Need help with my Dyadus build

Hi, I made a Dyadus build with Pyre and it's not working very well, I pretty much lack of everything (DPS and resistances (because I used to much uniques I guess)), I wanted you to help me find out if I can make it work somehow or if it's pure shit.
The initial concept was to focus on the ignite damage while having a good fire attack DPS.

Here's my passive tree (I'm lvl80, didn't take the witch nodes yet):

http://poedb.tw/us/passive-skill-tree/AAAAAwUBAecDdQQHBLMFLQYOCfYNzRBYGS4aOBpVG_oczhzcHwIfGCGwIq8j0yXfJy8n7Sj6Ko0rUDI0Moky0TbYNug4UzpYOthDMUVHRtdJG0qYTP9OKlH7ValVxlcNVylX4lh3WfNfBGEhY_1o8moBbydxhXIPcql07XYRdud35XrmfNmBr4IHgpuD24TvhVKGYIdli4yPGo9Gj2CQVZErlFyXtJo7mmqboZ2uns2iAKQZpwinMKyYrKqvp6-3sQWxQrYsuJO40MBmxPbMZs0W0iHUfNlh2XzaOtq52sHhc-vu7FXtIPAf8WzyQfMR9zL31_nd_lQ=

And there are my items:






As you can see I'm using cleave with arctic armour and arctic breath to chill enemies and get the bonus ignite damage. I'm actually sitting at ~17000 DPS but I feel like it's not enough and I die pretty easily, should I remove fire penetration for life leech?
I thought about changing my topaz ring for a perfect roll mokou's embrace but I'm not sure about it.
Here's the unique I'm talking about (shit roll thought):
Last edited by ne3zy#5718 on Dec 26, 2015, 7:55:15 AM
first of all you have 100% increased life that way to less

second the helm and boots get rid of them and take good rares with resist and life the amulet its not the worst but i think a good rare wil be better

third faster attacks is nice but try melee physical damage this is another more multiplier on-top of wed

fourth get rid of wrath it does nothing for you

fifth the belt is pretty nice but a doryani's invitation (fire version) could get you some damage and life leech http://pathofexile.gamepedia.com/Doryani%27s_Invitation

i've alterd your tree a little took out some fire damage and a little armour and taken more life also went to blood magic as artic is your only reservation and the key stone behind that reduces the reservation to only 12,5% and you could link it to enlighten to reduce even further as-wel as getting the reduced manna reservation nodes at the templar is possible
the tree also has a little more chance to ingnite

also taking mokou's would be a big hit against resist and posible life also rings can get weapon elemental damage rolls on them those are massive damage boosts (amulet can as wel)

if you don't like the idea of going blood magic that is fine you wil result in less overall hp but wont take the hit of the 12% life reserve and if you stay manna id advice to take herrald of ash and or hatred into the mix as those wil add more to your damage specialy if you also manage to get flat physical damage on your rings/amulet

tree http://poedb.tw/us/passive-skill-tree/AAAAAwUAAecDdQSzBS0GDgn2Dc0OPBRNFm8YkRkuGjgaVRpsG_ocziGwIq8j0ySqJbwl3ycvJ-0rUC6UMoky0TT3Nug26ThTOlI6WDrYQzFFR0bXSphM_04qValVxlcNV-JYd1nzXwRhIWP9ZlRo8moBbydxhXIPcql07Xbnd-V65nzZggeCm4PbhO-FUoZgi4yPRo9gkFWRK5RclG-XhZe0mjuaapuhna6ezaIApBmnCKcwrJisqq-nsUK2LLyfwGbE9sxm0iHUfNlh2XzaudrB20_fv-DD4XPjauvu7SDwH_Fs8kH3MvfX-d38S_5U

this is my take on your problem hope it helps

edit: forgot to add the tree
Last edited by uffert#7811 on Dec 26, 2015, 9:00:08 AM
thanks for your reply but I don't get it you're telling me to take physical gems etc on a elemental build (dyadus has very low phys dmg)?
Doryani's Invitation is a good idea but I don't think I can afford it right now.
I took wrath for the shock chance and also because I have quite some %increased elemental damage nodes
Last edited by ne3zy#5718 on Dec 26, 2015, 9:08:25 AM
its true that it does not have that much phys damage thats where the phys damage on rings etc comes in but you might be right that faster attacks adds more (needs testing)

as for wrath ofc it ads damage and shock chance but shock only gives 50%increased damage and unreliable so i dont think its a huge loss you could take herald of thunder instead for half the manna reserves

but again the biggest problem is your life 100% just don't cut it 150% is a bare minimum for life based 175% and up is wat you want to aim for as in hard core the minimum is considerd 200% or close to

also if you look at the tree i posted with it i took out elemental nodes for life

edit: scrap the melee phys it has no use as you said i usualy work with physical conversion so it sliped in under that logic
Last edited by uffert#7811 on Dec 26, 2015, 11:59:07 AM
I'd be doing some of those changes thx uffert.
I'd like to have some more tips or ways to fix thought if someone else can help:)
Oooh, I don't know, the helm is pretty good, I use one on my Cleave duelist. Good defences, the extra movement speed is really nice, and a bit of chaos resist. The added attack speed works even better on an elemental build, as the - physical damage would not impact the Dyadus damage much.

Your Pyre is a problem. Because it converts 100% of cold damage (from all sources) to fire damage, you have no means of applying chill, so the fire component of your attacks will not get a boost from Dyadus. Do you actually see chill being applied anywhere?

The boots add a little chance to ignite, but it's not a great increase on top of Dyadus's 25%.

Mokou's Embrace, hmm, yeah, I have several in my stash, haven't found a use for it yet! Maybe RT, but it might do more harm than good.

Beyond that, the problem is scaling the damage - because the base physical damage of Dyadus is pretty low, so all the supports that work off increased physical damage or damage conversion will contribute very little.

I don't see anywhere you are going to reliably create the chill effect. Arctic Armour only leaves it in a trail behind you, so if you stop to fight it will disappear after a couple of seconds. You could use Increased Duration, but that will increase the mana reserved. Arctic Breath only works on damage taken, so that isn't going to be too reliable. The cold damage from the offhand Dyadus could cause chill, but it depends on the cold damage inflicted - will it be enough? If you remove Arctic Armour and Arctic Breath, can you actually see Chill being caused?

If you were going to use an aura, probably Hatred would be better, but again it's scaling off physical damage so Dyadus is not helping here.

Your supports for the attack skill are about as good as you can do. If you had a six link you might consider Added Cold Damage, but that's only helping with the chill creation.

Increasing attack speed is possibly the best thing to scale damage, as the other supports don't help much. So, the two Dyadus, the Devoto's and the Faster Attacks are actually good options.

I chill them with arctic armour and arctic breath, arctic armour makes more tanky and chill them everytime I get hit for .5 seconds, and arctic breath makes huge area of chilling ground that last a lot. It's true I have no real control over it but most of the time it works pretty well (they are always close to perma chilled).

Maybe the build is just bad and I have to remove Pyre? The good thing with Pyre is that it makes each dyadus have ~400 fire damage so it's better for the ignite damage, and since I can slow them with chilled ground I can still have the bonus burning damage (that is the build idea atleast).

I thought about changing the offhand dyadus for a soul taker and removing the mana leech nodes in the process, what do you think?
Benefits would be I'll have a bit more attack speed, I can remove mana leech from the tree and my physical damage would chill (not for long thought because I'd still have low phys dmg). But I'd lose the 400 offhand fire damage...
Last edited by ne3zy#5718 on Dec 27, 2015, 5:06:27 PM
bump
Mokou's will give you a significant damage boost, because it double-dips on ignite. But if survival is a problem, then both mokou's and gang's momentum are sub-par, cause they don't have +max life. I would recommend getting a different ammy, since Rashkaldor's is better for shock/freeze builds, duration is not that usefull for ignite. The ammy with +flat fire damage/+%fire damage, life and resists would be much better.

Is there a reason you're not running Anger, it seems perfect for you. Flame Golem also should be good, it's good distraction and an ok damage boost (that also should double-dip on ignites). I would also link Vengeance with Life gain on Hit and Blind, it'll help with survivability a bit.

I'm also pretty sure Pyre doesn't give you 400 fire damage on each Dyadus, it just converts the damage of your off-hand one. So you can try swapping it for Mokou's and getting something else for your off-hand.
I didn't read through the entire thread yet since I'm in a rush right now. I might get back to it later. However, you might be interested in this forum thread that I opened a while back. I've put quite a few thoughts into Dyadus and I might be able to throw one or two ideas that you could use. I'll focus on offensive mechanics for now.

As stated in my old topic I think the problem with Dyadus is the counter intuitive mix of attack speed and considerably low fire damage. One thing that comes to mind here is the Emberwake Ring. It could be a decent damage boost if you build around it.

You could also try to work Avatar of Fire into your build. I know - you'd loose the 'Enemies chilled by you take 40% increased burning damage', but let's be honest here - this isn't a build braking loss. AoF however offers a few pretty cool advantages. Dyadus Physical damage is negligable, so you don't need to care about it. You could then use either pyre or cold to fire to turn the other 50% of cold damage into fire damage. You can then equip Call of the Brotherhood to convert 50% of your lightning damage to cold damage (which is further converted to fire damage). So what's the gain here? 100% of your elemental damage is concerted to fire damage.

Now, high APS + high Fire damage + Emberwake should make a pretty good damage combination.


/EDIT: Now that I've written all that I really want to try this build lol.
Last edited by kahzin#4293 on Dec 28, 2015, 1:19:57 PM

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