Krip LS ranger <-


Armor does double dip if you had any base armor.

Iron Reflex = (Armor Base (1+ Armor% + Armor&Evasion%)) + (Eva Base (1+ Armor% + Eva% Armor&Evasion%)).

If you are Marauder/Duelist & has average (100-200)Dex, get those Steel Nodes.

If you have high Dex with gear entirely pure evasion & nowhere near Steel Skin nodes get Evasion or Armor&Evasion nodes instead.

Lets be realistic, if you are going Iron Reflex you will probably be using few pieces of hybrids armor/eva gear for your gems.

But Leather & Steel nodes are lackluster for Iron Reflex, you spent 3/6 points to get to it 40%/64% but Steel nodes are 3 points to 52/50/42% which is more efficient.

Your pure Evasion% will increase your Pure Dex armor then convert it to armor rating then Armor% kicks in.

Source:
http://www.pathofexile.com/forum/view-thread/60127/page/2
Last edited by heatzz#7635 on Jan 19, 2013, 2:04:35 AM
hey guys im new and i want to start a hc char on OB.

i thought of this LS-build but sword/board... is ranger or duelist most suitable?
and i thought having flickerstrike/doublestrike too,

is it possible to make this viable?
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@OneMinuteAgo This character's main attack will be the AOE effect of Lightning Strike. However in my experience I have the default (left mouse) attack using one skill, Heavy Strike. So I imagine you could use Double Strike instead. Ficker Strike maybe as an alternative to Leap Slam or Whirling Baldes for emergency escape, but as a second damage skill I think you will have too many attack skills. You will be spamming LS most of the time, and then use the melee attack skill on single targets.

--

Edit: Nevermind I see with Melee Phys Dmg the DPS of Lightning Strike gets a significant boost.

PS: And whoah, having TWO Diamond Flasks (critical strikes) helps a lot.
Last edited by DeF46#3887 on Jan 20, 2013, 12:38:56 PM
Just found
Unavailable
but I don't know if I'll have time to use that in addition to Temp Chains or other survival totem.

Maybe with
Unavailable
... seems like a lot of work though. I think I'd rather focus on surviving with other curses.
Last edited by DeF46#3887 on Jan 20, 2013, 7:06:38 PM
Some items in this post are currently unavailable.
"
DeF46 wrote:
Just found
Unavailable
but I don't know if I'll have time to use that in addition to Temp Chains or other survival totem.

Maybe with
Unavailable
... seems like a lot of work though. I think I'd rather focus on surviving with other curses.


nah..waste of stats in that ring
IGN : BGARF / ICYGARF / BAMGARF / PVPGARF / resoGARF / SiphonTrollGarf
Some items in this post are currently unavailable.
This build is really interesting. For those who haven't watched here is the link for kripp's video showing this build: http://www.youtube.com/watch?v=QOoLAHgWXXk

Now, when i watched it for the first time i thought of it uses with a sword/shield, and when i read kripp saying that it probably would turn out more useful going 1handed, i took some time and did some research and came out with this build (76 points used):



Now, that being said... i wonder if it would be interesting to get "Iron Grip" since we'd sit on over 200 STR, which means 40% or more extra projectile damage right? but that would only be good if getting "Vaal Pact" as well. What do you guys think? ... in the end if that doesn't work out very well, we could always spend the remaining points into +%physical sword damage like the build bellow :)


Last edited by unwanted1411#5462 on Jan 20, 2013, 9:32:08 PM
A few comments:

- Apparently Lightning Strike will be changed a little bit, so the Point Blank pasive may not be as useful. Regardless I wonder just how important it is for the build, I tried with and without I don't really notice a difference. This could save a few pts.

- Is Celerity really useful if you already take Armour Master? With Armour Master I think you will have 0 run speed which is not bad, and you can get up to 30% on boots. If you get only one of them then it seems to me that Armour Master is better since the run speed penalty will usually be a bit more than the 8% of Celerity.

- The bonus from Shield defences with Iron Reflexes is very low. Put simply: it only adds up at the end of the IR formula and doesn't gain from auras and other things. So Shield Mastery is only really useful for the blocking. So on your 2nd link, the armor gain will be very inconsequent, while the blocking bonus is only 10%... I don't think it's worth 4 passive nodes. The armor bonus otherwise will be much better from standard Armor/Evasion nodes. If you're going Shield with Iron Reflexes you will also have slightly more armor rating by using an Evasion shield.

- You skipped 2 x 0.4% Life regen in those builds. For a Blood Magic build I think you definitely want those.

- I would take a Savant node to help with blue support gems and curses. (around 70 Int usually gets you some decent levelling on those gems such as increased area).

Although I'm doing fairly well now at level 74 in Legacy League, I suspect the 150% life from passives in the build may not be enough for OB. With good items with all the good mods and resists that might net you around 2900 life, but ideally I would go for 3.5K life, or at least 3K life with Grace on.

With Sword and Shield, you still get the shield's ~30% blocking. Possibly higher through uniques. So I would skip shield nodes and instead go for as much life and DPS as possible at this point.

For 92 pts I would do this:

92pts build with iron grip

Though until playing Open Beta to level 70+ it's hard to say how much physical damage is really needed. Otherwise I would try and grab another 1.2% life regen and some resist at the center of the tree.
Last edited by DeF46#3887 on Jan 21, 2013, 12:44:40 PM
Very interesting points,

Celery is optional really, but Armour Master is a must if you are wearing a shield (chest+shield reduces some % of your movement speed base, i think its 14% don't know for sure), getting faster from point A to point B can be game changing sometimes... but its very optional and situational! :D

I tend to skip 0.4% regeneration nodes because there are yet so many 8% hp nodes that you can manage to get. IMHO 8% hp nodes > 0.4% i could be wrong tho.

Savant nodes are important as you stated but those can be taken and removed whenever needed, example critical damage gems / faster casting (for totems)would possibly be our most int requirements :)

I did some more theorycrafting and i might end up starting as Marauder and going two-handed because the fact that one-handed wep / shields can only handle 3 gems now each. and that would screw up my build, since i plan on using the 1k hp unique armor. and i will need at least one 5L or 6L to be competitive ;)

PS: Oh, one very important node would be "Bloodless" for PvP wise, to counter another Blood Magic users! :D ... and might come handy for PvE agaisnt life leechers :D

I will be rolling with this build, something great about it is that it will work out with any weapon set. And as you can see there are plenty "left-overs" hp nodes ready to be pick as you go higher and higher levels :)



and this is how it would look at level 60's


Last edited by unwanted1411#5462 on Jan 21, 2013, 6:38:58 PM
"
unwanted1411 wrote:
I tend to skip 0.4% regeneration nodes because there are yet so many 8% hp nodes that you can manage to get. IMHO 8% hp nodes > 0.4% i could be wrong tho.


They work together. Life regen is based off your total life pool. So if you have 2% regen and 3000 HP you regenerate 60 HP per second.

Life regen combats the "smothering" map mod, as well as Chaos Damage, and basically all damage over time effects. AND since you are spamming lightning strike with Blood Magic it helps you spam skills.

As an example on a "smothering" map (-50% life/mana/es regeneration) and ~70 HP/sec regenration I found that spamming lightning strike (with 3 support gems including 4% life leech) was actually lowering my life. So when you get hit AND you are spamming a skill + life leech to survive, the life regen rate is very important.

If you get multiple stacks of poison from spiders, or get a critical hit by chaos archers or a rare variant of those enemies your life goes down pretty quick. Life regeneration + tons of life directly combats that.
Last edited by DeF46#3887 on Jan 22, 2013, 2:56:58 PM
"
Krippers wrote:
http://www.pathofexile.com/passive-skill-tree/AAAAAgIBAecFLQaiBu4ILg6tEPAUIBR1F9wY2xmOG6ohYCP2J9UotSmlMbAyCTQ1NYY1kjboOlI6cTqzQKBDnEp9TshQR1YEVvpaSFuvYEtgiGFSYxdjp2egbUp0QXTtdPF673z1gTqGYId2iO2KIpAKl3CbjZ2qnrmj56TCpzCvornNwKbA88EHwdjEWMv1037UUtd-3Q3dRt-_5w_tg-4O707v8Pe-_E78xQ==

LS + Melee Phys + Weapon Ele + Crit Dmg (+Faster Attack @5Link)

LS + Weapon Ele + Chain + Faster Attack + Life Leach

Leap Slam + Faster Attack

Fairgraives Tricorne seems almost a must if youre going to play recklessly.

Also, I thought it over with suggestions from some of my friends and the build would indeed be more powerful with a 1handed sword+shield.


Interesting. I'm guessing from watching you earlier that the first one is for single targets.

I quite like the punch of Heavy Strike so I tend to use that in place of the default attack on single targets. Heavy Strike + Melee Phys + Life Leech + misc. to finish off bosses.

I was surprised to find Viper Strike is still very potent (in CB at least). This is one useful skill on Swap for highly resistant bosses. Vaal Oversoul is pretty easy as well with this (apply charges, run around, apply charges, run around...).

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