[2.6] Molten Strike Set the World on Fire
I swapped Infernal Blow out for Molten strike. I was getting locked out of higher tier maps until this change was made. I feel the build has hit the point where its just a matter of play time to get the BiS gear.
This build easy solos maps up to T13. Very much capable of group play, however some bosses that one shot can be tricky. I reworked the passive tree to open as many points as possible. After I acquired Xophs Blood I removed Avatar of Fire from the passive tree. See the new tree below. Current Build
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Current Skill Tree
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https://www.pathofexile.com/passive-skill-tree/AAAABAEDAAPWBS0Gww48EdUS4RQgFE0UcRR1GJEaOBo-GlUc5yKvJy8t0jJ-Mok26DhTOlI62DrhPC09_EGHQzFGaUd-TP9OKlBHV5dX4lhjWfNbr18_YEFhIWNwZU1oZWoecql07Xasdud35XrvfNl99YIHgpuDX4PMhNmE74VShmCHKYtPkAqQVZHOm2qfPqIAouqkwqZXpqOsqq2Ntz65frvtvJ-9Nr1gvqfEFcRYxPbGBMauxtjPftIh2L3ZYdl82sHhc-RR6hjtIO8O8i_yQfJF8932SPcy-Ov56PxL_go=?accountName=lizards160&characterName=IBWorldOnFire
The build is very capable currently and the only issues it runs into are high damage single hits. The damage right now is incredible. The leveling was much more difficult that I imagined, and I ripped several times during the leveling process. Molten Strike lists 10k on hit, which should in theory be closer to 40-50k after the target is ignited. The clear speed normally 2 hits mob packs. Single target leaves a lot to be desired, but the healing from firestorm tends to beat out all but the most powerful single target abilities. In T8- maps I am fully capable of leaving the character along unless I am fighting powerful rares or unique mobs and the mobs will get killed from firestorms alone. Old Rev
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I cant take enough time to play as I would like, so I appreciate the help that has been given when it comes to designing and testing this build.
Special Thanks to Kenakth for the design and test of the build. Currently I am level 41, and just about to finish up Normal Difficulty. I have acquired the Emberwake ring, and have been working up the currency for the others as time goes on. I really love the leaguestone system and cannot wait to use it with maps later on. My current skill tree
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https://www.pathofexile.com/passive-skill-tree/AAAABAEDAAPWBS0Gww48EdUS4ROlFCAUTRRxFHUYkRo4Gj4aVRznIq8m8ycvLdIxnjJ-Mok1kjboOFM6UjrYOuE8LT38QYdDMUZpR35M_03jTipQR1eXV-JYY1nzW69fP2BBYSFjcGVNaGVqHnKpdO12rHbnd-V673zZffWCB4Kbg1-DzITZhO-FUoZghymLT5AKkFWRzptqnz6iAKLqpMKmV6ajrKqtjbc-uX677byfvTa9YL6nxBXEWMT2xgTGrsbYz37SIdi92WHZfNrB4XPkUeoY7SDvDvAf8i_yQfJF8932SPcy-Ov56PxL_gr-jw==?accountName=lizards160&characterName=IBWorldOnFire
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With 2.6 just around the corner it is time to theorycraft a new build to try out. I enjoy using skills that are less meta and melee has been out for a minute. Access to legacy uniques is required, and expected for this to work. Cost is no issue, just a limit on when the character comes together complete.
Ideally the build will be Hardcore viable, and the goal is to achieve a T15/Atziri/Etc build with this as the base for it. Use the most up to date version of the build if you are planning on trying it out. I am keeping previous versions here so I can spot the problems that I run into for future character design. If anyone wants to learn how to do character development and build design feel free to look over the iterations. If things are missing from the main build it is because the latest version doesn't support them. All previously listed uniques are at the bottom in a changelog. Current Path of Building code to see calculations for yourself.
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eNrdG9lS28j2OfqKLlfNLVJhsVbLXDJTtmOMCXbABhLmJdWWWpaCpBZaMM5U_n1OtySvklEGMrfq5iHWcvro7Fs3J388eS56JGHkUP99TTys1xDxDWo6_vR97eb69ECv_fG7cHKJY_uT1U4cl735XXhz0sGuEcHFm5O-HyQx8rFH3teie8d1vwY4jGvIT7wJCQFp7agEDhux80iGHG43vOdExtdJYlkDapIaiuKQE9g9Pe12rvu33dJP-BvIpQxyTODb1EcGdV0cRMR8X7OwGwFuBy7HbO2YuABUCf7MiT9gD09JJegPtBrWcUCIWQmyEzqVCe3Y2DdIdTFczwMyjnEcVVrSdqvSfEmdiPqVQPtT34krypYYeF4JcgAm1bUsgKnGWSsGo5skMakGfuFY1SgeYB9XAuz6JJzOx7ZD3GoSboUeTcJquB8xiwCVYEckcqK4sow_EAsiSia1k6M8bpzwYIJc8kjc97VGo4YMF0fRkPvuAIc4MZnf4sggvtlZvmpDrCLhPXv36JAZiwdgIIPLT6PrGvKw44-pcU_iXkiTgLk7mmDfdOIBCQ3HJVH0vjakPskfD2noYfj-J3yfP-qECaOIQ3GSuRekoY5fIhdPGMSATiYQhVjAxBOXcR7DUghOLo2BTmrOUaYBTleLBzuOgcU4hu_NSY94uQik-hYmFsggCBjAoG-R0Mcuart0VkMPCXadeM4XHf0cpgFENYIu7XnkGIAvC1svwpi4scMi8v3L8KSBCcUUZf7-cjbHARiO_SJEXZd4xI9BVJchdcGpQ8wMvgDnyRFX7rahtGkUoQF9JFuf-b-2i88EBxAZlgJ8BZyvaiOnTggcE5_EpTqtjmwhOaDtwpnasc9jQ3UrKYkjPRcMJyowFWnbVERxl-hwFKOZTfxMD-ga3xP_X9WGqDyjjSiGePyrSfpZDWR2LFZzV1F_dR3sRNn3PBoy74LE6r4sAlA3BsrGNnkhor5vhARDLYA-JD8fLUvzKY2jihHz1TWg7bJbF3senjhs-YvEdk28gIZMkzYwGT2HS_-HvlRd8JXMfQcVZ5ArocSjFmqtJeGflswZjkPoKl4i3HECfgLGHUNZh3oUctLrRQbpFRL5BaBCYzCll2U0sG4SImhVsHEfvUTkpxBUHGu-jWJbRhGUuAYrwmPiHYvKcWsyYUWS_R8QTvTfCJ1RlsH2Qerw0DEJylz51fy9sYOPTWJOk3D-nFxeI3wsxZRd8Z7nOoQaK516pPhSbk7YTUrHzeiCX7yx4ziIjo-OZrPZYQAMUIs8QQNzaFDvKIBuCFAc8BHHAfgGOWrBv3ar22kNXduybp_IaDS8ujPaquh__9qNdcky5rHVF-8ffI0k-ueJRIkfifOHq5t4OrXsxvf--Z3c6d0N-3b8XT2z7OC2Y-HmMLC_OHVdvxhNgm-DpnVZHzz1vinm6eDqtjHTHr8Z11LvvKf7Tad59slSvny3r81P4tVIuX40H2aSRuhVr_f5IGiG7eb9t_mFaAwfZ_bdnXI7bk_Vuj46D_4MFElrU8UeuvPJefxw-jS76XesuGve3D8kw4ep-PVPq9e1jelBv2GO9KfYnl792b49iM9b9KMxe3po3N8YzQPN_qZql8rH83nzizu_ki-tefTgT3z9_tSqf5SGU_0pGgVfL55Op_Zdp3fVf9CD4PPtkAv-KJf8SdpARqkasjvkQ5_ZB4NoNDVwGygsPHaXm88WmCw1NLkCnKQrDXUJJ5YDamJTqwIoa5qsVKFQburNKhSKTb0KPkXTdakKPq0hVeJYEaVKIpRFTa8Cp6pis17pw3pD0ysg1ERFrCRBpSlWQSfJlciTFaUSv7KsyWIVhCpIulEFUKs3ZLWSYPQiE4RAuPQsuElj3skRC4rsYkhjwt-xh_kND5m3DpmhiODQsMdxyFLGd0q9u_e1A1k5lKS6qjclSVebQFxk09kZwfEAB4tJFAO-WMR2dveFBepDXQPNgLeIsqSlox6WwrKhNlyhRxw62I_5MjbOynLPCB7H82N0M-xf3XSFj5h6i1wHRMYC9GyhQ5MIXbo4JsJtiuYYXUK_KR7WD-vLR50kDKE7FtJhM5TMizeScJUmFbisC30vcB3DiaNjVBfOcATCRpk4hXdivV5nLY-Hnxwv8RCbPXIZMy6W7DAW5A0WfOchIcIIf6chK9Rim6AxiMqPbTROfCQMHNNn3Sxqu9gkwieons6wbwKh4xkNTWFEHhJWbCIuYKTp-0gUZaizwvTiA3kSRP035Cx6gpZhQFdgzNEIWgN_KrRMM0J7mnrQUN8yJvZEsX4gyvW3m8MIAdhcRdROQtZj55nYsdCcJqkiHknW_pkI-6jrEw8-Rwxgy50DyQYUJOEcib8xlgcrQktTO6DJli9Wb367cFqC8JQV7vHi22ypQyJu_ANqjrAPQCH7H7ziUE2NKt-RKFCWUqisHiDI7W1A2Wwl8YQLMmVjWF41CenY8RjtSXKDiVRS1bdCOj5G6fwY3jW4yTS0t5s6VEGHqpKqEH77YJ17osahRb3-dk2X_EMgJc7rEr3wbk_lCzQGD7981JIOjll_LkjqmjRBH4wPxHc8hD2VUwYrjY1uXhDX1r1E7GIelZ5TzA4IpVx1UqHqrm1WMXrM7C9DJ_LAAww0YrdQ_08Tcow-UHjLe-Z9NAShgMQ29SPXQbw6V0cmXej8V8ZsSzFHYLYF8gqgRTiFsPqd7IO-IIhwBWYWTxcWvybqzSkemjkQItIGCCLQnpjah_osQTuxCuqqzstofKlid6hNLVRbl-0dzqDSF0bJZJ4qbEMpogZCkLgQ5BKb3xPV1BnXXIhDZdynhi-u-xhvOVLHUAs84g6ClQFhyvEtSBAxSoKUhnoGEDGNLsLYHXNXtlvIw9aYD-0jZFJIJzEyCTwjT3GIc4J0MB-2abIRa3-9Z8nlKtJKMlhk32PXpGEeGi_Bi9jGk3AOiQu1vMQl8Va6Ele1xn4gX0EHDZjhhcJf6OmLtdyaL1LW37GtPEFad7lsAsYyzdLa2X4qlActx2UPotzpWNDiJQg39h67sDHkMubFITETg4XcfBsSZbxwDBUdp4N9pmgWL9ElnUEc6Ng4nP4bsXKHRhvrGh21Rl1hCBUfAxBGdM62N5JwSn1QYGlNxEy1v5GYhHc6V9NgTXdMmgXu-U5Wf1sb3he97FDXXH1ezJC-i6FxAD4H2uVz_TJ-ROEvLsBjkN8PyL4H0npQSOuPzBuLuCwWB-OinL9t5p63iSL2m7vYh0QHRWaI2sRd0WY58-BqaoGr5arcrnvX1lZMk-_k-i7d10t0_yKX2eEQ0IJtS_CczIgrdOgEuzFKb9YcAJoLy3ki0bGwlmLXZDNOrAymsDBgZTG6drwyuxbFArqyGrBjk2ir8yn11iWxG4V1ZqkLJTaYFrNYm1pAOYQoNrdtZMlyviIHV9N-A5Ig8aexvfVe0YvzeBncpn2Uwe02MhvT6Hkra6wb0S4QpRSkluXT3e8bz7zXn3nf3GHnxVUyhAZ3nnejbbCLWDhNwHc_z0MvgrqFLBscRZW5KhUZGpz0DAvED13cTPSKtg-9adrTwC_rSqEc42qR6kU9jbAn5xm-1JuqV73qmo2fuji6T_vNRS8aMnfp8tqrR8P_bYUlFg8JunPClNKHEsJghRUSOg47h1daXOlMQpC6lDU_4_XIssxigWirqIXu8aCxLvm87bAdd9HcC2z6jlgSWKmiy3t4iff7q6AXhBg2GxJEefu_iv0XBvjizr5450RY3zjZ6jykfSRp3KRZWXqQFbKLsCbubLW1A54dtzSQyw75BIfQ86QzFKhTPzquy2IXSHW1354LrE-J0j0U1EBF-y6pZhj1QQDfFkvaIN6fQn294CBvPkAcVgAGF0e_UjXFLeAXGix4abuUmkKLNYW56eftexvYMewtT1BKVFPfEVsAXinpJNfXLdBl4stPtMDnGeDm4g7P8lm7AWjY5myqGQi3c3TmxMx5hNYjjnGYO8wvEvhiwCpniIqbO6gtwjCZOIsx6wCSgOXwKCRch07iBWC_MbrAHqQOHK5PXKX1iWv6SCsawm6qrbmPmmo-y0xd7K-M5GNxX4LCvL5ZmKf5OyvMF8DyDxbR9B2gbMJ2UJyK0vFamtzALhp1cNmCYnhJ2Q95zT54ZMsjHfOtCJKOby4XSPvyj40yrGzNv5WWfmp6M3Zpfug7Py2V7z3o-THVJcjyOE8OJG8DpW69sikilyKSdiJaOwa6wKZtA7Kh0ioutQgX3xJfYFFKsKywJhVggcZrCdDcBjgjrrfKeyM7uZtvjpx0qG85060D94SlgX7ETjsuT-gPPw2LDucbYX4Q_SIx7uc1NKHUJdjP92y2VyQR6fpmErI12dBiZRXfpy_4DGUnesFveIpqQ-Iy2TmS55Y5PLGt_6lB67Y7avW6uz7CUiMx832Gn6Uuy6Y_zVSaHCtIcLEu-xJf_k-p5VmEmH2fH-3ZXntylFvJydHmH4_8DXV_gPc=
EDIT: Changelog at the bottom. Notable changes are here
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Version 2 update notes
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Kept Chieftan as ascendance class. Its addition to the burn table is too great to give up.
Added unique amulet http://pathofexile.gamepedia.com/Eye_of_Innocence to the build. Added more CWDT links. Emphasized CWDT as a major part of character. Removed Blood Magic. It took too much hp to keep, so it was swapped and another aura was added in. Version 3 update notes
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Did the numbers with Slayer and will include the differences in the skills area for comparison. Added unique boots http://pathofexile.gamepedia.com/Abberath%27s_Hooves to the build options. Added a 6l CWDT option I noticed that the damage calculations ignored the increased damage to burning enemies, so the damage will be better than listed here. I am only putting in the direct calculations from Path of Building until I can verify that the calculations are incorrect there. I will update as I find out. Version 4
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Removed excessive uniques. Build now revolves around the listed uniques. Redid damage calculations with new tree and gear. After doing the calculations again I am swapping over to Berserker. The DPS difference is almost shocking. Moved skills around a little to help benefit the overall balance The build revolves around the combination of a couple of uniques
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http://pathofexile.gamepedia.com/Razor_of_the_Seventh_Sun 100% increased melee physical damage to ignited enemies 1% of life regained when an enemy is ignited 100% increased burning damage when an enemy has been ignited recently http://pathofexile.gamepedia.com/Emberwake Can inflict up to 300 ignites on an enemy Crits do no extra damage http://pathofexile.gamepedia.com/The_Taming Deal 10% increased damage per shock, freeze, or ignite on enemies Optional uniques to make life easier and help the build out
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http://pathofexile.gamepedia.com/Abberath%27s_Hooves +6-10% chance to ignite Deal level 7 Abberath's Fury 1% increased fire damager per 20 strength Abberaths fury deals aoe fire damage when you move. With the level 77 build with 440 STR that adds on 22% increased fire damage, which will increase over time. The fire damage dealt can proc ignites in a small AOE around the player, which may help as melee is the main option for damage. http://pathofexile.gamepedia.com/Eye_of_Innocence 100 damage taken when an enemy is ignited 10% chance to ignite This allows the character to constantly proc a CWDT low level spell. As ignites heal for 2% of maximum health with 2 swords this is easily beat. It does allow for ignite stacking with additional spells and additional defensive options. Passive Tree, lvl 77
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Version 1
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https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAEDAQHnA9YFLQbDDjwSaRLhFCAUTRRxFm8XHBcvGGUYkRo4Gj4aVR0UJKolvCcvKS4t0i5TNug26TpSPC09_EGHRmlQR1XWVw1YY1nzXz9hIWTnZlRmnmhlcXlyD3KpdO12rHrvfLh82X31gKSCB4Nfg8yE74cpjM-QVZHOlG-WbJ8-n8ui6qajpzCsqq2Nr423Prl-u-28n71gxBXEWMT2xgTGrsbYz37SIdNv2L3ZYdl82sHbT9-_4MPjauRR6hjvDvGs8i_yQfOb9kj3Mvno-tL8S_4K
Version 2
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http://poeplanner.com/AAYAAOMhAABvxthYYz38jM_2SF8_FCDvDlBHGj7yL-RRHOdqHtIhVw3ZYa2Nz36WbJHO8kGCB9l8dqzqGPcyfNmFUptqi0-ezacwn8sB5zboGlVhIYTv2sF07QUtvqdlTb02R36E2aLqEuFyqayqWfMaOJBVJy-fPi3SxPbGrgxfGNdTpTwtg8yDX8RYcg9mnvrSFm_jagthr2xo8vAfogAEs3rvHRSvjRJpFxxxeRhlZKMB3CSqNumUb2ZUffXEFbvttz7-Cti9QYf56Gh02mKUoNhNGFa_CCQ3FumYV_hfX9AhkOoQAAAAAAA=
Version 3
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http://poeplanner.com/AAYAAN0hAABsxthYYz38jM_2SF8_FCDvDlBHGj7yL-RRHOdqHtIhVw3ZYa2Nz37yQYIH2Xx2rOoY9zJ82YVSm2qLT57NpzCfywHnNugaVWEhhO_awXTtBS2-p2VNvTZHfoTZcqmsqlnzGjiQVScvxPbGrjwtg8yDX8RYcg9mnvrSFm_janrvHRSvjRJpFxxxeRhlJKo26X31xBW3Pv4K2L2GYCKvOFN25xRN_Eu8nxiRYEFjcEMxEdVXlyftBg7UfAn2NZK18nJsbEYyCUGH-ei_CCQ3FumYV_hfX9AhkOoQAAAAAAA=
Infernal Blow
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Mobbing Skill
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4L Infernal Blow - Melee Splash - Chance to Ingite - Elemental Proliferation 5L Melee Physical Damage 6L Multistrike All combined at this point the character should have 90% chance to ignite an enemy on hit. As all physical damage is converted to fire damage the ignites should have a large basis to start on. With 80% less the calculations showed around 300-600 damage per ignite per enemy. With 5 enemies clustered, so that they all get hit with Infernal Blow, should provide 15 ignites triggered, and spread to the other 4 enemies. All totaling up to over 50 ignites, should be over 20k burning damage per second. Path of Building Estimations with Chieftain at level 77
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Average Damage: 6,000 Attack Rate: 3.74 Ignite DPS: 1,500 Total DPS: 68,800 Ignite Chance 100% Path of Building Estimations with Berserker at level 77 Getting Cloaked in Savagery and Aspect of Carnage
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Average Damage: 6,500 Attack Rate: 4.08 Ignite DPS: 2,150 Total DPS: 92,000 Ignite Chance: 90%-95% Bossing Skill
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4L Infernal Blow - Melee Physical Damage - Physical to Lightning - Chance to Ignite 5L Weapon Elemental Damage 6L Fire Penetration This removes the penalties that are in effect for the mobbing move. The relinks match up color to color so that they will be replaceable on the fly. I added Physical to Lightning as it is the best support gem during testing for single targets. At level 20 the gem provides 40% increased fire damage conversion with Avatar of Fire. Path of Building Estimations with Chieftain at level 77
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Average Damage: 20,500 Attack Rate: 1.94 Ignite DPS: 6,800 Total DPS: 136,100 Ignite Chance: 100% Path of Building Estimations with Berserker at level 77 Getting Cloaked in Savagery and Aspect of Carnage
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Average Damage: 22,400 Attack Rate: 2.11 Ignite DPS: 9,700 Total DPS: 186,400 Ignite Chance: 90%-95% Other Links
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Summon Stone Golem Molten Shell(19) - Immortal Call(18) - CWDT(18) - Increased Duration Firestorm(14) - CWDT(11) - Chance to Ignite - Elemental Proliferation Flammability(6) - Temporal Chains(6) - Firestorm(8) - CWDT(2) Leap Slam - Faster Attacks - Fortify Herald of Ash - Anger - Summon Stone Golem All CWDT abilities trigger firestorm. Ideally with the spread of ignites it should have the level 8 versions cast very frequently. As they cast more frequently more ignites spread. As the build has the potential to scale into a build that needs nothing but CWDT spells I added a 6l CWDT option. In theory this just keeps the survivability up as CWDT targets who damaged you last (mainly for bossing) This is just a for fun idea though and I doubt it will be actively pursued. CWDT - Firestorm - Fireball - Magma Orb - GMP - Chance to Ignite Things of note
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The idea behind the build is to rush in, smack a couple of enemies to trigger ignites to start. With multistrike and melee splash ignites should have a nice basis to start spreading. With a small group of enemies (2-5) It should provide up to 35-40% heal per strike. This is on top of the 1% life leech from the initial fire damage, and the damage when an enemy explodes. Each ignite deals 24 damage to the player, which adds up to trigger the CWDT setup as quickly and as frequently as possible. The links are setup so that firestorm can constantly be adding more ignites, which triggers more firestorms. In the build calculations it should be able to hit over 1000 life regen per second (500 with berserker) at maximum endurance charges, with some minor leech being applied. The character has 7 endurance charges, which provide the main system of defense, as the health is going to be around 4.5-5k after reservations with decent health gear. As the character should be self-inflicting tons of fire damage there is a bunch of CWDT spells. Firestorm should keep the ignites proccing, which should keep more firestorms up. Thoughts, tips, etc are much appreciated. EDIT NOTES
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I swapped out blood magic as it isn't needed. This raised the life pool and allowed a second aura to be used. I added in Anger to make up the difference.
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Version 1
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With 2.6 just around the corner it is time to theorycraft a new build to try out. I enjoy using skills that are less meta and melee has been out for a minute. Access to legacy uniques is required, and expected for this to work. Cost is no issue, just a limit on when the character comes together complete.
Ideally the build will be Hardcore viable, and the goal is to achieve a T15/Atziri/Etc build with this as the base for it. The build revolves around the combination of a couple of uniques
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http://pathofexile.gamepedia.com/Razor_of_the_Seventh_Sun 100% increased melee physical damage to ignited enemies 1% of life regained when an enemy is ignited 100% increased burning damage when an enemy has been ignited recently http://pathofexile.gamepedia.com/Emberwake Can inflict up to 300 ignites on an enemy Crits do no extra damage http://pathofexile.gamepedia.com/The_Taming Deal 10% increased damage per shock, freeze, or ignite on enemies Optional uniques to make life easier and help the build out
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http://pathofexile.gamepedia.com/Rashkaldor%27s_Patience 20% increased duration of status ailments 5% chance to ignite No power charges As the build revolves around chance to ignite, power charges are unneeded. This increases burning duration allowing proliferation to spread faster and farther. As it is emberwake removes extra crit damage, so this wont change much. http://pathofexile.gamepedia.com/Gang%27s_Momentum 5-7% chance to ignite 15% increased damage to burning enemies 25% increased movement speed 50-60% fire resistance This fills out the fire resistance thats needed. With this and the passive tree there is only a need for around 20-25% fire res on the rest of the gear. Passive Tree, lvl 77
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https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAEDAQHnA9YFLQbDDjwSaRLhFCAUTRRxFm8XHBcvGGUYkRo4Gj4aVR0UJKolvCcvKS4t0i5TNug26TpSPC09_EGHRmlQR1XWVw1YY1nzXz9hIWTnZlRmnmhlcXlyD3KpdO12rHrvfLh82X31gKSCB4Nfg8yE74cpjM-QVZHOlG-WbJ8-n8ui6qajpzCsqq2Nr423Prl-u-28n71gxBXEWMT2xgTGrsbYz37SIdNv2L3ZYdl82sHbT9-_4MPjauRR6hjvDvGs8i_yQfOb9kj3Mvno-tL8S_4K Infernal Blow
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Mobbing Skill
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4L Infernal Blow - Melee Splash - Chance to Ingite - Elemental Proliferation 5L Melee Physical Damage 6L Multistrike All combined at this point the character should have 90% chance to ignite an enemy on hit. As all physical damage is converted to fire damage the ignites should have a large basis to start on. With 80% less the calculations showed around 300-600 damage per ignite per enemy. With 5 enemies clustered, so that they all get hit with Infernal Blow, should provide 15 ignites triggered, and spread to the other 4 enemies. All totaling up to over 50 ignites, should be over 20k burning damage per second. Bossing Skill
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4L Infernal Blow - Melee Physical Damage - Concentrated Effect - Chance to Ignite 5L Weapon Elemental Damage 6L Concentrated Effect This removes the penalties that are in effect for the mobbing move. The relinks match up color to color so that they will be replaceable on the fly. Other Links
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Summon Stone Golem - Melee Splash - Blind - Multistrike Molten Shell(16) - CWDT(11) - Chance to Ingite - Elemental Proliferation Flammability(6) - CWDT(2) - Increased Area of Effect - Increased Duration Immortal Call(18) - CWDT(18) - Increased Duration Herald of Ash - Leap Slam - Elemental Proliferation Flammability is locked at 6. This is because at level 6 the chance to ignite goes up to 11%, which caps out all abilities at 100% chance to ignite. With a level 2 CWDT, it should be up on most to all enemies constantly. Molten Shell and Immortal Call are setup as defensive options. The damage taken is configured to help out when needed. Elemental Proliferation increases the number of enemies ignited, and as a result the number of heals that are triggered.
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Leap Slam and Herald of Ash are both linked to Elemental Proliferation so that the benefits scale as well. When an enemy is ignited for overkil Things of note
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The idea behind the build is to rush in, smack a couple of enemies to trigger ignites to start. With multistrike and melee splash ignites should have a nice basis to start spreading. With a small group of enemies (2-5) It should provide up to 35-40% heal per strike. This is on top of the 1% life leech from the initial fire damage, and the damage when an enemy explodes. In the build calculations it should be able to hit almost 800 life regen per second at maximum endurance charges, with some minor leech being applied. The character has 7 endurance charges, which provide the main system of defense, as the health is going to be around 4.5-5k after reservations with decent health gear. Thoughts, tips, etc are much appreciated.
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With 2.6 just around the corner it is time to theorycraft a new build to try out. I enjoy using skills that are less meta and melee has been out for a minute. Access to legacy uniques is required, and expected for this to work. Cost is no issue, just a limit on when the character comes together complete.
Ideally the build will be Hardcore viable, and the goal is to achieve a T15/Atziri/Etc build with this as the base for it. EDIT: Changelog at the bottom. Notable changes are here
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Kept Chieftan as ascendance class. Its addition to the burn table is too great to give up. Added unique amulet http://pathofexile.gamepedia.com/Eye_of_Innocence to the build. Added more CWDT links. Emphasized CWDT as a major part of character. Removed Blood Magic. It took too much hp to keep, so it was swapped and another aura was added in. The build revolves around the combination of a couple of uniques
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http://pathofexile.gamepedia.com/Razor_of_the_Seventh_Sun 100% increased melee physical damage to ignited enemies 1% of life regained when an enemy is ignited 100% increased burning damage when an enemy has been ignited recently http://pathofexile.gamepedia.com/Emberwake Can inflict up to 300 ignites on an enemy Crits do no extra damage http://pathofexile.gamepedia.com/The_Taming Deal 10% increased damage per shock, freeze, or ignite on enemies Optional uniques to make life easier and help the build out
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http://pathofexile.gamepedia.com/Rashkaldor%27s_Patience 20% increased duration of status ailments 5% chance to ignite No power charges As the build revolves around chance to ignite, power charges are unneeded. This increases burning duration allowing proliferation to spread faster and farther. As it is emberwake removes extra crit damage, so this wont change much. http://pathofexile.gamepedia.com/Gang%27s_Momentum 5-7% chance to ignite 15% increased damage to burning enemies 25% increased movement speed 50-60% fire resistance This fills out the fire resistance thats needed. With this and the passive tree there is only a need for around 20-25% fire res on the rest of the gear. http://pathofexile.gamepedia.com/Eye_of_Innocence 100 damage taken when an enemy is ignited 10% chance to ignite This allows the character to constantly proc a CWDT low level spell. As ignites heal for 2% of maximum health with 2 swords this is easily beat. It does allow for ignite stacking with additional spells and additional defensive options. Passive Tree, lvl 77
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https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAEDAQHnA9YFLQbDDjwSaRLhFCAUTRRxFm8XHBcvGGUYkRo4Gj4aVR0UJKolvCcvKS4t0i5TNug26TpSPC09_EGHRmlQR1XWVw1YY1nzXz9hIWTnZlRmnmhlcXlyD3KpdO12rHrvfLh82X31gKSCB4Nfg8yE74cpjM-QVZHOlG-WbJ8-n8ui6qajpzCsqq2Nr423Prl-u-28n71gxBXEWMT2xgTGrsbYz37SIdNv2L3ZYdl82sHbT9-_4MPjauRR6hjvDvGs8i_yQfOb9kj3Mvno-tL8S_4K Infernal Blow
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Mobbing Skill
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4L Infernal Blow - Melee Splash - Chance to Ingite - Elemental Proliferation 5L Melee Physical Damage 6L Multistrike All combined at this point the character should have 90% chance to ignite an enemy on hit. As all physical damage is converted to fire damage the ignites should have a large basis to start on. With 80% less the calculations showed around 300-600 damage per ignite per enemy. With 5 enemies clustered, so that they all get hit with Infernal Blow, should provide 15 ignites triggered, and spread to the other 4 enemies. All totaling up to over 50 ignites, should be over 20k burning damage per second. Path of Building Estimations
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Average Damage: 4564 Attack Rate: 2.89 Ignite DPS: 1246 Total DPS: 30439 Bossing Skill
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4L Infernal Blow - Melee Physical Damage - Concentrated Effect - Chance to Ignite 5L Weapon Elemental Damage 6L Fire Penetration This removes the penalties that are in effect for the mobbing move. The relinks match up color to color so that they will be replaceable on the fly. Path of Building estimations
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Average Damage: 25598 Attack Rate: 1.48 Ignite DPS: 13725 Total DPS: 127431 Other Links
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Summon Stone Golem Molten Shell(16) - Firestorm(14) - CWDT(11) - Chance to Ingite Immortal Call(18) - Enduring Cry(19) - CWDT(18) - Increased Duration Flammability(6) - Firestorm(8) - CWDT(2) Firestorm(8) - Rallying Cry(8) - CWDT(1) Herald of Ash - Leap Slam - Anger All CWDT abilities trigger firestorm. Ideally with the spread of ignites it should have the level 8 versions cast very frequently. As they cast more frequently more ignites spread. Things of note
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The idea behind the build is to rush in, smack a couple of enemies to trigger ignites to start. With multistrike and melee splash ignites should have a nice basis to start spreading. With a small group of enemies (2-5) It should provide up to 35-40% heal per strike. This is on top of the 1% life leech from the initial fire damage, and the damage when an enemy explodes. In the build calculations it should be able to hit almost 800 life regen per second at maximum endurance charges, with some minor leech being applied. The character has 7 endurance charges, which provide the main system of defense, as the health is going to be around 4.5-5k after reservations with decent health gear. As the character should be self-inflicting tons of fire damage there is a bunch of CWDT spells. These are a mix of offensive (firestorm) and defensive (warcrys). Firestorm should keep the ignites proccing, which should keep more firestorms up. Thoughts, tips, etc are much appreciated. Last edited by lizards160#0274 on May 13, 2017, 3:30:38 PM Last bumped on Apr 7, 2017, 8:55:58 PM
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Very interesting build idea.
When fighting bosses, you should swap Melee Splash Damage for Weapon Elemental Damage. Elemental Proliferation is also useless during single target, but I don't see very good replacement option to stay in blue color : Elemental Focus, which is the only option, would prevent you from igniting the ennemy. However, because of the ignite mechanic (it's hard to ignite foes with high HP), I'm not even sure you could ignite high tier bosses. This would mean you could use Elemental Focus, but would also mean your DPS will plummet in single target. In the main setup, I would suggest to use Fire Penetration instead of Chance to ignite, since the higher fire damage you do, the longer the ignite will last (so you should achieve a better DPS and overall stack more ignites). Since you are going with Marauder, I suggest the Berzerker ascendancy. Aspect of Carnage +40% damage double dip on ignite and Cloaked in Savagery allows you to not build any defenses except life. Also, you get a huge buff to AS with those ascendancy. Last edited by PathOfAlkor#2610 on Mar 1, 2017, 6:03:41 PM
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Thanks for the tips. I reworked the class to reflect some changes I made to it. Reworked main links so that bossing should be easier. Changelog in the main post.
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Thanks for making this build. I have wanted to play something like this for awhile and am going to use it for the next league.
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I love the CWDT setup. [Edit : Unnecessary part removed, did not read your setups correctly]
I also want to say I was wrong on my first post, the ignite mecanic is not life based, this means you should not have any trouble lighting bosses on fire. So, Chance to Ignite stays a good choice. However, Concentrated Effect won't help you at all, because it will not apply on main hit, only on the "on death" explosion. I checked all the support gems and there are literally no good blue support outside of Chance to Ignite for single target. So at this point, I would just swap in an Increased Rarity gem to get better drop from the bosses... Regarding your skill tree, I would drop the Aura node, it's useless with your setup. The nodes you should take from where you currently are : Lava Lash (self explanatory). Then Potency of Will, which will lenghten the duration of all your skills but the most important part, it will make your ignites last longer. Longer ignites = more damages since you gain 10% for each stack on the ennemy. And also more spreading on mob's death. Then, you need as much attack speed as you can get, because AS double dip on your build (more AS = more hits = more damage but also more ignite stacks, so higher damages...and the damage bonus also double dip !). Taking the Berzerking nod, AS part of Blade of Cunning nod, Strong Arm nod (from AS side), Dervish nod, and AS side of By The Blade nod could triple or quadruple your dps. If you don't intend to pick Blood Magic, That's 18 more points on the tree you linked, so a lvl 95 setup, might be hard to reach while playing casually. But I think you could make some optimisation I did not take time to do to lower that lvl to something acceptable (91-92 is a decent lvl to start fighting T15-T16 bosses, where you need at least 200k dps - but I think your build can achieve 500k). Edit : Actually took the time to rebuild the tree, check my next post for lvl 89 tree. Higher skill duration and Higher attack speed are really worth it to take, because they have bonus side effect (more Immortal Call and curses uptime, better mobility with attack skills). Last thing, if you project into late game, you might want to add a +1 curse corrupted amulet, and add Temporal Chain to your curse setup. Temporal Chain is a good defense against mobs, slow down bosses by a bit, and add yet another chunk to ignite duration, which is the best stat for you because of the double dipping on The Taming. Last edited by PathOfAlkor#2610 on Mar 2, 2017, 4:37:25 PM
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Two other things : Cwdt won't trigger Enduring Cry because it is not a spell but a warcry. Also, since you are already using Rallying Cry, both share cooldown and you will have to choose between one or the other. I suggest you don't use Enduring Cry at all. Generating Endurance during boss fights might however become a problem. But then, at this point, you might as well fully drop Endurance and go Berzerker (pretty sure you get more damage from Aspect of Carnage alone than from the whole Chieftain tree because MORE is multiplicative while INCREASED is additive).
If you still want to keep Chieftain, 4th ascendancy should be Arohonguy and you should, of course, use a Flame Totem because it would be excellent for you. You might also use a Flame Totem if you decide to go Berzerker. It should ignite the ennemy frequently and grants you a very nice dps boost. Second thing : Link Leap Slam with Faster Attack and Fortify on one of the sword to travel faster and safer between packs. If you actually pick more AS from the tree, you will go even faster. Positionning is important for your build since you don't have AoE or any range before you start killing stuff. Here is my suggestion for the passive skill tree (lvl 89, which is pretty manageable since I think your build has really good damage and survivability) : Edit : lvl 90, forgot Resolute Technique http://poeplanner.com/AAYAAPMhCwB3xthYYz38jM_2SF8_FCDvDlBH5FEaPvIvHOdqHtIh8kGCB9l8i0-baoVS2WFXDa2Nz352rJ7NpzCfywHnFE38S7yfGJE26BpVYSGE79rBRmmHKYjt-hjueuHvQzFXlxHVY3BgQb6nZU29Nkd-dO0FLXrvhmAirzhTdufzm2hl6hj3MnKprKpZ83IPZp760h0Ur40SaRcccXkYZRZv42oaOJBVJy8kqjbpj0anCOvuHNy4kyj6gscdvjOHA-6PGvnoQYe3Pv4K2L01krXycmxsRjIJ8kU64aZXTeP-j3zZ-F9f0CGQ6hC_CCQ3FumYVwAAAAAA With that tree you will : - have way more damage (melee increases compensate for the loss of Chieftain nods, then the 40% more kicks in) - have a higher life base - have more elemental resistance (which should prove useful because of all the uniques you intend to wield) - leech way more life = you basically always have 25% hp regen/second - attack 170% faster !!!! That only triples your dps against bosses, without factoring everything else. It also boost your survivability since you heals on hit when igniting ! - have 45% higher skills uptime duration (you can go up to 90% if you aim for level 94 but that requires some grind) - be more mobile (very useful to dodge big damage AoE) Sadly, you will not anymore : - have endurance charges while clearing mobs. But you won't need them with that improved life base and huge regen boost. Plus, you get Fortify with Leap Slam, which is equivalent to 5 Endurance Charges by itself AND will be up during boss fights. Let me know what you think about that overall. If I'm not wrong, with that path you should reach about 1M dps (maybe over) which would be a Shaper viable build. Last edited by PathOfAlkor#2610 on Mar 2, 2017, 4:50:55 PM
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This is somewhat similar to a build I was toying with starting the league with. Ran into some logistical problems with my idea that I'm having trouble fixing, though.
What about running with Xoph's Blood? That will give you free Avatar of Fire, freeing up several passives (15-25 passives, depending on where you decide to stop in that direction) you spent traveling there. Then, you could pick up more life in the rest of the tree and grab the Arsonist nodes, which will double-dip on your infernal blow and burning (to offset the damage loss from losing the Holy Fire nodes). Xoph's would also give you 10% max life, 10% strength, 10% fire penetration, and the covers enemies in ash debuff. On top of that, it gives fire resists, where Eye of Innocence does not. Also, with the changes to accuracy rating on swords, you may be able to get away with dropping Resolute Technique. Since crits ignite 100% of the time, this could up your ignite count. With Xoph's, you could use the passives you save traveling to Avatar of Fire to pick up the improved Blade Master and/or Razor's Edge to gain some more damage, accuracy, and weapon range at the cost of 4-7 passives. This may not be worthwhile, as your crit chance would be quite low without traveling to the right side of the tree and picking up sword nodes there, but it may be worth considering. It just occurred to me, so I haven't given this part much thought. |
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Eye of Innocence is up to 70% double dipping damage, 10% more chance to ignite and a lot of free CWDT activation. I am not even sure Xoph's Blood would be worth the 20 extra skill points. To make up for the 70% increased damage loss, he would need to grab about 200% increased damage from other sources. To make up for the chance to ignite loss, he would need to get 10% more from tree. To make up for the CWDT loss he would need all the extra skill duration nods (to counter the fact he is stacking way less often).
That is, if he can ignite himself with the damage from the Eye (which I think he can). However, if he can't, the damage increase is not that useful and overall he could maybe swap. Also, crit's don't do extra damages because of Emberwake so Resolute Technique is his best bet. Last edited by PathOfAlkor#2610 on Mar 2, 2017, 4:49:58 PM
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On a side note, the forums are not letting me post updates so I will list out a few here until I can update the main post.
I tried using a Xophs with the build, but the loss of continuous damage made things a lot rougher for the character. The ability to near constantly have multiple firestorms up which provide the 2% per ignite per enemy before proliferation is just too much to give up. Eye easily outstrips it in that regard. I tried the passive tree that PathOfAlkor suggested and it drastically improved damage and sustain. I near doubled the estimated DPS of both the mobbing and bossing infernal blow setups. I noticed that Path of Building cannot estimate the damage to burning enemies from the swords as well and that is heavily limiting the numbers I have been receiving. Although for consistencies sake I am just using those values for damage calculations. I removed the warcry options as they were superfluous. Replaced with more firestorms. Because fire. It didn't update up top, but I am also swapping around leap slam to get it with fortify and attack speed. |
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" I'm admittedly not the best at theory crafting, could you explain why he would need 200% increased damage from other sources to make up for the 70% increased damage loss? It's possible I was overestimating the usefulness of the fire penetration given by Xoph's. I had thought that, combined with getting ~20 skill points back would more than make up for it. As for the CWDT loss, I suppose it really depends on if he is getting enough procs from being hit to sustain his life and damage at sufficient levels or not. If he is, then the increased duration doesn't really do much for him. Odds are you're right, though. Assuming he can ignite himself with the damage from the Eye. And you're right on the RT part as well. I overlooked Emberwake. Last edited by Kenakth#0509 on Mar 2, 2017, 5:41:31 PM
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