[2.5]"Solar Flare" Righteous Fire, Scorching Ray Cast When Channel Flame Surge Inquisitor
Larger Image https://i.imgur.com/eEmcCop.jpg
This build makes use of the skills Scorching Ray and Cast when channeling. It is very tanky (I am currently 10k armor 9k life with permanent 4 endurance charges), has quite high dps (shown below and in videos), and is very fun to play. It is also capable of running all maps. It can be played on hardcore but I would not recommend it for your first character as you will likely die before you get the items you need to be sturdy enough to survive due to being in melee range often.
The build also takes advantage of the fact that both righteous fire and scorching ray apply a burn effect which then give a bonus of 50% extra damage to flame surge. It also runs blasphemy flammability along with the fire resistance reduction from scorching ray to reduce enemies fire resist to very low levels, thus increasing the damage output greatly. It doesn't require more than a 4link and yet the damage output is significant enough to melt nearly everything. From our Doon Cuebiyari we get a lvl 30 iron will which gives an impressive damage boost to our scorching ray/flame surge setup based on our strength. Because we only need a 4link, it allows us to run a Kaom's heart and have a large life pool. It can run maps that prevent us from using our righteous fire such as no regen or 60% less regen because we can disable our righteous fire and still do adequate damage with only scorching ray and flame surge.
I have successfully completed up to guardian maps so far. Elemental Reflect is a non-issue because the only thing that is affected by this in the build is the flame surge damage. When considering our fire resist, this damage is quite minimal even on the hardest of mod maps. For the hardest of bosses, we can turn off our Righteous fire and have massive life regen so that we become nearly unkillable.
Tanking Voll https://www.youtube.com/watch?v=JjZe1-2MHZI
Righteous Fire Only Voll https://www.youtube.com/watch?v=5wnkcpOyCiA
Scorching Ray+Flame Surge Only Voll https://www.youtube.com/watch?v=hSKVzVKVITw
Full Damage Voll https://www.youtube.com/watch?v=oNVRdLY9a0w
(No Righteous Fire) Tanking Ability Infernal King (Tier 15)
(Concentrated Effect Righteous Fire) Kill Infernal King (Tier 15)
Map mods here: http://i.imgur.com/6BrYgzV.png
(No Righteous Fire) Tanking Ability Cursed King (Tier 15)
(Concentrated Effect Righteous Fire) Fighting Cursed King (Tier 15)
(Concentrated Effect Righteous Fire) Killing Cursed King (Tier 15)
Map mods here: http://i.imgur.com/0PocBGX.png
(No Righteous Fire) Tanking Uber Izaro (Uber Labyrinth)
(Concentrated Effect Righteous Fire) Kill Uber Izaro Phase 1 (Uber Labyrinth)
(Concentrated Effect Righteous Fire) Kill Uber Izaro Phase 2 (Uber Labyrinth)
(Concentrated Effect Righteous Fire) Kill Uber Izaro Final (Uber Labyrinth)
(No Righteous Fire) Tanking Ability Minotaur Guardian (Tier 16)
(Concentrated Effect Righteous Fire) Fighting Minotaur Guardian (Tier 16)
(Concentrated Effect Righteous Fire) Killing Minotaur Guardian (Tier 16)
Map mods here: http://i.imgur.com/qNDuGBq.png
I choose inquisitor for the consecrated ground damage and life regen boosts along with good increases to cast speed, attack speed, and damage combined with shield charge. We can shield charge around the map burning enemies fast enough to kill them simply by moving through them and while activating our Instruments of Virtue, Sanctify, and Pious path ascendancy passives. Overall, you are also easily able to reach the point where you can sustain the righteous fire burn damage and dish out a significant amount of damage ourselves.
Damage Per Second
These are the damage calculations for the three main skills that make up the damage output for this build: They are taken from the gear I have currently with all lvl 20 gems and no quality or jewels. Resistance calculations are also not included in the math so damage levels would actually go much higher than this against low fire resist enemies.
Larger Image http://i.imgur.com/HVfJ389.jpg
If you combine all the damage from the three spells, we are doing 141,291 damage to an enemy in the first second on average.
How to Play
Use shield charge to move around the map clearing monster packs very quickly with your righteous fire damage. When you encounter a rare mob or something with very high level/fire resists, stop and focus your scorching ray beam on the target for a short duration. This should melt even the tankiest of rares in seconds. Staying in one spot will allow you to gain the benefits of the life regen and damage boost consecrated ground provides but be careful not to be too stationary against super high dps enemies or bosses.
Leveling with normal righteous fire builds can be a bit of a pain, however since we are Templar and have access to fire damage rather early, we can run firestorm, scorching ray, or incinerate for leveling. After we reach level 65, switch to righteous fire if you have the regen and items.
For bandit quests we take Oak/Passive Skill/Oak. Life and endurance charges are very beneficial and the passive skill is better than the other options for the cruel reward.
My Current Gear
Kaom's Heart is what makes you beefy and also provides a nice fire damage boost. It is highly recommended but if it cant be afforded, a Belly of the Beast or Cloak of Flame can also be considered among other things.
Doon Cuebiyari is what allows us to run only 3 links but still do amazing damage with our ranged and single target skill as scorching ray and flame surge. Large amounts of strength are what make this item really shine. Most people think because it is only a 3-link it can't compare but the damage output is actually pretty incredible at 800 strength.
Formless Inferno gives us a huge armor boost and also some further physical damage mitigation that is perfect with our extremely high max fire res. It means that physical damage hurts very little. Items with more fire res also further increase our armor. By the endgame, we have 10,000 life easily and are very tanky.
Rise of the phoenix is a required item for all righteous fire builds and gives us nice fire res. Try to get a maxed one if possible.
The rest of our gear should simply include Life, Strength, Armor, Enough res to cap us, and extra fire res for more armor.
Xoph's blood is an incredible item for this build. More fire resist means more armor from our formless inferno, more fire penetration, and huge life and strength boosts. When we cover enemies in ash they take more fire damage which is a rather significant boost do our already high dps.
Because we have no available slots for enduring cry, if you can afford Red Dream or Red Nightmare, this build becomes incredibly tanky and durable. Both items generate endurance charges from kills. Endurance charges provide further damage reduction and resists which further increase our armor because of the Formless Inferno. Optionally, combine this with a Koam's way and we get even more life regen from endurance charges. You become extremely hard to kill at this point.
Here are the mods you should look for when buying or crafting jewels for this build.
Damage Mods (best to worst)
16% fire damage
12% area damage
16% spell damage with shield
Defense mods (best to worst)
7% maximum life
15% fire resist (if needed)
10% all resist (if needed)
For my flasks I currently run the following:
The first flask should be a seething diving flask for emergency instant heal. This is my big hit or crit button. Use this to survive burst damage. I have remove shock here but you can also remove poison or freezing if you like. My second flask is a staunching eternal flask. I use a chemists but anything that gives more uses is acceptable here. My third key flask is a ruby flask. I add increased armor here and increased duration. This allows me to use my natural regen and get a nice boost to armor during the effect for extended healing and durability. For the 4th flask you can use a basalt or granite flask. This is to tank extra physical damage which allows us to facetank many bosses in the game. I add staunching here for extra bleeding protection but you could use other things if you prefer. The last flask and probably one of the most important is a sulphur flask. This enables us to create consecrated ground without hitting or being hit on demand. It also gives us an increase of 80% to damage while the flask is taking effect and while the player is on the consecrated ground. Last, the consecrated ground effect doesn't stack but it gives us our 2% life regen per second which is very nice for tanking. I use armor here but increased duration would also be very good.
4link Shield Charge - Fortify - Fasterattacks + Purity of Fire
Use shield charge as your movement skill and to gain fortify when hitting enemies. Faster attacks increases the recovery rate from the charge thus makes it faster to use. Purity of Fire is not linked here but is required for the extra max resist for righteous fire.
3link Doons Scorching Ray - Cast When Channeling - Flame Surge
We are getting a lvl 30 Iron will here so both Flame Surge and Scorching Ray are getting a very nice damage boost from that. This essentially make this link setup into a 5link+ because of the huge bonus iron will gives based on our strength and the bonus we are getting from Righteous Fire to spell damage. Because we are running Koam's heart as our chest for the huge life boost, this is the best place to put our ranged damage source and provides a larger damage boost than a 4 link would with enough Strength.
4link Elemental Focus - Increased Area of Effect - Increased Burning Damage - Righteous Fire
This link setup gives us the best combination for clearing map standard monsters with good aoe radius. You should be able to nearly constantly shield charge through the map, killing monsters as you go without slowing down. For bosses swap the increased area of affect with concentrated effect for more single target damage.
2link cast when damage taken (level 1) - blade vortex (level 6)
This will crit often, enabling our elemental overload to stay up most of the time. Flame surge from our cast when channeling will also proc this. The effect is 40% increased damage on crit which is quite a nice boost.
2link Cast when damage taken (lvl 10) - Immortal Call (lvl 11)
This will use endurance charges to provide damage immunity for a short duration. When a Red Dream or Red Nightmare gem can be obtained, this can be leveled higher to keep the endurance charges longer for the benefits they provide before activating immortal call.
2link Blasphemy - Flammability
This will drop the fire resist of nearby enemies significantly, enabling you to do far more damage and constantly shield charge most packs without slowing down.
1link Summon Stone Golem
Provides nice tanking ability along with useful regen to counter your righteous fire burn.
Final Passive Tree
We should get fire damage or other boosts to damage early and then move into life and then life regen. By hitting level 65 we want to have enough life regen to sustain righteous fire and enough HP to survive.
For my helm I am using a Voll's Vision skin. My shield is a Redblade Banner skin. I have a Perandus Footprints effect and infernal boots skin. My armor is the base Kaom's heart skin. I have the base skin on Doon Cuebiyari with the aspirant weapon effect. My gloves have the minotaur skin. For skill effects, I have divine righteous fire and demonic blade vortex.
About My Builds
For each league, I design a new build, full character appearance, and guide. My guides are meant to create builds that make the game fun to play and are accessible rather than trivialize the content and make you fall asleep at the keyboard. If you are looking for a build that will make the game easy or able to be AFK farmed, my builds are not for you. For the Breach league, I created this concept. I hope you enjoy it! My legacy build link is available now! https://www.pathofexile.com/forum/view-thread/1883987
Last edited by nater9999 on Feb 8, 2019, 9:00:15 AM
Last bumped on Nov 26, 2017, 8:05:15 PM
on Dec 14, 2016, 11:27:11 AM
First of all, thanks for the guide, the build seems interesting, and I started to level a templar to try it.
I have some questions about points not detailled in the guide :
1/ Bandits : i suppose you went for Oak/Skill Point/Oak ?
2/ Passive tree : near the templar start, what about taking Elementalist node + Ele damage node instead of going south from Sanctity node to progress to the marauder area ?
You loose 2 +10 str nodes (+10 base life and +7% inc damage with Doon) but gain +12% all res, +18% elem damage and 5% chance to freeze, shock and ignite.
10 base life x (1+2.18)=31.8 life (on a already very big life pool) against 12% all res (to ease gear needs) and 11% ele damage.
I'm not big on math, so correct me if I made a mistake somewhere.
Have a nice game.
on Dec 18, 2016, 8:10:38 AM
Oak/skill/Oak is correct, I will add that to the guide as well.
I added my final tree to the guide now instead of my current one. I like your changes and added them to the tree. The all res and damage are probably slightly more useful depending on the gear you have and preferences. They are definitely more useful than strength early on. Thanks for the suggestion!
I will add videos soon, my PC is a bit of a bottle neck but I think you will be rather impressed by the tankiness and damage. This build can facetank uber Izaro and melt him rather quickly.
Last edited by nater9999 on Dec 18, 2016, 8:49:51 AM
on Dec 18, 2016, 8:49:18 AM
I never did Uber izaro before (couldn't be bothered to search for all the trials in map) but I plan to try it during breach, and doing it on a build that won't die if Izaro sneeze too close to my char would be nice for the firsts few runs. :)
Have a nice game.
edit : just checked the final tree, you should remove 2 points since you take oak in normal and merciless.
Last edited by Atori on Dec 18, 2016, 11:16:38 AM
on Dec 18, 2016, 11:12:13 AM
Right indeed, fixed!
on Dec 18, 2016, 2:20:11 PM
If I were you, I'd try to squeeze in Elemental Equilibrium somehow. With Scorching ray, there is no reason no to go with EE, since the Ray is a degen and it won't reset EE, it's a free damage boost. Orb of Storms can do cursing on hit, trigger EE and Ele Overload.
That means you'd have to give up some life, though, or Unwavering Stance (with that much life, you'll almost never get stunned anyway)...
Last edited by IANVS on Dec 18, 2016, 7:00:52 PM
on Dec 18, 2016, 7:00:19 PM
I considered it but with xoph's blood we are running avatar of fire. This means we deal no non fire damage. Xoph's blood is just too good for this build to give up. What's more we are running flammability which is -44 fire res, 10 fire penetration from Xoph's blood, and the -24 fire res from scorching ray. I don't really see why we need more than this.
on Dec 18, 2016, 7:27:42 PM
Don't know about EE.
RF and SR may not triggert it, but Flame surge definitely will.
Since we won't be casting lightning spell, orb of storms will cast every 0.5 sec, I think ?
FS will be triggered every 0.36 sec, so there will be times when we will get 2 FS between 2 OoS bolts. Add to that the time the target will have +25% fire res against RF.
It woulg go like this :
time --> spell -->res after spell--> RF time until next spell/EE proc
t=0.00 --> OoS --> -50% fire res --> 0.10s RF "+"
t=0.10 --> FS "+" --> +25% fire res --> 0.36s RF "-"
t=0.46 --> FS "-" --> +25% fire res --> 0.04s RF "-"
t=0.50 --> OoS --> -50% fire res --> 0.32s RF "+"
t=0.82 --> FS "+" --> +25% fire res --> 0.18s RF "-"
t=1.00 --> OoS --> -50% fire res --> 0.18s RF "+"
t=1.18 --> FS "+" --> +25% fire res --> 0.32s RF "-"
t=1.50 --> OoS --> -50% fire res --> 0.04s RF "+"
t=1.54 --> FS "+" --> +25% fire res --> 0.36s RF "-"
t=1.90 --> FS "-" --> +25% fire res --> 0.10s RF "-"
t=2.00 --> OoS --> -50% fire res --> 0.26s RF "+"
t=2.26 --> FS "+" --> +25% fire res --> 0.24s RF "-"
t=2.50 --> OoS --> -50% fire res --> 0.12s RF "+"
t=2.62 --> FS "+" --> +25% fire res --> 0.36s RF "-"
t=2.98 --> FS "-" --> +25% fire res --> 0.02s RF "-"
t=3.00 --> OoS
So for a 3 sec channel, we get :
6 FS "+" and 3 FS "-".
1.02s of RF "+" and 1.98s of RF "-"
It would be an increase for FS, but I can't say for RF, will leave the calculation to someone else.
Hope my time table is somehow understandable. -_-
If you really wish to go the EE route, then you will probably have to drop any prospect of dealing damage with the cast while channeling set up (any fire spell would screw your RF "+" uptime, and a cold/lightning will lack impact since the build use mostly fire nodes in the tree).
Have a nice game.
Last edited by Atori on Dec 18, 2016, 9:06:25 PM
on Dec 18, 2016, 8:50:18 PM
But how does it fare in T15, Guardians or Shaper?
I'd like to see some high tier video footage, even just from normal map clearing and maybe some boss kills.
Breachlords might also be a nice benchmark to see how good it is.
I'm really having a hard time believing a 3L Doon is enough to carry the damage at the very end game but it is fucking awesome if it actually does.
Either way it's really cool to see people taking these new skill gems to the extreme. I'm doing a Wither CWC Chaos Firestorm build myself.
on Dec 18, 2016, 10:19:20 PM
You're right, I completely forgot abot Flame Surge...duh.
on Dec 19, 2016, 7:36:01 AM