[3.5] League Starter W.O.E Sund Slayer / 35c Day 1 Cost / U-Lab Sprinter / High Damage Mitigation

Vaal pact we know about, but what we have to look out for a nerfs to sunder I guess.
This might weaken this build.
I never played a slayer nor sunder build before but this would be my go to guide depending on the upcoming patch notes.

Already I don't like the slayer nerf and don't want to pick Vaal pact for lab, but without sunder nerfs I think this is still strong.
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Mecielle wrote:
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You can't life-leech while in traps and trap gauntlets, anyway, as there's nothing to leech from.


That is why I talked about writhing jar. One press of writhing jar, then kill the worms and you are immune to traps for like 20 seconds.


OK, you don't seem to know what you are talking about. The two worms have 1 health point each and when you kill them they grant charges - charges don't help survive in traps and you aren't leeching anything more than a measly 2 health points in total - which again, won't help you survive anything. As explained repeatedly, the Writhing jar is used to maintain charges against bosses and provide a minor instant health shot.


"
Of course it is great for Uber Lab to be stun and bleed immune. But to say that the insanely fast leech doent matter is just wrong. Without this faster leech Nathan would have died like 5 times during his 5 minute UberLab run... Of course he would have played differently if he would not have had the faster leech, but that doesn't change the fact that it shows that it is very important.


What? He doesn't kill anything at all when traveling through the zones and areas. Your not meant to, that's the entire point of the strategy of this build when in the Lab. Where is he getting this much required life-leech you are imagining? The only thing you kill in the Lab is Izaro and the most important thing about that fight is popping the writhing jar and totem just before he starts attacking, so you can kill him with charges up in 3-5 seconds easily.


"
Thanks for writing this up anyway, the WoE idea is pretty nice, but I think I will go with my usual UberLab farmer.


Bye.
Last edited by Adambjjoz on Dec 5, 2017, 8:43:38 PM
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kingzero753 wrote:
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Mecielle wrote:

Thanks for writing this up anyway, the WoE idea is pretty nice, but I think I will go with my usual UberLab farmer.

Can you post a link to your usual build?


The fool left his profile public, he doesn't even have a Lab Running build or character. Not now, or in any previous league. He's just in here trolling and acting like a stooge for no apparent reason.

For what it's worth, if this build is not to your taste, two other really good different Uber Lab builds are EE's Warchief Champion (https://www.youtube.com/watch?v=hKjASkoN_i8) and GGZII's THICC Jug (https://www.youtube.com/watch?v=VAmmD0QVVvY). Each build has it's merits, but they each have a couple of versions of Uber Izaro they won't survive, unlike this build which tanks all versions / traps / etc... Neither are that much more expensive or difficult to use, but they also lack the speed of this build. You'll be looking at around 14-18min clears with these two, as opposed to under 5min clears with this one. They are both excellent alternative's I'd strongly recommend. EE made himself ridiculously wealthy inside the first 3 weeks of the Harbinger league just selling Uber Lab loot and enchanted helm's, with his build.
Last edited by Adambjjoz on Dec 5, 2017, 7:20:43 PM
3.1 Patch Notes Have Been Released In Full !!

The changes that effect this build not mentioned up till now, or not confirmed (6/12/2017) are as follows:

"Balance Changes:"
- Arctic Armour's chilling effect now slows enemies by 30% when you are hit (up from 10%).
- Melee attacks supported by Multistrike now more accurately take attack range (including area of effect modifiers) into account when checking for targets for subsequent attacks.
- Life regeneration mods have been slightly renamed and reordered as two higher tiers have been added.

"Class Changes:"
- No changes to the Duelist class.
- The Slayer Ascendancy passive "Brutal Fervour" no longer grants +10% of maximum Life per second to maximum Life Leech rate. No other changes to the ascendancy.

"Unique Item Changes:"
- No buffs or nerfs to anything we use, or could use.
- As expected, "The Bringer of Rain" helmet can be dropped for an effective 7-link Shaper or Elder helmet now, so long as the setup boosts evasion and grants decent life. If you did do this, you should probably equip either the "Belly of the Beast" body armour or the "Restless Ward" and 4-6 link it with your Sunder setup now in the chest instead.

"Unique Flask Changes:"
- No buffs or nerfs to anything we use, or could use.

"Rare Item Changes:"
- Shaper and Elder gloves will be able to be used for an effective 7-link setup if wanted, instead of reccomended standard rare gloves in the build guide.
- Life regeneration mods on rare items have been buffed across the board, with the existing highest tier mod now granting up to 20 life per second. Existing items can be updated to these new values using Divine orbs.
- When used on a belt, Essence of Insanity now grants 10% increased Movement Speed during any Flask effect, up from 5%.

"Monster Balance Changes:"
- Monster mods "Reflects Physical Damage" and "Reflects Elemental Damage" have been reworked. They now appear as Nemesis mods. Attacking a monster with Physical or Elemental Reflect now triggers a mortar spell targeted at your location. This spell has a cooldown. - This is a buff for us, as we are constantly on the move and shouldn't get hit by these at all. GGG still haven't clarified though if this is applied to the mod in general, or just monsters with this mod on them. Because if so, then the map-mod's of physical reflect will still be one of the only map-mod's we can't run.
- Both versions of Reflect now only appear on Nemesis rare monsters. - This is good, that means that dramatically less numbers of monsters in a map or area will hit you back with reflect damage.

"Labyrinth Balance Changes:"
- Added a new Darkshrine effect that can only be found in the Eternal Labyrinth.
- Changed the requirements for some chests to appear. In general, chests should feel more rewarding and better suited for their level and difficulty.
- Increased the total amount of items found on average from Silver Chests.
- The helmet enchantment which grants additional projectiles for Barrage has been removed from the Merciless Labyrinth. The Eternal Labyrinth Barrage enchantment now grants one additional projectile (down from 2).
- Hahahaha, holy mother of god, they just made the game's most filthy and obscenely easy method of gaining raw currency, loot, div cards, quality gems, jewellery, quality flasks, unique drops and making profit EVEN BETTER!!!! This is a build specifically made to be able to reap the rewards of the Uber Lab safely as fast as possible, too.

"Prophecies:"
- Rare monsters able to fulfill the requirements for unique item Prophecies have been added to various locations throughout the world. They provide the opportunity to obtain an item with a high enough level to be six-linked.
- You are no longer required to have the subject of a fated unique Prophecy equipped, and can now complete such prophecies by merely holding the unique item in your inventory while killing the correct boss.
- These changes make obtaining 6-link items much easier than before, which could come in useful for us to use personally or even to sell to a larger number of players in the player base now who will be chasing after them. Especially being that Uber Lab is the best place in the game to farm for Silver Coins, to obtain those prophecies.

"Bug Fixes:"
- Fixed a bug where you could Leap Slam out of General Adus's arena without completing the encounter. Also prevented access to the Trarthan Powder until General Adus is dead, for good measure. You know what you did, Raiz. - Booooooooooo, this is clearly a case of GGG being racialisms to us smart Polski Rat's who just want to progress faster :)
- Fixed a bug where enemies hit by Sunder's linear component also unintentionally got hit by the area of effect that hit created. - Next to no effect on us or this build, as we use and take no AOE gem's or skills on the tree as it is already. Sunder's AOE creation on hit is so small, it's almost non existent.
- Fixed a bug with the bonus unique Labyrinth Shrine effect that would cause a huge lag spike when activated. - Yay !!!
- Fixed a bug where shrines could occasionally be placed in unreachable locations. - Yay !!!
Moved the Labyrinth Silver chests and other rewards away from walls, and locked their rotation. This should prevent items they spit out becoming inaccessible. - Yay!!!



So overall this is excellent news for us. Very few changes that impact this build at all, those that do are quite minimal for the purposes we use this character for. Quite a number of effective fixes and changes should make this build even more effective at doing what it does already, too. New Elder and Shaper items should benefit us for at least 1 piece of armour if not more (depending on it's 7-link ability) and we can now take the more susbstantial Life Regen stat rolls on the rings, gloves and belt if wanted.

Also FYI, as per multiple dev notes from Chris, Rory and Bex, there is a good number of undisclosed buff's they weren't putting in today's patch notes, so we could all find them out when the league starts. I imagine some of them will come to light with data-mining over the next few days, but at least we know there's no more up-coming nef's planned, as of today.

Have a nice couple of days everyone and see you on the weekend for the start of the new season. I'll definitely be using this build as my League Starter and Uber Lab runner after the pre and now official patch notes as of today.
Last edited by Adambjjoz on Dec 5, 2017, 9:27:55 PM
You kinda forgot that one.

"
Fixed a bug where enemies hit by Sunder's linear component also unintentionally got hit by the area of effect that hit created.
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nskLantash wrote:
You kinda forgot that one.

"
Fixed a bug where enemies hit by Sunder's linear component also unintentionally got hit by the area of effect that hit created.


We have very minimal AOE, take none of the AOE skill nodes on the skill tree & use no AOE skill gem's at all, so it's not really of any consequence to this build or it's primary purpose. The AOE radius of our attacks is the least of any skill there is already, anyway, too. It's not going to stop us from 1-shotting trash mob's even on T14 map's and we don't scale up any AOE damage for boss fights, so we aren't missing out on damage in that way, either.
Last edited by Adambjjoz on Dec 6, 2017, 12:13:04 AM
Hi, am almost certainly playing this build on Friday and have a question.

I've never played slayer before and don't know anything about its life leech mechanics, I'm just wondering if someone can explain what this means and what effect(s) it has?

"Slayer: Brutal Fervour no longer grants +10% of maximum Life per second to maximum Life Leech rate."
Last edited by GabeScrumbles on Dec 5, 2017, 11:19:15 PM
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GabeScrumbles wrote:
Hi, am almost certainly playing this build on Friday and have a question.

I've never played slayer before and don't know anything about its life leech mechanics, I'm just wondering if someone can explain what this means and what effect(s) it has?

"Slayer: Brutal Fervour no longer grants +10% of maximum Life per second to maximum Life Leech rate."


It just means you have a little bit less life-leech from killing things. The slayer ascendancy main defensive bonuses are that life-leech continues even once you have 100% health back (which enables you to constantly have life-leech health regeneration just by killing things - as life leech is not instant, it takes place over a few seconds), you get 20% of your Overkill damage as extra life-leech & you can't be stunned or effected by bleed damage while leeching - which your always doing.

Separate to all that though is that the build has upwards of 600+ life regen per second as it is, on top of any of the life leech. So you have a large and steady supply of life constantly coming back to your character and this ascendancy change coming into effect in the next few days doesn't significantly hurt that at all. What would have really hurt the Slayer and this build, is if you could no longer leech life once you got back to 100% health as well as the bleed and stun immunity.
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Adambjjoz wrote:

To put that in perspective, according to the POB calculations, the damage from this that enemies were taking from the bugged AOE hit was a total of around 700 total damage per second - less than 0.7% of our standard Sunder attack DPS.


It's debatable,
https://www.reddit.com/r/pathofexile/comments/7hujyx/can_we_get_confirmation_from_ggg_whether_the/
suggests that
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If this was happening on every hit, it means sunder now does 30% less damage to targets you hit with the targeted linear portion (more accurately, it loses a 40% more multiplier).


And it's only natural that if we look at your POB, we see that primary sunder wave deals 136k dps and a secondary one will not be hitting Izaro for 55k dps, which is 40% of a primary wave, now I didn't count in totem 82k dps, buffs, etc. are at default POB settings, and a target is white trash mob, but where did you get this 0.7%?
This adds up to about 20% total dps loss due to a bug fix, if I am not wrong, and sunder was bugged the way that reddit thread assumes.
20% may be not a big deal, but it's going to be noticeable.
Shame this build got nerf'd by the Sunder change :(

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