Frenzy / Cleave DW Duelist Build

Okay, just did some testing

My Passives with Armor/Evasion:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQBmy0XHRHVYEFXl76n7-M0k2NwQzHfbxRSq8VHfoTZmSvKkFjbU9-bg4TvdO1672BLBS1AoO9OKLVgiGFSMgmfyyFgdPEY20OcDq0ppRR1Ou1br90NLOnEuNX4kAr8xWegh3ZKfdXt0k3ADw==


My Passives with Armor:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQBmy0XHRHVYEFXl76n7-M0k2NwQzHfbxRSq8VHfoTZmSvKkFjbU9-bg4TvdO1672BLBS1AoO9OKLVgiGFSMgmfyyFgdPEY20OcDq0ppRR1Ou1br90NLOnEuNX4kAr8xWegh3ZKfdXt0k3ADw==


Note: The Armor nodes are 12/10/30, the hybrids are 8/8/24 (Totaling 52 vs 40 in this test). I could've tested it with the 10/10/30s near US, but i didnt want to waste 6 respec points on this test.
My Gear itself is about 20% Armor and 80% Evasion

With neither Passive: 1596 Armor in Town
With Armor/Evasion: 2058
With pure Armor: 2197

Im not doing the full math on this one, but i think its safe to say that the hybrids are either
1. Armor and Evasion get increased seperately, then they get added, then nothing more happens
2. Armor and Evasion get added, then only Armor is increased by the passives.
Whatever the Case: pure Armor Nodes are better then armor/evasion. You can Assume: 10% Increased Armor = 10% Armor/Evasion

When im getting towards lvl 60 i should be able to test the pure Evasion nodes. Most builds might not go somewhere, where u can pick them up, but mine does ;) Stay tuned
Last edited by Rouven#7102 on Jan 27, 2013, 5:46:40 AM
"
Rouven wrote:
Okay, just did some testing

My Passives with Armor/Evasion:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQBmy0XHRHVYEFXl76n7-M0k2NwQzHfbxRSq8VHfoTZmSvKkFjbU9-bg4TvdO1672BLBS1AoO9OKLVgiGFSMgmfyyFgdPEY20OcDq0ppRR1Ou1br90NLOnEuNX4kAr8xWegh3ZKfdXt0k3ADw==


My Passives with Armor:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQBmy0XHRHVYEFXl76n7-M0k2NwQzHfbxRSq8VHfoTZmSvKkFjbU9-bg4TvdO1672BLBS1AoO9OKLVgiGFSMgmfyyFgdPEY20OcDq0ppRR1Ou1br90NLOnEuNX4kAr8xWegh3ZKfdXt0k3ADw==


Note: The Armor nodes are 12/10/30, the hybrids are 8/8/24 (Totaling 52 vs 40 in this test). I could've tested it with the 10/10/30s near US, but i didnt want to waste 6 respec points on this test.
My Gear itself is about 20% Armor and 80% Evasion

With neither Passive: 1596 Armor in Town
With Armor/Evasion: 2058
With pure Armor: 2197

Im not doing the full math on this one, but i think its safe to say that the hybrids are either
1. Armor and Evasion get increased seperately, then they get added, then nothing more happens
2. Armor and Evasion get added, then only Armor is increased by the passives.
Whatever the Case: pure Armor Nodes are better then armor/evasion. You can Assume: 10% Increased Armor = 10% Armor/Evasion

When im getting towards lvl 60 i should be able to test the pure Evasion nodes. Most builds might not go somewhere, where u can pick them up, but mine does ;) Stay tuned


This is how I understood them to work. Unfortunately I think this also implies that the Frenzy evasion rating node will not provide any benefit, though it still needs to be taken to get to the Fitness chain on the other side. I'll find out soon enough for sure, I suppose. Thanks for doing some testing for us!

My OB Duelist is in A3 Cruel now. I obliterated Vaal on Cruel; Whirling Blades makes it simple to avoid the slam, which is all I was really worried about getting hit by. I'm also running Leap Slam alongside Whirling Blades just to have something to jump levels with. I will probably keep it in my setup just for that.
Did you go plate or leather? And are you playing Default or HC cause i'm looking at HC with this build?
Last edited by Teyo#5664 on Jan 27, 2013, 7:28:37 AM
Done a bit of math.

It was 1596 Armor with neither Armor nor Armor/Evasion, 2058 with armor/evasion and 2197 with evasion.

52% Increased Armor was 601
40% increased Armor and Evasion was 462

601/462 = 1,301
40% * 1,301 = 52

Kinda obvious... what is this good for?

You can indeed calculate any armor/evasion increase as if it was just an armor increase.

So there are 2 more questions we couldn't answer yet concerning IR:
1. Does Evasion per Frenzy Charge effect IR?
2. Do Evasion nodes still work with IR?

What we now know is:
1. Armor nodes effect the total Armor after IR is applied
2. Only the Armor component from armor/evasion nodes effects IR and is applied the same way as normal Armor nodes
3. Since Evasion is still effected by Dexterity before IR applies, any Evasion Armor of the same Tier has more effective Armor then Armor Armor
"
Teyo wrote:
Did you go plate or leather? And are you playing Default or HC cause i'm looking at HC with this build?


I play in Default League at the moment, but I generally build as if I were planning a HC character. I don't want to move to Hardcore League until I'm more familiar with the A3 content.

I've had 3 deaths on this character but they were the kind of deaths you wouldn't experience in Hardcore. More just me feeling out the limits of things early. None of those deaths have happened in Cruel. The second video I linked is about as bad as it has gotten in Cruel, but that's also partly because I just ran through that map with 42 FR instead of 75, which is something else you wouldn't do in HC anyway.

When I get through Merciless I'll have a better idea of the build's outlook for HC; the other style of going to Marauder start for the -30% crit damage taken and Resolute Technique is probably safer, but then just actually starting as Marauder altogether is probably even more safe in that regard.
I'm almost at the Bandit quest now and I'm wondering, which choice did you make and which choice do you feel is the most beneficial to this build?
"
Marineux wrote:
I'm almost at the Bandit quest now and I'm wondering, which choice did you make and which choice do you feel is the most beneficial to this build?


I've taken +40 Life and +12% Physical Damage, and in Merciless I plan to take the Frenzy Charge.

The base life is a good choice for any melee, and comes at a good time for Duelist since it's after your first Life nodes where you're spending a relatively long stretch getting your keystones and such. I don't think elemental resists are hard enough to cap via gear that I'd ever take the 8% resist all. The mana's obviously useless to us and the skill point falls short of the 40 base life in terms of effectiveness because even if I could immediately drop it into an 8% life node (which we can't because we'll have all the reachable ones in this template by level 80), it wouldn't be as strong as 40 base life anyway.

The other two difficulties seem like easier choices to me, though I can see taking the Endurance charge on HC. The IAS on Cruel wouldn't be terrible but I don't think I'd take it unless I was more heavily stacking flat elemental damage sources (which isn't a terrible idea it's just not what I built around).
"
Wallach wrote:
"
Marineux wrote:
I'm almost at the Bandit quest now and I'm wondering, which choice did you make and which choice do you feel is the most beneficial to this build?


I've taken +40 Life and +12% Physical Damage, and in Merciless I plan to take the Frenzy Charge.


Thanks once again for the elaborate reply!
I'm really enjoying your build that you've outlined here. I have a quick question, though. Which nodes would you hit first while leveling? It seems blood magic is very good, but I am not sure if I need the evasion/armor keystone first.

Thanks!
"
danielwow12 wrote:
I'm really enjoying your build that you've outlined here. I have a quick question, though. Which nodes would you hit first while leveling? It seems blood magic is very good, but I am not sure if I need the evasion/armor keystone first.

Thanks!


I didn't pick up Blood Magic until well into my 30s I think. I went for this route first: Link

From here I went and picked up Iron Reflexes, immediately went and picked up Unwavering Stance, grabbed the Dervish block chain near the Duelist start (3 nodes), then to finally to Blood Magic. From there I would keep focusing on defensive nodes and adding offensive nodes only if you feel your damage is starting to lack significantly.

The more I consider it, the more I think the two points into Lava Lash are going to come out for two of the other melee damage nodes this build already has access to. I'll check for sure in another ten levels or so when I have more links (so I can check it with AFD linked) but I'm leaning that direction at the moment.
Last edited by Wallach#2877 on Jan 27, 2013, 3:03:18 PM

Report Forum Post

Report Account:

Report Type

Additional Info