Sean's DW Blood Tanky DPS
" Hi Wallach, how does Sean's compare to your build? Any comments from either or both designers? Both look great to me, really torn between the two. Thanks. |
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" I'm going to be doing some revising of mine soon, but in general I think going up to the Marauder start area like Sean isn't a bad idea. Personally I don't think it is a good idea to go up there if you aren't picking up Elemental Adaptation however, and probably Resolute Technique. Were I building in that direction I would probably immediately drop the Twin Terrors line to do just that. I'm not sure I'd take the Marauder 43% armor & 2% move speed over the 50% armor near Unwavering Stance, and I would be concerned about the low Life total. I haven't looked over it more to check the efficiency of damage node choices. |
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I'm enjoying this build so far as my first character (just finished A1 at level 16, absolutely no problems except a couple careless deaths).
I'm trying to wrap my head around the skill tree, and I'm not sure what the point of Twin Terrors or the crit damage in the marauder area is. You're spending 5 points for 16% Accuracy and 125% increased crit chance. For the same points you could pick up Fencing and Slice and Dice, giving you 10 dex, 22% damage, 11% attack speed, and 24% accuracy. To my math you'd have to have a base crit chance of over 17.6% to come close to the damage offered (15.3% with crit damage taken into consideration), is that likely with endgame gear? Plus the extra 8% accuracy, 10 dex, and 11% attack speed seem like nothing to scoff about. and then there's the 4 points at the top of marauder land for crit damage. Instead, you could spend 3 to get Elemental Adaptation and the fourth into Blood Drinker. Why hasn't Blood Drinker been taken, incidentally? Seems crazy to skip it, am I missing something? Or is the 15% crit damage that good? So the new build would be: Passive skill tree build Losses: +16% accuracy +125% increased crit chance +15% crit damage +6% damage +3% attack speed +10 strength Gains: +24% accuracy +22% damage +11% attack speed +10 dex +20 strength +5% max elemental resists Net: +8% accuracy +14% damage +8% attack speed +10 dex +10 str +5% max elemental resists -125% increased crit chance -15% increased crit damage Last edited by plasmatorture#6654 on Feb 4, 2013, 5:07:40 AM
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" Was thinking the same. And also, I'm not a big fan of full armor/no dodge. So this is what I am aiming for the DW duelist I have started (90% inspired by this guide)
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAecEsQUtDq0SIBQgFFIUdRjbGS4b9h3KIWAn7Si1KNswfDIJNJM1hjboOJY6UjqzOu1AoEOcRJ5Hfkp9TGBQR1BQU7tT31RJVgRXDVhjWNtbr10AXotfP2BLYIhhUmNwZU1noHKpdEF07XTxd9d673zZfyuDvYTZhO-GYId2jM-ZK5uDnaqeuZ7NpzCrxayqrOqwc7cXuc253b6nv9XAD8GLwdjEWMbYypDM28_40iHSTdP81I_VHNXt1orZYd0N3effv9_v5ojnUuy27w7vTu_j8fTyL_Pd9kj8xQ==
I sacrifice: -some elemental resist nodes (12 all and 30 fire) -twin terrors branch -axe node -the small gallantry dw node behind axe -the 95% armor nodes (duelist and marauder areas) -the one hand nodes near marauder area -iron reflex/unwavering stance I grab: -elemental adaptation -resolute technique -104% nore armor/dodge (the hybrid nodes) -arrow dodging -dual wield nodes above arrow dodging (basicaley replacing the ones under axe from his build with an extra 2% ias and 4% block) -fencing (replacing the one hand nodes near marauder area) |
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Enjoying this build a lot. I'm at the crossroads of going axe or swords though. How's that coming along? Also are there any items I should aim for? I don't really know if I should go for physical dmg or elemental on my weapons.
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Would these builds be viable as a Marauder, since they connect with Marauder starting point?
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After checking, respeccing and double checking again I decided to go for a more defnesive approach for a lvl 71 class (without getting the Bandit quest rewards):
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAecEsQUtDq0UIBRSFHUY2xv6IWAl3yi1KaUs6TIJNYY26DpSOrM67UCgQ5xHfkp9TGBQR1PfValWBFcNWNtbPVuvYEtgiGFSZU1noGoedO108XrvhNmE74Zgh3aXtJkrm4Odqp65ns2fy6QZpzCoGKvFrLq5zcHYypDM29Ih2WHdDd-_707yL_e-_MW53e8O51JUSV8_9kiMz1BQWGPG2D38fLgpLpHOouoS4Q== The reason behind my decision making is the fact that lvl66 maps and act3 pushed me in a defensive corner. I basically got facerolled the second I stopped attacking even though I was not the worst character out there: - 3.9k Armor - 2k HP - 50 - 75% resi (chaos -35!) - Cleave hit for 1.2k DPS - Dual Strike for 2k dps LoH would leech 36HP/target and LL 6% - I STILL DIED. After hitting 65 I could'nt do anything (in an effective manner). Btw.: The 10% armor / resi with the 2 additional charges do have its advantage compared to going for 3 different nodes. You may rate this build and help me making it more effective. @ OP: TY for leading me in the right direction! IGN DolandDoesGooby
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" I think so. Obviously you'd start off heavy on the health and low on dexterity for a long time until you get down to the Duelist region, and you'd have different quest rewards... but as far as I can tell there's no reason that wouldn't work. With further tweaking I was noticing the build spends 4 to get to +6% to all elemental resists to the left of duelist. Now early game I think that makes sense to bridge to Blood Magic faster but later on would it make more sense to respec to this? Passive skill tree build Granted its spending 1 more skill point, but you give up 10 int to get 15% to all resistances instead of 6%. Edit: Or you could do this and give up 10 dex for 10 int but not require a respec... Last edited by plasmatorture#6654 on Feb 4, 2013, 1:40:08 PM
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Will you add which bandit rewards to take?
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I just looked over your build for 10 secs or something.
You could get 3% more attack speed by dropping the one handed attack speed above marauder tree, and take the starter attack speed for duelist, which gives 6%. You could also try to drop the 6% all ele resistance above axes, change the path to going around bot, to get points to put in fencing too, increasing one handed damage by 18%.
Spoiler
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