1.3 [Newbie Friendly] GROUNDSLAMMER BUILD

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sikker wrote:
@borowydziad: The tree works just fine. Try clicking it again

@Scadrial: He has already done that:
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How do I follow it? Which nodes are to be taken first?
Sequence as always:
1. Resolute technique
2. Blood Magic
3. Bottom-right part
4. Scion's area
5. Upper-left part
You can mess a bit with Damage Nodes and Armor Nodes if your equipment can handle this.


Right but there are lots of things around the area of RT and BM that I'm not sure WHEN to get.
Edit: Also noticed some 1H Mace nodes taken close to Blood Magic. Are they taken because of the +life?
Last edited by Scadrial#5482 on Oct 27, 2013, 2:04:17 PM
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Scadrial wrote:

Right but there are lots of things around the area of RT and BM that I'm not sure WHEN to get.
Edit: Also noticed some 1H Mace nodes taken close to Blood Magic. Are they taken because of the +life?

Well, if you don't feel you need extra damage or resistance, don't take it yet :).
Sorry - I am not trying to be rude, but even NAS' build here is not a perfect build. There is room for deviation and you SHOULD deviate in whatever ways you feel suits you better.

And with regards to the weird +life 1-hand mace nodes, I asked the same question a few pages back, and yes, he took those because of the life (I'd personally skip those two to get closer to Amplify in Templar's tree).

EDIT: To stress that really am not trying to be rude, I should add that I myself wanted complete and total builds when starting out. But I find that I learn the game faster by trying stuff out myself once in a while.
Just try to NOT put a point in something you can pass by and see how it works out.
Last edited by sikker#5501 on Oct 27, 2013, 4:32:22 PM
I think one of those "cast when damage taken" support gems would go nicely with Enduring Cry!

Thanks a lot for the build!
Thanks for the guide!!
Right now I think best solution with trigger gems is (mentioned earlier by someone)
Cast When Damage Taken + Enduring Cry + Immortal Call (maybe + Increased Duration)
and
Cast on Death + Portal

~~nas
http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build
IGN: NinjaArabStrategist
Last edited by NinjaArabStrategist#0191 on Oct 27, 2013, 4:32:42 PM
Yeah, Decoy Totem linked with a cast on damage taken is also a cool idea, imo :)
Thanks for the guide, I am now level 50, so the "end game" is on the horizon.

A few things that irritate me that you might be able to suggest solutions for

1. Keeping up endurance charges, seems they are always dropping off when it comes time to loot, I only have one of the two increase duration nodes but is there any other way to increase their duration (items, passives, Warlords mark with curse on hit)?

2. No auras, Can we drop an aura into a spell totem? I have heard that the cost of the aura gets applied to your health pool (blood magic), but then the reservation gets applied to the totem? Anyone have any luck or experience with this?
Alright first character (play a little in OB) but confused with the current guide, this is my first character to learn mechanics on, so I don't want to screw up with passives.

1) is everything up to date (including under the "newbie friendly" tab)? I have heard people saying there is new/old/out of date information in the first post.

2) are the skill trees up to date? what ones should I be following (there is one in the OP and one under the newbie tab)


Last edited by Starky158#5932 on Oct 28, 2013, 12:01:38 AM
1. I've updated guide yesterday, or something. Informations in the sections are correct, but there are few things they are missing, i.e.
- Trigger Gems in 'More Skill Gem You Can Use'
- Precise informations in 'Dropping Blood Magic' improvement

2. Where are two passive trees? I didn't notice that, can you precise?
http://www.pathofexile.com/forum/view-thread/73928 <-- [Newbie Friendly] Marauder Melee Build
IGN: NinjaArabStrategist
Last edited by NinjaArabStrategist#0191 on Oct 28, 2013, 5:25:07 AM
0.11.6 Patch Notes

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The damage wave of Ground Slam is no longer connected to attack speed, so no matter how fast you attack, the damage wave will still move at the same speed.
This does not prevent you from repeat attacking.


--> does this build needs a 'gem-overhaul'?

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