[2.5] MaxDodge Phasing Crit Frenzy Rider

!!!I hate to say but I don't think it's viable anymore after most recent nerf of Reach of the Council (after 2.6 patch)!!!




Is that the King I see in a distant forest? We must be getting close.


Hello
first of all English isn’t my first language so please excuse any mistakes. Also this is my very first build I published. I came up with it while I was playing MaxBlock BoRWoE Champion and I discovered unique amulet called Hinekora's Sight. I was thinking if MaxDodge is a thing and works as good as MaxBlock. I quickly realized it's not ideal for melee and some kind of Ranger build will be best choice. Then I saw Raider Ascendancy class and in that moment I knew I want to using Frenzy skill and Phasing. I searched uniques and found out it won't be hard to reach 75 % Chance to Dodge. So after some theory-crafting I made the skilltree and put all pieces of gear together and result surprised me. Sufficient life, very nice DPS, awesome movement speed and all working together. After trying T13+ maps and Atziri I thought it's worth writing the guide.
I know I didn't discover something new but didn't find a similar build for 2.4 either. Also I always wanted to make my own build from beginning to end and post its guide with all that cool banners etc. (lol) Now I only hope it's not completely useless. I do not consider myself an expert so it's possible I made some mistakes or didn't optimize skill tree properly or even didn't reach full potential of this build. Feel free to write any improvements or advice. Thanks.

READ FIRST

1.
This is basically another crit bow ranger build so if you've played something like this lately it probably won't be anything special for you. But if you decide to give this build a try previous experience with this kind of builds are recommended. That's because of unique crit ranger playstyle such a manual dodging, keeping distance, not facetanking and running a lot.
2.
Like most of other crit bow ranger builds also this one suffer from high phys spikes (especially from very end game bosses) and reflect (you won't "one shot" yourself if you have full life and capped resistance though). BUT capped Dodge chance helps a lot in combat plus you can Dodge reflected attack as well.
3.
As i described above you can imagine this build isn't much Hardcore viable but I don't know much about HC I've never played it in the endgame. I think it's possible if you have experiences and little bit more Life I suppose.
4.
I made it in Standard (mostly because Essence league isn't my favourite one) but it is League viable (not sure as a starting build though). Even though it's from Standard I think it's not super expensive (most expensive is Reach of the Council and 6L Body Armour). All of items together costs around 15 EX on Standard - all of them including 6L. On the other hand few of them are specific and can't be dropped from regular monsters and maps.
5.
If you want to have Dodge chance capped you have to use all 8 Ascendancy points so you need to complete the Uber Labyrinth. Also the build counts with using of one Quartz Flask; higher roll of Hinekora's Sight (9 % / 9 % at least, 10 % is maximum); max roll of Atziri's Step as well as Mutewind Seal (these two are not much more expensive with max roll) and Phasing to cover Dodge chance. Of course it will work fine without perfect rolls or using flasks but it's not that effective and safe.
6.
The fact you have capped Dodge chance doesn't mean you can facetanking bosses like Juggernaut or Slayer do it's just powerfull defense mechanic for "non meant to be tanky" based builds.
7.
!!! It may looks like Quartz Infusion skill node not works properly but it's not true. Here is the thread where people talk about that https://www.pathofexile.com/forum/view-thread/1669519 and how GGG responded to: "You do have phasing - you can walk through enemies. You're getting phasing from your stats, rather than from a temporary buff which has a visual effect." So yea once you reach maximum of frenzy charges or have Onslaught you have Phasing as long as frenzy charges expire or are consumed (even then when you use Rotgut you have Onslaught so Phasing is "on" as well). You just haven't permanent visual efect and Phasing buff icon (you have these only when 20 % cahnce to gain Phasing for 3 seconds on Kill is triggered).
8.
WHY FRENZY
Simply elegant interplay between Frenzy skill - Frenzy charges - Raider Ascendancy class. Frenzy skill scale damage from Frenzy charges naturally and significantly. Avatar of the Slaughter (from Raider Ascendancy class) provides more scaling up. And then when you have maximum Frenzy charges you Phasing. And you keeping max charges on so you don't need to rely on Blood Rage or something else.
I know Lighting Arrow / Ice Shot / Tornado Shot are better than Frenzy in terms of clear speed but I wanted to try something unusual for present meta. Also pure elemental damage from the first two is much more danger in reflect situations (I think you can one shot yourself with them) and also I personally really don't like Tornado Shot. Moreover Frenzy is not that bad how many people think it is - I don't feel the lack of clear speed while mapping and it's one of the best skills for single target as well! This build is not meant to be something godlike what melt endgame bosses down in few seconds and wipe out whole magic pack with one shot. It's just fun and pleasure of playing Ranger while you are still able to conquer the endgame content.

HIGHLIGHTS
# permanent 9 (8 without corrupted Atziri's Step) Frenzy / 3 Endurance / 3 Power charges during running maps
# permanent Phasing once you slain first few monsters
# immune to Elemental Status Ailments (this is HUGE!)
# up to 76 % Chance to Dodge Spell / 76 % Chance to Dodge Attack
# 23k+ Evasion / 60+ % Cahnce to Evade Attacks (with Grace)
# ~137k DPS tooltip / ~190k with all the buffs (with offensive variant, all 20/20 gems and legacy Reach of the Council but you can totally use nerf* one (*single nerf, sadly not double nerf after 2.6 patch) and reach ~100k DPS as well)
# 103 % Movement Speed (up to 200+ % with Rotgut + Vaal Haste)
# ~4.8k+ Life on lvl 93 (you can reach 5k+ life on lvl 95 and higher Life rolls)
# ~50 % Crit Chance (with 3 Power charges) and ~450 % Crit Multiplier
# 20 % Estimated Physical Damage Reduction (with 3 Endurance charges)
# quite cheap: around 15 EX (6L & +1 frenzy Atziri's Step included) on Standard prices

PROS & CONS
+ capped Dodge chance
+ decent clearspeed and DPS
+ one skill to rule them all - Frenzy quickly clear whole screen and it's very good for a single target as well
+ very high movement speed together with Phasing
+ 15 active charges total (9 + 3 + 3)
+ you can easily farm normal Atziri
+ Immune to Shocked/Chilled ground (not Burning since it isn't Status Ailments but Damage over Time) as well as to Shock/Ignite/Frozen/Chilled also while opening strongboxes
+ you don't need anything special to generate frenzy charges, just shoot and play

- you are vulnerable to one shot from bosses
- reflect still hurts and you can't do a reflect map mod with main setup
- little difficult to have resistance capped
- 6L is strongly recommended since it's such a powerfull source of damage
- it's not pure slash n' go build you have to touch more buttons in some situations if you want to reach the maximum of a build effectiveness
- unidentified maps are potentially deadly for you because of a possibility of hidden reflect mod

VIDEOS
I was lvl 93 during recording these videos and I had the resistance variant of passive tree.

1. How it looks in action (T13 Waterways chill play)
https://www.youtube.com/watch?v=9szErOk3L4Q
2. Normal Atziri
https://www.youtube.com/watch?v=o4AWhVM8zG0
3. Uber Izaro (contains Argus fight; close range Izaro fight; long range Izaro fight)
https://www.youtube.com/watch?v=tLL40wl2U0Q
4. Some T14/T15 map bosses fights
https://www.youtube.com/watch?v=ENZcYZITT9g
5. Core - first attemt
https://www.youtube.com/watch?v=fTzvqXuIIp0


BANDITS
Normal: help Oak for max Life
Cruel: kill all for + 1 Passive point
Merciles: help Kraityn for + 1 Frenzy charge

ASCENDANCY - https://s13.postimg.org/qsp58gu07/raider_ascendancy.jpg
I think it's pretty much clear it's Raider.

2 points: Quartz Infusion
4 points: Way of the Poacher
6 points: Avatar of the Slaughter
8 points: Avatar of the Veil

GEAR

I am presenting here the gear on which I pieced together entire build and also on which I calculated price of the build. Diferent options of a gear are described in section Trade Off.

Stats after wearing all gear except gloves, 1 ring, belt, quiver, jewel sockets and with resistance variant of skill tree are:
Fire res: - 37
Cold res: - 37
Lighting res: - 37
Intelligence: 80 (with max rolled implicit on amulet)
Strength: 120 (with max rolled implicit on amulet)

A) BOW


B) HELMET
You want % Increased Frenzy Damage per Frenzy Charge enchant - it's the dream one. With 9 frenzy charges 6 % from Merc Lab making 54 % increased Frenzy damage and 9 % from Uber Lab making 81 % !


C) BODY ARMOUR


D) BOOTS
Build works fine without the +1 Frenzy charge corruption you only have slightly less damage/Evasion/Movement Speed. But it's price is around 1 - 2 ex so not that expensive.


E) GLOVES
You need roll INT on gloves so Murder Mitts / Assassin's Mitts are best choices. If you somehow don't need roll INT on your gloves (by using second rare ring or nice rolled jewel) pure Evasion base gloves are the best, especially new Gripped Gloves base.
Mods you must:
Intelligence (31 is minimum for 111 INT gems but if you want to use Enfeeble the more, the better)
Life
Resistance (80 at least)
Mods you want:
% of Physical Damage leeched as mana/life
add x - x Physical Damage to Attacks
% increased Attack Speed

Also if you don't need INT and resistance you could use Snakebite unique gloves. They have free Poison + life + frenzy charge interaction (only downside is duration of charges - from 18 to 9 seconds which is insignificant).


F) QUIVER
I recommend Spike-Point Arrow Quiver. Broadhead Arrow Quiver is good as well.
Mods you must:
Resistance (55 at least)
Life
Mods you want:
% increased Critical Strike Chance
% increased Global Critical Strike Multiplier
% increased Elemental Damage with Weapons
add x - x Physical Damage to Attacks
% increased Attack Speed
% of Physical Damage leeched as mana/life

G) AMULET
You want max roll 16 to all atributes.


H) RINGS
One slot for unique ring Mutewind Seal second for Two-stone ring.

But let's be honest you really don't need to use Mutewind Seal for that 2% Chance to Dodge Attacks because 74 % (in case you have max roll on amulet and you are using Conqueror's Longevity jewel) is close enough. If you have better rare ring (from the DPS + equivalent resistance from gloves perspective as well as INT for opportunity to wear Snakebite) use it. Diamond ring should be your priority.
Mods you must:
Resistance (110 at least)
Life
Mods you want:
add x - x Physical Damage to Attacks
% of Physical Damage leeched as mana/life
to all Atributes
+ INT or STR
% increased Attack Speed

I) BELT
Optimal choices are Rustic Sash (DPS variant) / Leather Belt (Life variant) / Vanguard Belt (Defense variant).
Mods you must:
Resistance (65 at least)
Life
Mods you want (suffixes are full after resistance and Strength):
Strength (if you want to use Warlords Mark or Enduring Cry the more, the better + more Strength = more Life)
% increased Elemental Damage with Weapons
% increased Flask life Recovery Rate

J) JEWELS
One slot for unique Viridian jewel Conqueror's Longevity and second for rare one. If you choose to not using Mutewind Seal you have to use Conqueror's Longevity to achieve 74 % Chance to Dodge Attacks (with max roll on amulet). But if you already using Mutewind Seal you can choose to use second rare jewel instead of Conqueror's Longevity if you are ok with 74 % Dodge Chance.

Mods you must (if you haven't resistance capped yet):
Resistance (50 at least)
Mods you want:
Life
% increased Critical Strike Chance
% increased Global Critical Strike Multiplier
% Physical Damage
% of Physical Damage leeched as mana/life
% Projectile Damage
% Physical Damage with Bows

K) FLASKS
You need 2 Eternal / Divine Life flasks; 1 Quartz Flask; Atziri's Promise; Rotgut.

Mods you must:
Life Flasks
- Remove Bleeding during Flask effect / Removes Bleeding on use
Mods you want:
Life Flasks
- Immunity to Curses during Flask effect / Removes Curses on use
- Immune to Poison during Flask Effect / Removes Poison on use
Quartz Flask
- Immunity to Curses during Flask effect / Removes Curses on use (for Atziri fight)
20 % chance to gain a Flask Charge when you deal a Critical Strike 
% increased Duration
% increased Charge Recovery
% increased Evasion Rating during Flask effect


MY CURRENT GEAR

You can use 6L on Body Armour, it's much more cheaper. Also build works with nerf* RotC (*with single nerf, sadly not with double nerf after 2.6 patch) as well.



GEMS AND LINKS

Like I already said you can use 6L Body Armour for main attack since it's much more cheaper than 6L Reach of the Council! 2 off colours won't be hard.

A) The main Attack

Reach of the Council already includes GMP so it allows you to use only 5L (but I highly recommend 6L). In that case remove Faster Attack since it's gives you the smallest DPS boost.

6L:

Frenzy - Physical Projectile Attack Damage - Increased Critical Damage - Physical to Lighting - Weapon Elemental Damage - (Faster Attack)

Lioneye's Glare hasn't extra projectiles that's why you need to put GMP to the setup and use 6L if you want to have decent DPS to clear higher maps. But even with my 6L 346 pDPS Lioneye's Glare I couldn't reach 100k tooltip (84k compared to 124k with legacy RotC / around 100k with nerf RotC). 7L RotC is HUGE!

6L:

Frenzy - Physical Projectile Attack Damage - Increased Critical Damage - Physical to Lighting - Weapon Elemental Damage - Greater Multiple Projectiles

B) Second Attack for curse and power charges

5L:

Split Arrow - Curse on hit - Power Charge on Critical - Poacher's Mark or Projectile Weakness or Warlord's mark - Increased Critical Strikes or Pierce

4L:

Split Arrow - Curse on hit - Power Charge on Critical - Assassin's Mark

C) Buffs
Blood Rage - Vaal Haste - Increased Duration

D) CWDT Setup
Cast When Damage Taken (lvl 2) - Immortal Call (lvl 4) - Increased Duration (20/20)

E) Golem
Ice Golem - put it into Mutewind Seal unset ring

F) Auras
Offensive variant:
Hatred - Herald of Ash
Defensive variant:
Grace - Arctic Armour

E) The rest of gems
Enduring Cry - if you feel you need it in single boss arenas where you can't gain endurance charge on kill (I am not using it)
Enfeeble - yes you can't make second curse but it's helpful against tough bosses (remove curse from second attack setup while fighting against them - you can still use it for gaining power charges)
Blink Arrow - an absolute must in almost every combat especially endgame boss fights

TRADE OFF/ALTERNATIVE GEAR

A) Body Armour


+ up to 1000 Armour + gaining Endurance charges (= 20 % Estimated Physical Damage Reduction)
+ up to 60 Max Life
+ Leeching Life
+ Chance to Dodge Attacks
- Low Evasion Rating
- No Res


+ High Evasion Rating
+ Chance to Dodge Attacks and Spells
- No Life
- No Endurance Charges gaining
- No Res


+ High Evasion Rating
+ up to 70 Max Life
+ Tri Res
+ increased Movement Speed
- No Dodge
- No Endurance Charges gaining


+ Another layer of defense
+ up to 80 Max Life
+ Fire Res
-/+ Medium Evasion Rating
- No Dodge
- No Endurance Charges gaining

=======================================================================

B) Bow


+ 4 additional Arrows
+/- 6 % Crit chance
+/- up to 1.51 APS
- up to 298 pDPS (after nerf with 20 % Quality)


+ Hits can't be Evaded
+ up to 362 pDPS (with 20 % quality)
+ up to 1.74 APS
- only 5 % Crit chance
- No additional arrows

High crit rare Harbinger
+ up to 9.4 % Crit chance
+ easily 400+ pDPS
+ room for Multiplier suffix
- up to only 1.39 APS
- No additional arrows

=======================================================================

C) Boots


+ 16 % Chance to Dodge Spells
+ up to 75 Max Life
+ high Evasion Rating
+/- "only" 30 % Movement speed
- no Res
- no Chance to Dodge Attacks


+ +1 to maximum Frenzy charges (without corruption)
+ 18 % Chance to Dodge Attacks (20 % with 10 Frenzy charges)
+ 45 % Movement speed (50 % with 10 Frenzy charges)
+ Light Res
- 50 % reduced Frenzy Charges Duration
- no Life
- no Chance to Dodge Spells
- low Evasion Rating

=======================================================================

D) Curses

Main setup - Projectile Weakness
50 % chance to pierce
Additional 25 % chance to Knockback
54 % increased damage from Projectiles

Alternative variant - Poacher's mark
100 % grant flask charges
Mana / Life on hit with Attacks (must in cannot leech maps)
Enemies have 49 % less Evasion

Defensive variant - Warlord's mark
2 % Life / Mana leech

Offensive variant (4L is enough, with this variant you don't need Increased Critical Strikes) - Assassin's mark
40 % chance to grant Power charge on kill
Additional 9 % chance to Critical Strike
20 % increased extra damage from Critical Strikes

=======================================================================

E) Auras
I am going to describe here exact change on my setup so you can imagine difference.

1. Offensive variant
Hatred
- dps boost: from 93.5k to 124.5k

Herald of Ash
- dps boost: from 93.5k to 106.5k

If you feel that your DPS is high enough with offensive variant you can switch HoA to AA.

2. Defensive variant
Grace
- Evasion boost: from 11.5k to 23.5k

Arctic Armour
- another layer of defense against physical and fire

=======================================================================

F) Flasks

Offensive variant
In this variant I am using Rotgut for 9 second long Onslaught + more movement speed because it's quicksilver flask. And Atziri's Promise for nice DPS boost and leech against tough monsters and bosses.

Defensive variant
In this case you are using Basalt Flask for extra 20 % additional Physical Damage Reduction and Taste of Hate instead of Atziri's flask and Rotgut. Taste of Hate isn't just defensive flask it will boost your DPS nicely but not as much as Atziri's Promise. Also you can use Taste of Hate together with Atziri's flask for (off/def)ensive variant instead of Rotgut.

=======================================================================

G) Belts

Rare Rustic Sash / Leather Belt / Vanguard Belt

+ high Life (139 max with Leather Belt)
+ high Strength (55 max)
+ high Resistance
+ space for % increased Elemental Damage with Weapons
- lower % increase physical damage


Your main part of damage is lighting so this version is best choice for leeching. Physical version has tri res and increase physical damage is much more better.

+ higher % increase physical damage
+/- enough Strength (35 max)
+/- enough Resistance
- no Life


Since it gives you some extra movement speed, 6 % Chance to Dodge Attacks and evasion it looks like appropriate choice BUT. First it's chain belt and it's far away from optimal choice for this build and second you already have permanent Phasing so "You have Phasing if Energy Shield Recharge has started Recently" is useless for us. And also you need belt to cover Strength and resistance.

HOW TO DEAL WITH REFLECT

First of all I didn't die due to reflect during leveling the character from lvl 91 to 93 (I used the old character for this build). I am very cautious but more cautious you are less clear speed you have.
When you are playing maps with the main setup an elemental reflect is the most dangerous. Mob with a physical reflect don't hurt you as much as elemental do. When you see an elemental reflect better use second attack with Split arrow (it's doing much less elemental damage). It will be slower but safe.
Maps?
If you don't want to reroll Physical reflect mod on maps you can replace Frenzy for a skill which convert part of a physical to an elemental damage. Remember to not use second attack since it do physical damage high enough to kill yourself if you hit more mobs at the same time. You will gaining the frenzy charges from Blood rage and manual Poacher's mark if you want. As a main attack you can use Ice Shot (40 % of physical is converted to cold damage - it's enough) or Lighting Arrow (50 % of physical is converted to lighting damage). Together with Physical to Lighting you will do elemental damage only. Problem is if you meet an elemental reflect mob in a map with Physical reflect mod. I recommend to not try to kill him and better ignore him.
Alternative method is to use unique Heavy Belt Dyadian Dawn.

It has enough resistance if you have combination of Fire and Cold on your belt. Also Strength and Life and mainly Deal no Physical Damage. With this belt you don't need to replace anything. But still you don't want to meet a mob with elemental reflect.
Maps with Elemental reflect mod are really impossible to play since your main source of DPS is elemental damage. It could be possible if you turn Hatred and Herald off and remove Physical to Lighting and Weapon Elemental Damage. Then you can use Grace + Arctic Armour and put Add Chaos Damage or Increase Critical Strike instead of Physical to Lighting and Life Leech instead of Weapon Elemental Damage. But be aware your DPS will be more than half smaller!

...or you know... use legacy Vinktar for break the game once again.
(:

HOW TO ACHIEVE MAX DODGE CHANCE

Now you have several options. I am going to describe the best way (according to me) how to reach that however diferent options of gear are described in section Trade Off.

So let's put numbers together:
a) Acrobatics gives 30 % Chance to Dodge Attacks and next 3 skill points another 10 %. Phase Acrobatic gives 30 % Chance to Dodge Spells. 40 / 30
b) Raider's skill nodes Quartz infusion gives 6 % Chance to Dodge Attacks and Avatar of the Veil gives 10 % Chance to Dodge Spells while Phasing which is always. 46 / 40
c) Amulet Hinekora's Sight gives 6 % - 10 % Chance to Dodge both Attacks and Spells and you need 9 % / 9 % at least. 55 / 49
d) Boots Atziri's Step give 14 % - 16 % Chance to Dodge Spells and you need max roll (15 % if your amulet has 10 %). 55 /65
e) Body Armour Daresso's Defiance gives besides few more usefull things also 6 % Chance to Dodge Attacks. 61 / 65
f) Ring Mutewind Seal gives nice DPS boost but mainly 1 % - 2 % Chance to Dodge Attacks and you need 2 %. 63 / 65
g) Unique jewel Conqueror's Longevity gives another 2 % Chance to Dodge Attacks. 65 / 65
h) And here we are this is the maximum from (optimal) gear and skill tree. Now you have to use Quartz Flask to give another 10 % Chance to Dodge Attacks and Spells. 75 / 75

In case you don't want to use Quartz Flask or replace it for something else and you are satisfied with only 69 % Chance to Dodge Attacks (70% with max rolled amulet and ring) you can change Daresso's Defiance to Hyrri's Ire. You will have 75 % Chance to Dodge Spells without using flask, more Evasion Rating and slot for better flask instead of Quartz but on the other hand you will lose easy way to generate endurance charges, life and armour.

LAYERS OF DEFENSE

1. Chance to Dodge both Attacks and Spells
2. Chance to Evade Attacks
3. Phasing - your movement is not blocked by monsters (very usefull when you became surrounded by too many monsters in indoor type of maps or similar situations)
4. High movement speed - I am able to fleeing from "Lunatic" form of Piety for example
5. Immortal Call - invulnerable to physical damage for 2.5 seconds or so because you have always 3 Endurance charges during running maps
6. Knockback - you are keeping monsters away from you (always if you get Critical Strike and with 25 % chance when you don't)
7. Enfeeble (optional) - not using in main setup, only when it is necessary
8. Arctic Armour (optional) - there isn't space for 3rd aura in this build so you have to use it instead of Herald of Ash = smaller DPS

BARRAGE - TOO GOOD TO BE IGNORED

I found out Barrage is more powerfull for a single target than Frenzy. In fact I am starting using it for harder endgame bosses such Atziri, Uber Izaro or highest tier map bosses. This doesn't mean you can't use Frenzy to beat them but it's faster with Barrage. On the other hand you have to stay much closer to boss if you want to benefit from Barrage which could be danger. In practice once you enter a boss arena just switch Frenzy to Split Arrow so your Frenzy will be gaining both frenzy and power charges and curse on hit and put Barrage to the 6L setup instead of Frenzy. I can imagine how can this be uncomfortable so best solution (if you want to use Barrage more often) is to use a weapon swap for another bow but it's really expensive solution.
Last edited by BrutalGrizzly#6231 on May 14, 2017, 8:53:50 AM
Last bumped on May 14, 2017, 4:19:35 AM
RESERVED
Just reached lvl 70 Raider on 2.6 and my build is similar to yours except that I use axe and shield and x3 Pacify for perma phasing and I am more than happy whit the result. Here is the lvl 100 tree https://www.pathofexile.com/passive-skill-tree/AAAABAIBAABeBIcFLQX5CC4JMwz3EHsRLxLxE1AUdRUgFewV8BmOGbQblxutIuoj9iSdKwos6S1NLYMuUy9yL8wwcTIBMk42PTpCPL494kCgQzFEnkd-SO5JD0p9S3hNRk2SU7tbr13yXkVfcGHrYlpirGLsZU1noGuQbIxtbHLDdO1313iuelN673sUfXWDbYTFhNmE74azh3aK8I2_j5mS85S4lcybJpuNm7WcxJ2qo4qplasLrK-wq7Gzshm1SLaKtyK9Nr46vqe_1cC_wYLDOsSCzAbPCs960TbTb9N-1CPXLdhg2NXawdsa3Q3dqOIs45_l5ud06NbpRutj7T_tg-969qP5Y_rr_ro=

And here is the current lvl 70 tree https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAIBAQBeBS0F-QguES8S8RR1FSAV8BmOGbQbrSP2Kwos6S2DLlMvzDBxMgE2PTpCPL494kMxRJ5HfkjuSn1LeE2SU7tbr13yXkVfcGHrYqxi7GVNZ6BrkGyMbWxyw3Ttd9d4rnpTexR9dYNthNmE74azh3aNv5LzlLiVzJsmm42cxJ2qo4qrC7CrsbOyGbVItoq3Ir02vqe_1cGCxILMBs9602_TftQj2NXawd0N3ajjn-Xm53To1utj7T_tg-969qP5Y_rr_ro=

As for the items, I use Devoto's Devotion + Hyrri's Ire + Ascent From Flesh + Atziri's Step + Snakebite + Lioneye's Remorse + Soultaker + x2 Le Heup Of All + Hinekora's Sight

That gives me 72% evade on lvl 70 and by 72% dodge and spell dodge and I have the block chance for fail-safe in addition plus the huge HP from the shield (+177 HP. Also the no mana issue whit the Soultaker is huge and the pssive poison on hit from the Snakebite is very nice. Not to mention that almost 100% moving speed is very handy when you are using Cyclone for clearing and the amount of atk speed you will have is a nice dmg boost especially when you use static strike for bosses. Just make sure you have Fortify for extra survivability.

All in all, my build was inspired by yours but I had to tweak it for my personal liking and the most importand thing here is that this is not the next "CI immortal" or any of the mainstream cliché in the game. It works, it's viable in 2.6 and it's super good.
Nice to hear that! Sadly my version is outdated after most recent Reach nerf and I don't think it's viable anymore, not with Reach at least. But yea, Dodge/Block is good and it's awesome you built melee variant.
Last edited by BrutalGrizzly#6231 on May 14, 2017, 8:55:48 AM

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