look for is a high physical staff. Also, staves come with a block chance, 12/18%, and although it's small it really helps out when it procs. Now if you can find a staff with increased crit chance and high physical like these


then even better.

You can also find 2H crit swords/maces/etc.

Why am I using an Axe instead of that staff you ask? I have another build planned for the staff, and I wanted a high minimum dmg on crit. The staff has a higher maximum, but a lower minimum, and I wanted a higher minimum, so I went with an axe.

You want a your weapon to have a crit chance of atleast 6% (which is on the low end, but is enough).

Don't worry about elemental dmg mods, high physical should be your main priority.


GLOVES/BOOTS
Spoiler
Darkray Vectors is a must have for your boots

Before I started using Maligaro's, I was using Starkonja's Head, Huntress Cap

This gave me more life, and my glove slot was occupied by a regular glove.

When I got maligaros I took of starkonja and replaced it with a regular helm.

If you want more life then starkonja + normal evasion gloves is another alternative.
If you want more crit chance and crit multiplier with less life then Maligaros' is the way to go.

IMO, Maligaro's are better cause they give 25% more crit chance AND multiplier. Which are both very important to this build.


RINGS/AMULET/CHEST/HELM/BELT
Spoiler
If you decided to run blood then you're going to need to get chaos and elemental resist on your gear, as well as life. This can be tricky.

Physical dmg mods on rings/amulet are not necessary. Resists and life should always be priority.

An amulet with crit multiplier is what you're looking for the most. Crit chance would be lovely too, but if you can't have both of them then crit multiplier is the main stat.

You want to use a rustic stash belt. This give you physical dmg for free :).

You want to try and aim for life on every piece of non unique gear. Not having life on 1 piece of gear is fine, but you should not exceed 1. If you have to exceed 1, then drop Maligaros and wear starkonja instead.




DAMAGE

As I stated earlier, this is a Damage per hit build. It's based around dealing a lot of dmg in 1 hit. DO NOT FOCUS ON ATTACK SPEED. THAT IS IRRELEVANT.

I will 20% quality my crit weakness, increased crit multiplier, and flicker strike. Later on down the road, if I want to, I can also 20% quality my Melee physical dmg, but it's the last on my list. My crit weakness is only lvl 11.

So my dmg will on go up from here.

You will need at least 1 5L.

My axe is 5L, and I use it for Heavy Strike and Flicker Strike. This allows me to use 2x Bear traps. There are times when I can't get in, and I need to be able to spam bear trap from distance. 3 traps is not enough, so I use 2 to get 6.


My critical dmg multiplier without crit weakness on all my skill, currently, are:

Heavy Strike - 563
Flicker Strike - 563
Cyclone - 380
Frenzy - 380

My crit weakness gives me 88% more crit multiplier. So when an enemy is cursed, my crit multiplier for all my skills goes up to

Heavy Strike - 970 (9.7x)
Flicker Strike - 970 (9.7x)
Bear Trap - 626 (6.26x)
Frenzy - 626 (6.26x)

Below are the stats of all my skills when I have 7 frenzy charges and 4 power charges. DON'T PAY ATTENTION TO THE DPS, BUT MY MINIMUM AND MAXIMUM DMG PER HIT.


Frenzy

Pics
Spoiler



Dmg per hit range: 820 - 1320
Dmg Cursed enemy receives per hit on crit with frenzy: 5196 - 8263
Frenzy is at 2.43 attacks per sec with a 43% crit chance. With crit weakness this goes to 53% crit chance. Critting twice in a second gives 10392 - 16526 DPS
(This is my melee splash aoe, so the aoe dmg will be slightly lower)

Flicker Strike

Pics
Spoiler



Dmg per hit range: 1326 - 2136
Dmg cursed enemy receives per hit on crit with flicker: 12862 - 20719
Flicker is at 2.79 attacks/sec, and 47.3% crit chance. With crit weakeness my crit chance goes up to 56.3%. Critting twice in a second yields 25724 - 41438 DPS.

Heavy Strike

Pics
Spoiler



Dmg per hit range: 1816 - 2926
Dmg cursed enemy receives per hit on crit with Heavy: 17615 - 28382
Heavy is at 1.81 attacks/sec and 42.8% crit chance. With crit weakness my crit chance goes up to 51.8%. Dmg per second does't count cause I can only attack once in a second with heavy.

Cyclone

Pics
Spoiler



Dmg per hit range: 296 - 477.
2 revolutions per attack = 592 - 954
2 revolutions per attack and 2 attacks/sec = 1184 - 1912 dps
Dmg cursed enemy receives per hit on crit with Cyclone: 3967 - 6405
Cyclone is at 2.05 attacks/sec. Dmg per sec on crit = 7933 - 12810 DPS
Has a crit chance of 40.9%. With crit weakness it goes up to 49.9%.



Frenzy is my offensive and defensive aoe skill. I gain frenzy and power charges with it. Frenzy charges increase my evasion rating (doesn't do anything), but most importantly my chance to dodge because of darkray vectors.

Flicker has the highest crit chance of all my skills. I use it as a single target aoe. When I get 7 frenzy charges (which is easy since I use frenzy as my main aoe) and 4 power charges, I can just flicker on the entire mob. Don't need to target any enemy. Great at taking out necros cause you just flicke from a distance.

Heavy Strike. This is my main single target skill. The dmg in one hit on crit is the highest by far. I used this on rares/bosses/uniques.

Cyclone. My Aoe defensive/offensive skill. I use this when I need to tank a dangerous mob. It is linked to blind and that makes it a defensive debuff as well. I can blind bosses that deal a lot of melee/projectile dmg (kole/brutus) and outright avoid a lot of their attacks. It also deals a lot of dmg when it crits, so you don't have to worry about it's kill speed.

Temporal chains. Very useful curse. Sometimes I just need them to move slower so I can generate the charges earsier. Some mobs attack/move/hit too hard. This curse keeps them in check. I deal less dmg, but my dmg is still enough.

Crit weakness. My offensive curse. Gives me all the dmg I need to melt enemies fast.

Infernal blow. I use this to help with necros. Sometimes I can get in to bear trap or flicker range, so I have to infernal blow a couple enemies first. It's not on my hotkeys, but I can switch to it in a flash when I need to.



DEFENSIVE STATS WITH 7 FRENZY CHARGES

Pic
Spoiler


41% chance to evade
44% chance to dodge
70% fire
65% cold
78% lightning
38% chaos
101.7 Life regen/sec
38% run speed



ACCURACY

Spoiler
I'm a crit build, and accuracy is very important for any crit melee build. This is why I use additional accuracy. At the same time I almost have 400 dexterity (currently 386). Coupled with the 20% accuracy node in the duelist tree (from executioner), plus accuracy mods on my gear, and i'm only sitting at 87% accuracy at lvl 74.

You want atleast 85% chance to hit.

This is the minimum imo. The last thing you want is to miss attacks, cause those attacks could be crits, or have your crits downgraded to a normal attack because of the 2nd evasion roll on critical strikes.




BANDIT REWARDS
Normal: Help kraityn (if you want to run bloodrage to make capping elemental resist easier)
Help Oak (if you don't want to run bloodrage)

Cruel: Kill All Bandits

Merciless: Kill All Bandits
(I didn't help any bandit cause I created this character before darkray vectors came out, but if I could do is all over again, I'd make the same decision.

-1 extra frenzy charge takes you from 44% to 46% dodge, gives you 5% extra movement speed, and 5% increased attack speed.
-1 extra power charges gives you 50% increased crit chance. Which in turn increases your dmg, kill speed, and survivability

Both are great, but at the end of the day this is a point for point build, and I'd rather waste that 1 extra point on other things. Ofcourse this is going on the notion that evasion is still a defense mechanic that doesn't work. If evasion gets buffed then I would take the frenzy charge or power charge (most likely power) as either of those would become more beneficial than the extra point. The reason for this is if evasion scaled better and worked, then my evasion coupled with my 44% dodge chance would make me almost untouchable by melee attackers. SO I wouldn't need an extra 2% dodge. I'd rather go for more offense, power charge, or I would use that point to head towards evasion nodes, to become even more untouchable >:D)


SKILL TREE BREAKDOWN

16 points
26 points
37 points
46 points (Mana Geyser added)
56 points
66 points (40's)
76 points (Assassination, Bloodthristy, and trolls blood)
86 points (Acrobatics cluster taken. You will be wearing darkray vectors by this point)
86 points (Spec out of the Mana Geysey nodes and the 3 life nodes between the ranger and the shadow section. spec further into the duelist's tree, taking Master of the arena, Mana flows, and 1.0% life regen)
93 points (Spec into crit nodes first, extra power charge, and then the acceleration node in duelist tree)

93 points put you at lvl 74, which is where I am right now.


LEVELING

You're going to spend a huge part of the beginning just speccing into life nodes.

You will be using daggers for crit. You can go dual wield daggers (crit), or 1 dagger 1 claw crit and life leech (crit and leech), or dual claw (double leech). You will have to do this in the beginning. You will also make use of dual strike, with melee splash if you want, and whirling blades for movement. Viper strike is a must so keep it in an open slot and lvl.

For more defense, you can go claw and shield, or dagger and shield (this is the best defensive combo and the one I would recommend if you want the best survivability). With this spec you'll use double strike, with melee splash if you want. Viper strike is also a must, and so is whirling blades.

You won't get to use frenzy, flicker, cyclone, heavy strike, or a 2H weapon until a long time. And I mean until you are capable of using them. By this I mean merciless. This will be right around the time you start speccing into crit nodes and can start using darkray vectors. So you spend a long time using other weapons, and not speccing into crit. Keep those gems in open sockets to lvl them until the time comes.

The first aura you want to equip is grace. This is the most important as it helps improve your arrow dodging (ondar's Guile). When you have enough mana, put vitality on. Purity should be the last.

Keep an arrow/quiver in alt swap. This will be very useful while leveling as well. Decoy totem if you must. And pop those granites when things get rough.

You'll be relying on evasion for a long time, as you don't spec into acro until lvl 60, and end up getting the last cluster at around 65, which coincides with when you can equip darkray vectors.

You won't have to worry about projectile attacks when you get arrow dodging, but melee will be a problem. You'll get stun locked a lot. So keep moving (spamming whirling blades, and decoy if you have to).

Once you get to 65 you can equip your 2H weapon, and then the fun starts :).


PHYSICAL REFLECT AND EXTRA DEFENSIVE MODE

Later on, when you get things settled and you're using your 2H, Equip a claw + Crest of Pendarus on alt swap



You want a claw with "+2 to melee skills". Put viper strike in the claw. This mode will be your ultra defensive mode and will be how you handle physical reflect. I say claw cause of the extra leech. You can get a better claw than the one I use/posted, but that was just an example. Link viper strike with increased duration.

I could just frenzy through reflect, I still can. The thing is after patch 11.0 my dmg increased drastically, and although I can still frenzy through a reflect mob, the increase in dmg and decrease in life is a risk I don't always feel comfortable taking.

YOU CAN STILL FRENZY THROUGH REFLECTED MOBS and not die, but that can be risky depending on the mob. So claw + pendarus is safer.

Why could I frenzy through physical reflect? Reflected dmg can be evaded and dodged. What this means is when I melee splash frenzy on a mob, ever time I hit the reflected dmg has to pass my evasion (41%), if it does then i has to pass my dodge(44%). It uses the reflected enemy's accuracy, so my evasion check would be a little bit higher as the monsters I face are lower lvl than I am. Sometimes the reflected dmg get through, and this can be troublesome with my improved dmg after 11.0

The shield and claw give me leech, and shield block. What this mean is reflected dmg has to pass my evasion, dodge, and shield block. Plus, I'm using viper strike so the dmg reflected back, if it gets through, is inconsequential.

I become very hard to hit too. I simply alt swap and viper strike the rare with the reflect aura.

Cyclone + blind help this mode even more.

I also use this claw + crest of pendarus mode for very hard hitters as well. This is how I handle bosses like kole/brutus. The video below shows you an example of when happened when I accidentally ran into kole. With my 2H axe mode I only have 44% chance to dodge. With the shield I have 44% dodge, and 40% block making it hard for attacks to get through.

Blind mean an enemy has a 75% chance to miss. If you see the vid of me vs kole. I constantly cyclone to blind him again after the blind duration ends. What this mean is that he has a 75% chance to miss, which has to go through my evasion. If that passes, then it then has to go through my 44% dodge, AND if it passes it then has to go through my 40% block.

It's hard for a blinded enemy to hit me in my 2H axe mode and I only have 44% dodge and 41% chance to evade. A blinded enemy with crest of pendarus, 41% evade + 44% dodge + 40% shield block? In other words, a blinded enemy will most likely never hit. This is how I defeated kole, and the same way I defeat hard hitters in maps that can kill me really fast.

If they can't kill me fast then 2H axe mode gets the job done.

Keep Saffell's Frame in your inventory.



Some maps have only projectile spell casters, and crest of pendarus is useless against them. Crest of pendarus is also not useful againt vaal cause vaal summons his vaal constructs which fire projectile spell attacks that can be troublesome. Vaal's laser is also very dangerous, and saffel's frame can protect you against it.

WITHOUT BLOODRAGE

This build can be done without bloodrage.

Simply find evasion gear that gives life and elemental resists. The only problem you might have is finding a high crit chance 2H physical weapon. Staves are the easiest, but if you don't want a staff it could be harder.

You'll need atleast 5% life leech on gear though. Which shouldn't be too much hassle.

The only downside is you won't be able to chain flicker, and you'll have to have 5% leech on gear.



VIDEO
Spoiler
66 Dried lakes Map




THIS BUILD WILL ONLY GET BETTER

"
Qarl wrote:

We will be looking at Accuracy and Evasion values throughout the game.

We may need end up change Iron Reflexes as a result of other changes to Evasion.


If accuracy is improved, then this build will be better

If evasion can stand alone, and actually become useful, then this build will become even more destructive. Will stack more evasion, coupled with my 44% dodge, and I could become untouchable.

We'll have to wait and see :)




Future Projects

Spoiler
These are the future builds i plan on doing. Depends on how 11.0 turns out. Not sure if I might keep playing, but I'll see


2H sword pure physical volls protector dual curse shadow



Don't want to say the skills, will be a surprise when I do him :).


2H staff (______) crit shadow



Lol, i don't want to say the unique i will use with this ;) , but lets just say if all goes well it'll be a lot of fun


Dual wield claw and dagger Abyssus shadow



I will return back to my dual wielding roots for this one, and will dual wield a dagger and a claw :). Hopefully I can make it work with the abyssus.

Last edited by SoujiroSeta#2390 on Aug 6, 2013, 11:03:58 AM
Reserved. lol made some mistakes in first post. Will edit later
I ran with you early maps, i recognize that char name, nice to you're back and with a strong build too :)
I carve and sell real animal skulls, check out my work here: https://www.instagram.com/victorseiche/
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World first Uber Atziri as 2h and 2h RT build: https://www.pathofexile.com/forum/view-thread/1058950
Highest level char in Closed Beta, Wytchfindergeneral
Last edited by VictorDoom#6290 on Jun 1, 2013, 1:47:26 PM
"
VictorDoom wrote:
I ran with you early maps, i recognize that char name, nice to you're back and with a strong build too :)


Hahahah, I can't forget

Remember that flicker spider wipe we had in that map? lol I was the first to go out. I aggro'd the spiders, they got me first, and just flickered on the rest of you guys. Lol, it happened in the blink of an eye too.


I will post the rest tomorrow.
Last edited by SoujiroSeta#2390 on Jun 2, 2013, 1:56:43 AM
Patch notes

"
  • Axe physical damage notable passives have been increased further than other weapon physical damage passives.
  • Melee Splash damage penalty reduced from -20% to -16%.
  • Cruel bandit quest rewards: changed to 18% Physical Damage for Oak and 8% Attack Speed for Kraityn.
  • The Rustic Sash implicit mod has been increased from 3-5% to 12-24%.


Very interesting indeed

I didn't help oak in cruel, maybe I will when we get the bandit reward respec option

I dont need anymore dmg lol, but I wonder if crit multiplier would increase my dmg more than investing into axe passives since im in the duelist area.



Will try to post the rest

Accuracy
Lvling breakdown
Bandit rewards
etc

today b4 I go to work. Hopefully I can fnish
Last edited by SoujiroSeta#2390 on Jun 3, 2013, 11:41:18 AM
You could try dropping the current mana flow node you have to take the duelist one, you can easily get to it through the 3 2H nodes, plus you'll get life regen after it ( as well as more range, and the first 2H node gives 20% increased accuracy )
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
Fruz wrote:
You could try dropping the current mana flow node you have to take the duelist one, you can easily get to it through the 3 2H nodes, plus you'll get life regen after it ( as well as more range, and the first 2H node gives 20% increased accuracy )


Respeccing out of the mana flows cluster, and the 2 10+ dex nodes, gives me 5 passive points.

To get to the mana flows in the duelist area I'd need 9 passive points.

This build is starved for points and the extra 4 would be too much.

The life regen would take another 3 points.

I had planned to stack life from lvl 74 to 78. I might spec into axe nodes later, not sure yet as I need accuracy, but I'm planning on heading for life right now.

The duelist mana flows would put at 78.

1) With those 4 points I would have gotten

+ 30 str, and 3 8% increased maximum life nodes

2) With the duelist mana flows I'd have

22% increased physical dmg, 20% accuracy, 3% increased attack speed, +2 range, and + 20 str.


The 3% attack speed and +2 range won't do much. I gain 10 more str in the first option. With the 2nd option the 20% accuracy and the 22% increased physical are really nice, but they don't increase my survivability. Which is what I was aiming to increase from lvl 74-78.

I find stacking life boring, and don't want this build to be about that personally. So from lvl 78 onwards I plan on going to non-life passives. So although the 1% regen and 20% increased life could offset the 10 more str and 24% increased life from option 2, which would be at lvl 81 for the duelist mana flows, I could use those 3 points to head towards axe passives like "slice and dice" or "hatchet master", slice and dice would be lvl 81 for the non duelis mana flows.

When 11.0 hits axe passives will be stronger, so I personally feel this is a better investment than going towards the dueslist manner flows.
Last edited by SoujiroSeta#2390 on Jun 3, 2013, 1:25:16 PM
I saw that too, I was already planning to respec from dagger to axes eventually, now I can't wait to see it with the free respec =)).

And I meant to use the next points to compensate the 3 life nodes less, since the first duelist nodes are quite strong ( and there would be the attack speed boost +20 dext for one more point too, even though you don't seem to look after IAS ), but let's first see exactly what changes we are gonna get with the 0.11 !
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
Fruz wrote:
You could try dropping the current mana flow node you have to take the duelist one, you can easily get to it through the 3 2H nodes, plus you'll get life regen after it ( as well as more range, and the first 2H node gives 20% increased accuracy )


Funny thing is what you said is what moosifer told me too. He gave me a tree that had the duelist mana flow instead.

I decide to change somethings around and things around and this is what i came up with.

This is all by lvl 81.

http://www.pathofexile.com/passive-skill-tree/AAAAAgYBBS0FtQzyDkgPqxEeES8RlhfYHNwhYCHAJDwmlSepLIUwcTB8Nj0-z0CgR35JO0lRSn1LeE4qUUdTuFVLVvpaGlptW69e-mBLYeJjQ2VNZ6BqP2qTbWxte25pcFJw1XJ-dEF07XTxdU5313rvfyt_xoTZhVWHGYd2iGuJ04w2jb-TJ52jnrmly6aNpzSnXKp_qrirxbMOtUi2Qbb3vea-p8APwFHEuMai0DnSTdQj1e3V-NaK3Q3dqOOE53To9vDZ8-r8q_zF_5M=

Wow, I just wanna thank you Fruz, and Moosifer. I CAN GET IT ALL.

Blessing my rustic stash to the new range would increase my physical dmg. I get 50% increase evasion rating. I also get the axe passives, and master of the arena.

Also in the patch notes

"
The attack range of all melee weapons and many monsters has been increased to better match their animations.


So I'm guessing the range for 2H axes increased?

Not only do i get physical dmg and accuracy, i also get a ton of attack speed and reach 2 attacks per second on 20% quality heavy strike, and 3 attacks per second on flicker strike.

Using my old dmg per hit numbers, it will be higher,

2 crits in a second with heavy will yield - 29324 - 47254 dps
3 crits in a second with flicker will yeild - 30801 - 49626 dps

Lol, and this is with my old dmg number values. Axe passives get buffed XD. Dmg isn't everything, but jesus christ. By lvl 81, when i spec into that tree, I will have over 50k dps on flicker, and my heavy will be crazy.

Yes this build can handle physical reflect dont worry.
Last edited by SoujiroSeta#2390 on Jun 3, 2013, 1:55:55 PM
"
Fruz wrote:
I saw that too, I was already planning to respec from dagger to axes eventually, now I can't wait to see it with the free respec =)).

And I meant to use the next points to compensate the 3 life nodes less, since the first duelist nodes are quite strong ( and there would be the attack speed boost +20 dext for one more point too, even though you don't seem to look after IAS ), but let's first see exactly what changes we are gonna get with the 0.11 !


You and Moosifer are right.

That tree is better. Moos told me a long time ago, but I didn't go that route for what ever reason. My dmg will go through the roof.

Updated the 11.0 tree to the better version.
Last edited by SoujiroSeta#2390 on Jun 3, 2013, 2:00:43 PM

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