[1.1.x] Dominating Blow skill - passive tree, need feedback

Looking at your skill tree, you could even get 2 more nods by eliminating the resists in the marauder area and get the 12 and 15(+12 life)% melee in the duelist area instead. Of couse you need to get those resists somewhere else but if you can, those 27% will help your dps a lot.

Also I don t know why taking unwavering stance, it s pretty rare at high level to get stunned out of pvp, and it could give you another nod to put in dps or life.

PVP update!!!!!
Last edited by lolozori on Feb 20, 2014, 1:42:02 PM
True, however, taking those 3 nodes out of resists means loosing 66% resist overall (30% fire + 12% of all res), which is quite a lot. Plus you really should have chaos res from somewhere.

With Meginord which has only low cold res, and Facebreakers which have no resists at all, I don't see how you can manage without res nodes.

About Unwavering - I guess it depends on how much damage you will take with Abyssus on.

Increasing Field of View in PoE: /1236921
Last edited by Shajirr on Feb 20, 2014, 3:49:12 PM
I tested the +% increased melee phys damage nodes.

DB + Increased Phys Dmg + Hatred

DPS measured before and after taking +15% increased melee phys dmg node.

Before: 4842 (single hit: 580-1131 cold, 1870-3640 phys)
After: 5079 (single hit: 608-1186 cold, 1962-3826 phys)

Final DPS increase: ~4.9% (((5079/4842)-1)*100%)

Conclusion: these nodes are mostly worthless for DB build.
Simply a waste. Taking a 10-12% melee phys dmg will produce even less significant results.
I'd rather invest these into minion life for more damage from when they blow up due to Minion Instability.
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Last edited by Shajirr on Feb 23, 2014, 9:41:42 AM
Trees broken, please fixxx
Time to resurrect this:

108pt build for 1.1.3

Positive changes:
- with reworked Marauder tree, going to Duelist is now a waste of nodes, since Marauder already gets everything we ever need: life, armour, shield, attack damage, attack speed, resists, you name it!
- new Marauder start is designed much better for build flexibility: you can drop some nodes to get others. For example, you can drop some armour to get more attack speed or damage, or get resistances instead.
- now we have A LOT more armour, more than double from previous tree version. Combined with something like Lightning Coil and Lioneye's Remorse shield, physical damage shouldn't even be noticeable. Including Molten Shell into a levelled CWDT will give a huge armour boost as well.
- alternatively, with Crest of Perandus we can have 69% chance to block!
- pathing is more efficient overall, more useful nodes are now connecting different parts of the tree (like +2% block, or armour/es nodes in Templar tree) instead of just +10 to stat nodes
Negative changes:
- loss of Unwavering: unfortunate, but it isn't really needed for this build, as most of the time we have an army
- loss of one End charge - not that big of a deal, still have 4 (5 with Oak)

Possible variations:

- drop Berserking speed cluster, get 3*4% speed nodes in Marauder tree, this frees up 2 skill points
- dropping armour nodes in Marauder tree frees up 4 points - if you have Lightning Coil, overstacking armour won't be effective anyway


How to combat elemental damage: Saffell's Frame on weapon swap: raises resistance cap and gives around 40-45% chance to block spells. And its dirt cheap.

As always, any corrections or general feedback is welcome!
Increasing Field of View in PoE: /1236921
Last edited by Shajirr on May 2, 2014, 5:50:24 PM

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