Punching my way through the game (facebreaker feedback)

Just to keep you guys updated with my gear, because I apparently got a few fans :)

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Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
Some items in this post are currently unavailable.
How much life do you have and what's the armor value?

How's the playstyle with this? Is there anything at all that gives you trouble? If not, doesn't it get boring? :D
My hp is varying quite a bit due to getting different gear here and there but I try to stay above 2k hp (currently at 2008).

My armour is currently at 9654 (I had to borrow a point from the steel and leather cluster, normally around 10.5k).

The playstyle is quite simple. You run to the enemy and punch until it dies. You move out when you are low on hp and let the life flask fills you up.

I do use a enfeeble totem (it's effect with armour is insanely powerful) and a enduring cry (no extra end charges) for additional protection/resists whenever I encounter a bigger than usual pack or something with an aura.

The stuff that give me trouble comes from map modifiers.

A map with elemental weakness and a 90% extra dmg to an element (mostly cold) can be very difficuly, especially if there's a lot of ranged mobs.

I also had a ridiculous map today where I died three times before giving up (on a lvl 60 map!) where almost every mobs were ranged mobs with 3 extra projectiles while already having splitting in the most case. They also had extra cold damage and I think I had elemental weakness or something. Fire skeletons shooting 7 fireballs at point blank isn't pretty, neither were the spitters :p.

Honestly, no, it just doesn't get boring. I do not know why but it does not.
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
First, glad to see the facebreaker build gaining some attention! However I feel the need to nit pick your cons as I do not agree with hardly any of them, nor do I experience most of them. (Not trying to jack your thread but most of your cons are easily fixable.)

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faerwin2 wrote:

Cons:

Is very unique dependent (3 uniques are basically required).


Most of your cons are eq based. As a unique build, unique items are normally complements to the build. However I have never touched your quiver, and with a shield do 10K+ dps. I do suggest the belt as it is simply the best choice for the slot. Also to give you an idea, I LOSE over 900 dps when switching to BlackGleam's over my 12-23 physical quiver. You are taking a completely physical build and trying to convert it as much as possible to fire damage, however each convert is a % of physical damage. So you are sacrificing pure physical damage in hopes to obtain more elemental damage, it proves to be lower dps than a pure physical build and should be based off the item we are building around.

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Requires physical damage on rings and amulet to even stand a chance to work.


Physical damage isn't required on rings, it simply improves the build, you state you have near 10k dps, you can do just fine with 4-5k dps and add something else to that slot if you feel the need. However it doesn't differ at all from my ele ranger, ele dmg on jewerly is required to have "above average" dps. Regardless, just as any other build that has a best mod that is ours, of course I want it, hell add it to boots too! lol

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You lose the weapon slot and glove slot.


Isn't that the point? You GAIN up to 1000% physical damage and punch stuff! I fail to see the con here. No weapon/glove combo other than facebreakers will net you 1000% increase in any damage inflicting stat. Not even close.

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Little room to build resists.


I have max resist (currently I'm just under after dropping a few res to get a bit more dps, but it was easy to obtain max res when desired.) Again you are choosing to use a quiver instead of a nice resist shield, same applies to any "glass cannon" build, you find it harder to keep resist and defense sufficient at high levels. I have a quiver and shield, I run with the shield for almost all maps, if I happen to do a fellshrine run or something I quiver it up. But I openly understand that once I switch to quiver mode I'm no longer near as tanky as shield mode, nor should I be. My DPS goes up over 1500 by switching, something has to give.

Also you have another 14% to all res right next to your diamond skin node, if you cant seem to supplement your resist with gear you may want to add those.

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Attack rather slowly.


I see you have found frenzy, that along with attack speed gear, and passives I am just north of 3 attacks per second. Deff not slow.

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Very high restriction of attack skills.


This is being fixed in .12 most likely. Only real answer here is, This is beta. Obviously reworking skills based off one build catch the back burner to such things as PvP, trade systems, overall balance etc. We both started this build very shortly after the item was released. I wouldn't expect it to be in its final polished state instantly.

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Not much valuable damage increase nodes in the passive tree skill for the build.


Timeout, add up all the elemental damage nodes, how close to 1000% are you? No where near it. We are capable of dps numbers most builds WITH weapons can not achieve. Sure we have trade-offs, but MORE dps is not anything this build needs. We already have the highest modifier to damage in the game. For instance, your rings, not 11-20. Simply changing both of them to 11-20 would grant you much more dps than say a 10% physical damage node. I recently traded in all my melee physical damage nodes for defense nodes. My 11-20 ammy alone adds 842 dps in frenzy. I don't see a problem here.

"
Lack accuracy.


Again, gear check. You have a total of +10 to acc rating in gear, thats a tier 1 low roll on only one item. So you have a choice to make, get top tier acc rating on each piece you can, or choose resolute tech. I personally did the later as I wanted to focus on res, armor, dps, life in gear. One less thing to worry about. But adding a 200+ in each obtainable slot would cure all your missing woes im sure.



I didn't write this to beat up on your choices, however I really think you are judging all your cons assuming this is a normal build. "unarmed marauder" isn't a path for the normal starting player, it is a twink build based off one item. Therefore, we don't have the "freedom" of normal builds. As with any build of this sort it is imperative to base every gear choice off your specific needs to the build. Even having 1 10-19 ring is going to make you lose a decent amount of dps compared to the next guy with all 11-20 jewelry.


I know your overall review of the build is positive but your negative section just doesn't do the build justice, I think it was wrote prematurely without perfecting any gear on a heavily gear based build. As a result, to me it seems you are complaining about a build that is borderline OP as it stands.

Sorry if I came off a bit brash, I would just hate for a dev to read your review and think to themselves, wow this guy hit 10k dps, one shots most mobs, and has 6 paragraphs of things to bitch about?




I would suggest speccing with a weapon-swap to utilize Flicker Strike and / or Leap Slam for mobility, and a +res shield for emergencies.
Devolving Wilds
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“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Hey faerwin2,
I just met you,
And this build is crazy,
But here's my number,
So call me, maybe?

(Hehe, just had too :D)

Great job with this build !!!
Ok, well, since the patch happened, I remade the build and switched a few things so far.

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The biggest change is obviously the shield, which gives me insane survivability in addition to very good dps increase.

I also had to swap my weapon elemental damage gem for a melee physical damage gem.

As for the build itself, that's a big change.

http://www.pathofexile.com/passive-skill-tree/AAAAAQEAANTk5gHOOIsCZSqGBB95HhIhjyMWzSOUF6XYpB7vC7Ug_v6OIkJ7lyPvSKwpGeMTKYbAjzGTSfc0qAF5N5cIRDfEI386nwsMO5DIZD0qvvhExjLpSFn880sS-qlQ4wIwUll5yVNPbMJg8NatY2o8MmPy96NkZesbZafuymgNYZlom6X7bDQWUnGEKRxyleindZ0axHfPAll4TQG6e4rWDYX9L_yJFMVqiWl-lomDkySMnwtqjg0tCpKyYraUgzuelcA-UZj1hqubb0JKoWF3jKI3qHakEYDFpJhN4qgveomqSAHzq-AyFbTqh1u2dYduvEfe4MEqs9TKAa59ytzcGcvVF8_NEqyOzbEgV9E0PdfTP_B71IvEq9S2H1TUucAg1YyD9NYrD7jdvB5S3eLIJt6gr03fAxXU3-cAR-MraEXrFBZc64AHAu32eRbw3Uh09AqYFPf0myj8pTUU_WgJbf78fw4=


I went for all the frenzy charges and as much survival as possible afterwards.

The result? I kill stuff nearly as quickly as before (faster if they die in one hit actually, due to the insane attack speed I have now) and I'm MUCH more durable.

However, the damage potential of the build definitively went down by a lot. I can no longer dream of getting 11-24 phys damage rings with 30% WED on them, same for the amulet.

I'll post a video on Youtube on how the build works as of 9.12 soon.
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
Some items in this post are currently unavailable.
Due to popular demand (I must get asked 2-3 times a day), I'm posting an update on my current build.

http://www.pathofexile.com/passive-skill-tree/AAAAAQEAANTk5gHOOIsCZSqGEiGPIxbNI5QXpdikHu8LtSD-_o4j70isKRnjEymGwI8qEXRmMZNJ9zSoAXk3lwhEN8QjfzqfCww7kMhkPSq--D5OBgNExjLpSFn880sS-qlQ4wIwUll5yVNPbMJg8NatY2o8MmPy96Nlp-7KaA1hmWibpftsNBZSbQcS-XGEKRxyleindZ0axHfPAll4TQG6hf0v_IbmhQ-JaX6WiYOTJIyfC2qODS0KkrJitpSDO56VwD5RljqmtJj1hqubb0JKoWF3jKI3qHakEYDFpJhN4qgveomqSAHzq-AyFbTqh1u2dYduvEfe4MAM3GHBKrPUygGufcrc3BnL1RfPzRKsjs2xIFfRND3X0iiqDtM_8HvUi8Sr1LYfVNS5wCDVjIP01isPuN3iyCbeoK9N3r_9qN8DFdTf5wBH4MEXIOMraEXrFBZc64AHAu32eRbw3Uh09_SbKPs-I6j8pTUU_WgJbf78fw4=

My gear for the curious

Spoiler


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Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun
Last edited by faerwin#5850 on Sep 28, 2012, 9:45:34 AM
Some items in this post are currently unavailable.
Have you considered doing the following build? It's probably too much to ask you to do it, but it could be an alternative way to do what you're doing?

Ezomyte Peak
CI + huge ES pool
Facebreaker

Melee Damage On Full Life
Increased Melee Damage

http://www.pathofexile.com/passive-skill-tree/AAAAAQMAAM5rSAM5K8wEH3keBybKlgvqr3ManVm0Gp9nzxx7OtEhedp6Muq57DW1Kus20hzqP55fTUJM1rxGqg2ORzyMuUlHOJxMr_VDTOM0CU0zvqtOYownUWGdLVdgxb1cC6LoXNnfFGC48Qhiu-qUYzq_yGRl6xtmxzXbZ2J6umfCl6dvQE-HdwAWCXrfWBB7itYNlhxlavU5uo_9mG3TvSG7Vs3KZmPbMyK4vIG45qm_B2L05GpmiSxID7GKuHqPu5Z1yDkwAZzFRM2cIzys2Qkd2YfeJZOMWT7v95J9zefx0F6TeKvwypGQXLS0eIKt77NOiBxga57EwmLdI1F4hNccEqDp-E6Ha-IaoUf_8N28HlKJFMVqrnNxA4-7Cp2FDkXv3bR_EZbVBHqqDgow0QnEAqJ5BfPY2cav6jtuP7ZlBeLjmJyZ18yj-Y2pGP_L6wdM7iv46cSzJ3nt2XhI

Concentrated area of effect on your aoe skill (the +AOE in your passive tree negates the decreased area)

The result of this build is:

melee support gem * melee damage on full life * concentrated effect * facebreaker damage * (34% melee damage from passives + 20% from ezomyte peak) =

1.3*1.3*1.5*1000*1.54 = 3900~ increased unarmed physical damage (this can be even higher with +quality on your +melee damage support gems and other gear you pick up)

You also would have decent critical multiplier (around 300%) so on a critical strike you would do 3*3900% unarmed physical damage... to all enemies in a given area of effect
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite#0701 on Sep 28, 2012, 11:16:58 AM
Concentrated effect only works with area skills. Currently the only area skill facebreakers have is inferno blow. Using concentrated effect with inferno blow would only increase the explosion damage (20% of corpse's life) and not the punch itself.

BTW, you basically have 0% base crit chance unarmed but game mechanics give you 5% minimum crit chance. This means this crit chance can't go higher with crit chance mods, however crit flasks would work.

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