Fire Witch with Max Attack/Cast Speed and Crit

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thursd4y wrote:
Revised Fire Cast Speed/Crit

It's apparent you have a general idea of what you want. Maximized fire damage. Maximized via cast speed and crits.

I removed a few inefficient base int nodes that lead to nothing as well as Elemental Equilibrium (you are only using fire), the wand nodes (absolutely zero benefit to fire), and the 3 lightning nodes (3 points for 2% cast speed is terribly inefficient).

I'm assuming this is a softcore build, so I didn't force too much survivability down your throat. Either way you end up with a much stronger build at less points used.

Looks good, any recommendations about the remaining points? I mean in general, like would you consider those points just for deficiencies I find when I get to that point, or would you say to strongly consider survivability, buff enhancement, curse casting, minions or something along those lines?
8 Bit Tarvernite
By the time you get to that point you should know what your weaknesses are and what needs shoring up. :3
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thursd4y wrote:
By the time you get to that point you should know what your weaknesses are and what needs shoring up. :3
Thanks sir. This should be fun. Hopefully I can use the points for more dps, but I like the freedom provided, but still centered on this solid core design.

I think my final core design will be like this:
Fire Witch with Max Cast Speed and Crits

But we will see when I get there lol

Thanks every1 for the wisdom. It helps greatly.
8 Bit Tarvernite
I made a changes to get more crit and chaos resistance, slightly less cast speed and fire damage.. I think, though, that you're going to die a lot with from too low survivability :)

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAuMEBwelDkgPxBGWEmkV5xbzFxwX2B8CIiYjGCY8JpUsnC0fL500IDbFNtg7fEGWSRtJskyzVUtVxlcrWBtapl3yXvpmT20ZbXtwUnDVcXlzs3_GgUmCEIUOhW2HZYhCjDaNHI9GnC2dY52jna6io6Sxpwivt7I4snW31riTuMrBxcHzw23PZdA50NDVgdgk3MffsOWO6-7sGOxV8GvxbPId_KvjhMBRsZDbWS2oFm8c3JMnBUKus2o_U7iFVYnTKgu0DBEP8XY=
"
Whakapapa wrote:
I made a changes to get more crit and chaos resistance, slightly less cast speed and fire damage.. I think, though, that you're going to die a lot with from too low survivability :)

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAuMEBwelDkgPxBGWEmkV5xbzFxwX2B8CIiYjGCY8JpUsnC0fL500IDbFNtg7fEGWSRtJskyzVUtVxlcrWBtapl3yXvpmT20ZbXtwUnDVcXlzs3_GgUmCEIUOhW2HZYhCjDaNHI9GnC2dY52jna6io6Sxpwivt7I4snW31riTuMrBxcHzw23PZdA50NDVgdgk3MffsOWO6-7sGOxV8GvxbPId_KvjhMBRsZDbWS2oFm8c3JMnBUKus2o_U7iFVYnTKgu0DBEP8XY=

That is interesting, but I really don't understand how having over 100% critical chance isn't a waste of points. If there is benefit gained from having over 100%, I would like to know, sincerely. I've asked about it in multiple threads now and haven't had any reply. My understanding is that having 100% critical chance (from actives, passives, gear, and int) means that every hit should be a critical strike. Any amount of crit chance over 100% should be a waste.
8 Bit Tarvernite
100% INCREASED critical strike chance.

If your spell has 5% chance to crit, 100% INCREASE takes it to 10%. if you want every one of your spells to crit, you'll need 2000% increase (for a 5% base spell).
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Armanant wrote:
100% INCREASED critical strike chance.

If your spell has 5% chance to crit, 100% INCREASE takes it to 10%. if you want every one of your spells to crit, you'll need 2000% increase (for a 5% base spell).


Wow Armanant, that is some evil math lol, thank you for explaining that, now I can get crit chance a proper look. Painful math though
8 Bit Tarvernite
"
Bucyrus wrote:
"
Armanant wrote:
100% INCREASED critical strike chance.

If your spell has 5% chance to crit, 100% INCREASE takes it to 10%. if you want every one of your spells to crit, you'll need 2000% increase (for a 5% base spell).


Wow Armanant, that is some evil math lol, thank you for explaining that, now I can get crit chance a proper look. Painful math though


Yeah it is painful but pays off I think :) Higher crit chance = higher chance of elemental status effect. For your witch to truly shine, you should put in a support gem that adds lightning damage to your spell of choice, since shocked status makes the target take 40% extra damage (stacks up to 3 times for 120% extra damage).

I made a slight change fo more chance to shock and more hp+crit (very very late game build though! ;));
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgMBAuMEBwelDkgPxBGWEmkV5xbzFxwX2B8CIiYjGCY8JpUsnC0fL500IDbFNtg7fEGWSRtJskyzVUtVxlcrWqZd8mZPbRlte3BScNVxeXOzf8aBSYIQhQ6FbYdliEKMNo0cj0acLZ1jnaOdrqKjpLGnCK-3sji31rjKwcXB88Ntz2XQOdDQ2CTcx9-w5Y7sGOxV8GvxbPId_KvjhMBRsZDbWS2oFm8c3JMnBUKus2o_U7iFVYnTKgu0DBEP8XaboWe9J6labSQ8p1xJUZykhxNoDvPq
Last edited by Whakapapa#0843 on Feb 12, 2013, 7:08:55 AM
I would recommend that you start without a definite blueprint of passives. A general idea is ok but the final decision should be after taking gear perks in consideration. High cast speed requires insane MP regen and good amount of Mana. You can get 10-15% cast speed increase easily from a wand or 30%+ from faster casting gem (balance the MP cost by reduce mana). Similarly you can easily get 80% spell damage from wands. ES, HP and Res are the best passives after which comes 'chance' to burn/ freeze or shock. You will need perma curse if you want to solo so keep that in mind too.

(Edit: Knives with spell power can easily give 80% to above 100% Crit chance - like I mentioned earlier final built will be passive+gear you shouldn't put too much focus on Passives at this moment other then what direction you may want to take)
Last edited by Sedqal#3618 on Feb 12, 2013, 8:18:23 AM

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