People have been bugging me for a build guide, as my initial searing bond attempt was seen on several streams during the Nemesis 1-week race (WillyWonka, ManOcean, ColbyCheeze). I really didn't want to post the build that I used in the 1 week as I felt that it was inferior to what I could have built.
This current version tries to balance the damage/survivability a bit better by grabbing IR and MOM on the tree, which allows me to get a better chest.
Planned Final Passive Tree
Relevant Passive Attributes
+202 to Strength
+134 to Dexterity
+214 to Intelligence
+167 to maximum Mana
+181 to maximum Life
220% increased maximum Life
5.8% of Life Regenerated per Second
You take 30% reduced Extra Damage from Critical Strikes
+2% to maximum Fire Resistance
+2% to maximum Cold Resistance
+2% to maximum Lightning Resistance
14% increased Casting Speed for Summoning Totems
28% increased Totem Life
38% increased Totem Damage
25% increased Totem Duration
80% increased Mana Regeneration Rate
48% increased maximum Mana
24% increased Evasion Rating and Armour
+22% to all Elemental Resistances
80% increased Burning Damage
42% increased Fire Damage
+8% to Chaos Resistance
+15% to Fire Resistance
3% increased Effect of Buffs on You
12% increased Radius of Auras
28% increased effect of Auras you Cast
8% reduced Mana Reserved
+42.8% Energy Shield
+40.4% increased Melee Physical Damage
+268 Accuracy Rating
26.8% increased Evasion Rating
Searing bond scales really well on levels and off several types of nodes: Fire Damage, Burning Damage, Totem Damage, Increased Damage over time.
MOM+EB+IR+266% Life. Should be good to go, IR gives you great gear flexibility. For a while I used a Cloak of Defiance to save a few points, but I think that with a good chest grabbing the MOM node is worth the 10% loss.
No Ironwood/Lower Arsonist Nodes:
These are worth Net 6% increased damage per point, but only if you invest 6-ish points to get to each. There are already 6% damage nodes I am passing, I try not to grab any damage nodes worth less than 8% per point spent. The Totemic Mastery points for example are only worth grabbing because I pass them. If I start from the Templar area I get the elemental damage in that starting tree, and skip these nodes as they end up being ~7.5% per point for a 5 point investment.
A lot of people have commented that their totems die frequently. I find that I re-position totems myself far more quickly than they die in most cases. Totem positioning is an important skill to master with this build, especially if you are linking trap to Searing bond.
EE is great with this build as you primarily only care about your fire damage, I tend to shock-stack and proc EE with a quality Shock-Nova trap. I've also used Lightning Warp Totem, Arc Totem, and Lightning Trap to trigger EE, but triple shock stacking is a great benefit of the shock-nova trap. As most build's don't focus on Lightning Damage it seems to be the safest to proc EE with (Cold messes with groups using Hatred). This build can also completely avoid procing EE by not dropping the traps/totems.
I primarily use Flammibility, but I think Vulnerability surpasses it once you grab the Growth and Decay nodes. Vulnerability also works very well in groups. When I want defensive curses (rarely), I go with enfeeble as it fits into the blue socket left by an offensive curse.
Normal: Help Oak
Cruel: Kill All
Merciless: Kill All
The linking for this build is extremely flexible, as Searing bond only really uses a 3-4 link to maximize DPS.
Current 5-Link Searing Touch Setup: Searing Bond, Fire Trap, Increased Burning Damage, Minion and Totem Elemental Resists, Item Rarity/Conc Effect (for Fire Trap). 6th Socket: Flammability (I switch this out with Enfeeble and Vulnerability)
Future +3 Fire damage Wand/Sceptre/Dagger setup: Searing Bond, Increased Burning Damage, Empower (level 2), Move Curse/Movement to offhand.
I switch Fire Trap with Trap frequently. When I want more DPS and don't mind the trap activation I use a Trap Gem on my Searing Bond for the Multiplicative increase in damage. In many cases it's hard to use the totem as a trap, so I avoid it due to laziness. Having fire trap on the same links gets double use out of the increased burning damage, and can help fill in the hole in a totem triangle.
EE Procing/Shock Stacking:
4-Link : Shock Nova (Quality), Trap, Multiple Trap, Elemental Proliferation
This setup is great for shock stacking large groups of mobs, especially when I want to use 2 searing bond totems for a larger area of effect.
4-Link Immortal Call setup: Enduring Cry, Immortal Call, CwDT, Increased Duration
I keep CwDT at level 1 and level EC/IM appropriately. I then level Increased Duration as high as possible. This setup is particularly good against things like Devourers. The first Devo will proc the IM and the following Devos should hit during the Immortal Call duration especially with the base buff and Increased Duration linked.
4-Link Utility Totems: Lightning Warp/Arc, Blind, Spell Totem, Faster Casting
you can just switch the two totems out, but I like to have access to both on my bar.so I use this in a 5-link currently.
These totems give me an automatic way to apply EE and the LW totem is particularly useful for indoor areas. Using it as the initial totem drop through a door, especially when using a trap on searing bond. By placing the trap right on top of the Lightning Warp, mobs go to attack the totem, trigger the trap, take lightning damage from the totem warping, then get hit by Searing Bond as it is connected to the moved totem and/or myself. This is the primary strategy I employ to avoid Rhoa charges, Dischargers, and various leaping assholes.
Other things needed to socket:
Auras: Arctic Armour and Discipline+Clarity+Reduced Mana
You can shove the Auras into a 3-link and AA anywhere it fits.
Flammability/Vulnerability, Leap Slam (or a LW setup when I switch to my +3 wand)
Passive Tree Progression and Leveling Notes
My progression is completely subjective and can be varied due to personal preference, gear, or any other factor.
The key is to fill in as much of the skeleton as possible. For MOM/EB I try to grab them both at the same time, the timing tends to coincide with the 2 points I get from Merciless Piety.
For leveling I almost exclusively use fire trap/storm call until I get to 24, then I switch to Searing Bond/Fire Trap. This also means that I can grab Ancestral Bond as soon as possible.
This is the skeleton of the build. I try and cover as much of this as possible as soon as possible. At endgame I like every point to give me a tangible gain with either damage or life.
I'm also including the progression I used below, but it's not a definitive guide by any means.
First 30 points
I grab the dual totem node as soon as I can use searing bond (level 24), there aren't any skills that I want to do damage with at that point anyway, as Searing Bond is insanely powerful right from level 1. I supplement searing bond with Fire Trap and hopefully a Searing Touch. Without a searing touch, a +1/+2 Fire Scepter is ideal.
Some of these damage nodes can be swapped with Life based on preference, but the idea is to set up EB/MOM to be picked up at the same time. You can also grab EE any time you have a way to proc it.
I like to time MOM and EB with the 2 points I get off Merciless Piety. At this point the skeleton of the build is fully fleshed out and all the additional points can be put into Damage and Life nodes.
This is what I happen to be wearing at the moment of this guide. It may or may not be appropriate to my guide. In particular the Animate Weapon in the 5-Link is just silly, I typically have Blind in that spot.
Offhand leveling Stuff:
Gear to be used when Empower Levels:
Empower + Searing Bond + Increased Burning Damage
Lightning Warp + Faster Casting + Reduced Duration
Possible Alternate Trees
I'm working on several other trees that I will include below:
I've created a new equivalent templar tree where you sacrifice a little tankiness (a little base life and some STR) for some better MOM stats Templar Equivalent
A Balanced Templar or Marauder Start that gets the nice Armour/ES nodes and just as much damage by very endgame: http://www.pathofexile.com/passive-skill-tree/AAAAAgEAxthYY1BQjM_2SF8_VEnnUu8Oud3UjxkuJ-3z3ayqWfPAGioTZp7DE_rSLKc26Rcvo_IkquNqhtEZhSSwGmyApOQina61BKcIEmldxtgkuJMXHN3zRtc2xevucXlgbe0gHwI22Cj6nYDhcwQHnC3vhZitgseDOIuMTLOHZYgb-egUTQVbLR_sVUGHBLOiAG0Ztz7wH4FvAnHB8_4KnjyCHudjTdjbC4jxjHasWTWStfJuqkrIPycqTRUgLOndDfzFW69noE4qGNuHdimldPFKfSFghTJAoAUtnrlgS3rvdO0=
And a Scion/Marauder Build, which I currently think is probably the best overall:http://www.pathofexile.com/passive-skill-tree/AAAAAgAACGeTOr0nGDz56ILHQYco-rc-6-6Yrf4Kxq64k3qq52M8LRDMpwia4IjxxPb-h9gkj0adrkWdrFkn7XsgNsXQ0BpsEmk1kvPdrKoZLviTHwI22M9lGYUXHLXyWfPUjwQHnC3vhVXGJKpxeW6qKhO53Uyzh2WIGzbpSsjDE-8OLR_sVeNq-tI_Jyyn51JtGRcvKk2j8lRJwfOG0RUgXz-CHiSwLOn2SNsLgKTdDYzP_MVbr1BQZ6BOKhjbWGOHdimlrUp08cbYSn1SryFghTLNJkCgBS1gS3rvdO0=