[2.4] Meele Inquisitor - Avatar of Fire - Infernal Blow / Molten Strike |

Hi there



So, I love meele characters. Something in beeing in face of danger and laugh about it was always a thing to me. This build aims in very fast clear speed using infernal blow and really big single target damage using molten strike.

We'll use the X buttom to change between clearing maps and killing bosses.

Just a regular build, no extraordinary mechanics... But it's very simple to play, fun, and to build!

Survivability will be grant by blocking chance, high HP regen and CWDT + immortal call setup.

First, some videos:
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Atziri Run: https://youtu.be/xdWQGZGSESI
T14 Double Boss Maze Run: https://youtu.be/4DaIEVN5P9M
T12 Ivory Temple Run: https://youtu.be/X_m6DaXk1Go


Stats:
in HO, no charges, no ground>
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Flasks up:
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Passive tree:
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https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAUBAQHnApYOPBNxFCAUTRRxFm8YXRiRGjgabBzcHRQirySqJy8pTymLMfsyfjKJNDE26ThTOlI62DwFPC0870FyQ8hFnUouTwRTUlWpWK5Z81ugXqVfP2ZUZ5toZWjyagFyqXasdud35XwOf-OAMIIHgpuDX4PMhXuGYI8aj0aQVZHOkm6SfZe0mG-aO5rgm1ibbp2un8uf36IApwinMKdVp6Wsqq3xrj6vjbc-u-28VryavJ_AZsT2xq7JZ89-0nzVi9i92XzcI9-G42rkIuRR5c_qGOvu7DjtRO8O73zwH_Pd9zL46_nd-4v8S_4K

This tree focus in life, critical strikes chance, accuracy, WeD.

In Ascendancy points we go for Pious Path and Inevitable Judgement - Pious Path gives us 25% attack speed and sustain our mana while striking a lot, it also protects us against elemental status (So, in future I may get a Vinktar Flask to boost damage :D ) Inevitable Judgement is mandatory for breaking elemental resistance of monsters and + crit mult for those that are burning.

Jewels
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Having 4 jewels is a heavy upgrade, you should focus in life, two handed critc multi, fire skill critic multi, elemental skill critic multi, accuracy. - any combination of 3 of those make a great jewel for this build!



One of those jewel sockets are reserved for ours Reckless Defense unique jewel - for spell block. The additional critic strike chance received is countered with the passive node 'Indomitable' (20% reduced extra damage from critical strikes)


Make sure to get some really important clusters for staves: Blunt Trauma (with Serpent Stance) and Whirling Barrier (with Smashing Strikes)!

Still have a lot of life nodes to get, some fire damage in Explosive Impact cluster and some armour/phys dmg reduction.


Bandits
Life - Attack Speed - Your choice: passive, endurance or power charges are fine.

Gear and Gems/Links
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Clearing we use infernal blow + WeD + increased critical strikes + faster attacks + meele splash + added fire (yes, we do go for avatar of fire, but 'deal no fire damage' does not mean that we have no phys dmg status, and since gems convert first, we get full potential of this gem)

Single target we use Molten strike + increased critical strikes + WeD + faster attacks + Conc effect + added fire (conc effect reduces the radius of the ball explosion but also where balls will hit, making them hit more often the target)


Just... need... more... life. Fire dmg as bonus


Life, Res, Accuracy and WeD, in this order, should be your priority for gear. Some ppl subestimate accuracy but it is very important in this build since both attack rolls and critical strikes check for accuracy before hitting.

I Linked my Ancestral totem and Ice Golem with Culling Strikes, in case of hard battles I can keep a little bit distance from boss until recover my life, meanwhile i keep casting my totem


Block chance with corrupted item is a very nice bonus.


You don't need this unique. Any rare with life, would be ok. It's there because i needed dex, and it was cheap with this nice +3 molten strikes projectiles. If you manage to get dex, Rat's Nest is probably a better choice.


As I'll explain in next section, Flasks are here for defenses, some leech and minor dmg boost - practically always up when clearing thanks to Poacher's Mark curse.

Explaining:
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Offensive
Using infernal blow / molten strike + avatar of fire we're able to convert 100% of our phy damage into fire, going for weapon elemental damage in tree bumps it, also, as we are inquisitor, we take Inevitable Judgement to penetrate elemental resistances (when crit - and we do crit a lot). Also, we get a lot of crit multiplier from jewels and righteous providence gives us +45% crit mult to enemies who are burning, sweet.

Crit chance is 60,5% with no power charges and 81,2% with 4 power charges.
Crit multi is 331% (not counting bonuses to crit multi if enemy is burning)

So, infernal blow is perfect for clearing. We simple one-two shot every white and blue packs. Use meele splash and when the first mob dies, it will explode in chain reaction with the whole pack.

Molten strike does a lot of damage to single target. And as we always knock enemies back when we crit (Blunt Trauma), its easy to get a boss stuck in a corner, so almost every ball will hit him. We get iron grip from passive, to futher boost molten strike balls damage.

Infernal Blow: Without charges nor consecrated ground: 46.8k dps. With 4 power charges and consecrated ground: 80.8k dps
Molten Strike: 45.8k dps without charges nor consecrated ground. and 78.4k dps with charges and ground. (note: moltren strike dps tip is broken, it does not show the dmg of balls. It does a lot more dmg than shown...)

Auras
I use Poachers Mark + Blasphemy for increase chance to hit monsters, frenzy charges and flask recovery. I run Herald of Ash for more damage, also, i link it with increased burn dmg.

Defensive
From passives, jewel and items we get 36% block chance and 7% block change for spells (running a reckless defense), using Romi's Concotion it goes to 66% block chance and 28% block for spells. Since i curse mobs with Poachers, it's always on.
HP regen base is 357 life/sec. While on Consecrated Ground, it goes to 615 life/sec, and it gets +1k/sec with full endurance charges + enduring cry
I also use a Stibnit Flask of Iron Skin to increase armour + lowering chance to be hit.
And, off course, CWDT + immortal call + increased duration gives us ~ 2s to regen. I also liked enduring cry, to get 1.22 sec of regen when casting it.

Charges
We generate endurance charges when casting enduring cry and when we crit hit (Smashing Strikes -10%).
Power charges are grant 10% of time when we crit (thanks to Hegemony Era) and 10% of time when we block (Whirling Barrier), as we can block 2/3 of attacks, it's almost always at max!
Frenzy charges are grant when we kill mobs due to Poacher's Mark curse.

That is it!
Please let me know if you enjoy this build, and if you have some suggestion to improve it :D

Thanks, and sorry if I misstype something, Im not a native English speaker.

NOTE: I tried to use originally a 'Writhing Jar' Flask, in hope that, when i killed those worms, the overkill would be gigantic and so my burning damage through Herald of Ash to bosses. But it does not happen, bosses do get burnt but the dmg sucks. Can anyone explain to me why?
Last edited by LuizPc#5002 on Oct 28, 2016, 12:51:10 PM
Last bumped on Oct 30, 2016, 7:56:45 PM
Melee crit with full elemental resistance ignor...what about reflect?
And what accuracy rating atm?
with golem up i get 90% accuracy
Elemental reflection is a problem, I suggest to avoid these kind of map :(

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