How bad is this for a Rapier/Shield BM duelist?

Build:


So, I'm level 52 with this guy right now, working on the build above. I'm building around a Matador theme, so the weapon/shield combination isn't up for debate. Right now I'm starting to feel a bit fragile, especially against ranged elemental and when I'm playing with my buddy. I'm not sure if this is the build's fault or my gear's fault. Rapier dps seems comparatively low to other weapon types, but the speed makes my life on hit gem on Cleave pretty handy. The Viper Strike/Puncture combo melts blue/yellow monsters pretty quickly once the trash has been taken out. But overall my dps feels low right now.

I'm using:
Cleave: life on hit, melee physical, added fire
Viper Strike: Added duration
Puncture: Chance to Flee
Shield Charge: Melee physical
Grace/Anger: (reduced mana if current gear allows, which at the moment it doesn't)
Molten Shell: reduced mana, added duration
Enduring cry x2

Any suggestions on the build, or the build in combination with those skills?
Last edited by Hulkcore#6592 on Mar 11, 2013, 12:07:54 AM
your link.
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draygourn wrote:
your link.

Fixed. That's what I get for trying to be fancy.
I think you should at least take that block nodes in the duelist area, that's 10% block for 3 points.

I use Shield Charge to take out rangers.
They are normally more fragile than melee mobs, and that 200% damage on Charge will take 1 or 2 more hits to kill them. Learn to target/highlight them so you won't charge the ground near them.

My suggestion : use fire trap, esp. expecting a pack.
can try spell totem+summon skeletons.

When I play my dw duelist, this 3 things helped a lot.

1. whirling blades. equivalent to shield charge. to get out of sticky situation.
2. enfeeble curse. http://en.pathofexilewiki.com/wiki/Enfeeble
or temporal chain vs rangers, they will attack/cast slower.
3. spell totem + summon skeletons or whatever variation there is.

this 3 makes my somewhat fragile dw duelist playable.
Thanks. I'm running out of room on my skill bar, so it's sorta tough to add more. I could drop to just the one Enduring Cry gem and pick up Temporal Chains or Fire Trap.

The block nodes do make sense. I guess in part I'm wondering how much %maximum life I'm going to need in the long run because those seem to be the nodes ones I'm always debating about. I could drop some damage nodes, but I already feel a bit under powered.

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