[0.11.2] Flicker Samurai - Ranger Build Guide [updated]



Flicker Samurai


This is a build that centers around the usage of the new melee gems: Melee Splash, Multistrike and Power Charge on Critical. Using high crit chance/multiplier combined with critical weakness it's possible to deal very high damage meaning you can wipe out white/champions in seconds, allowing you to sustain frenzy charges via blood rage, and continuously cast flicker-strike.

Video Footage:

Footage for 0.11.0 (adding more over time)

Lunaris Temple Run


Footage from 0.10.7 (and earlier)

Pros

Spoiler
+Low level areas, docks and under extremely easy, you can clear these areas in under minutes
+Requires you to think and micro your character, manage your potions and curses, and keep a vigilant watch on your health at all times; the opposite of a braindead build like FP maruader or EK shadow (I guess this could also be considered a con :P)
+Fun to play and level up
+Can be built as either a ranger or a duelist
+Makes use of 2 handed swords (coolest looking weapon imo!)
+Elemental reflect maps are no problem
+Generally very quick to kill enemies; because flicker locks-on to enemies you're not going to be hitting the air as with many melee builds
+High crit chance means that surgeons flasks are very effective, and and crit multiplier gives very large damage increases
+Very high armour (from evasion)


Cons

Spoiler

+Physical reflect maps are not possible, and you need to use immortal call to avoid 1-shotting yourself on physical reflect rares
+Hard to gear for - to get to the point where *I* currently am, it required what I would consider a significant investment into character itemisation.
+Multi-strike combined with flickerstrike causes you to desync; often your client will get out of sync when using this ability, meaning you end up somewhere else than your client tells you and it rubber-bands to where you *really* are.
+Requires chaos resistance
+You will die: very glass cannon - if you have an unstable connection, or get frustrated dieing, I would not recommend this build as even seconds spent out of position can mean death.
+Not for hardcore league
+Many map mods will be a struggle (to name a few): monster life, monster damage, extra damage as x% elemental damage, additional projectiles (sometimes), vulnerability & reduced life/mana recovery.
+Incoming damage is nearly impossible to predict, and will often be in the form of large bursts, as such you can have some *very* bull$#!+ deaths (e.g. if you flicker *into* 10 projectiles in a row)
+There is a very fine line between this build being semi-viable and completely unplayable.



Current build - level 81

Armour Version


Evasion version: Not viable for map bosses, good for leveling however.



Bandits

Spoiler
Normal: 40 HP
Cruel: 18% physical - more than you'll get from any one skill point (not counting the sword specific ones you need to spend many points to get to)
Merciless: Power charge


Build Order
Spoiler
For leveling I would recommend going for the duelist nodes first, taking any health nodes along the way, securing berserking, iron reflexes and diamond skin. Then head upwards and get acceleration and master of the arena and the life nodes above it. At this point do not bother getting the sword nodes as leveling up you're likely to find better weapons of all different kinds.

By now you'd be (I'd estimate around 30), & start going upwards from the ranger tree and start getting the crit nodes. Always prioritise health nodes over everything else. Once you're happy you've enough crit from the shadow area you can start taking the sword specific skills in the duelist tree area and after that can take the flat physical % damage increase nodes near the duelist start.

By this stage you should have the basic skeleton of the build (roughtly lvl 60-70) and can start filling it out grabbing the remaining crit nodes / heath nodes / damage nodes.


Skill+Support Gem combinations:

Spoiler
Main attack: (1) Flicker strike (20%) + (2) Power Charge on Critial (quality optional) + (3) Additional Accuracy (20%) + (4) Increased Critical Strikes (quality optional) + (5) Multistrike + (6) Melee Splash
Curse: Critical Weakness
Buffs: Enduring Cry + Immortal call (quality helps a lot) + Increased Duration (quality preferred)
Single Target: (1) Frenzy + (2) Faster attacks + (3) Melee Physical
Movement: Leap slam
Auras: (1) Grace + (2) Wrath + (3) Anger + (4) Reduced Mana
Auras: (1) Hatred + (2) Purity + (3) Reduced Mana



Itemization:

Spoiler
+There are three uniques which greatly help the build:
Malachai's: Used for putting on auras
Maligaro's: Greatly increase your crit chance/multiplier
Abysuss: Insane crit multiplier
Terminus Est: While it won't allow you to keep frenzy charges up permanently, it comes close, and goes a long way towards filling the gap when you can't get charges via blood rage. Very good cheap weapon until you can find something better.
Spoiler


+You'll need at least around 50-60% chaos resistance to break even with blood rage degeneration, given the amount of near-death experiences you're likely to have, it's a very bad idea to be in battle with 4% (or more) health draining away per second.
My Chaos resistance comes from my rings:

+As much health, resistances and evasion you can get


My Gear:

Spoiler



Summary

A build that can often be annoying due to RNG & desync, but for me at least, the fun outweighs the frustration. Not really viable for end-game maps, but they are do-able.
Some credit needs to go to zekerferc where I first saw the flicker+multi mechanic and usage of terminus est.

Questions and build critique are much welcome.
"there is no spoone" - The Matricks
Last edited by Zeekin#4930 on Jul 17, 2013, 4:03:35 AM
First, Thanks for the crediting me :)

Can you provide your stats? I am really curious about your Dps, total combined damahe, mana and armour.

I had some doubts about Power charge gem but it seems it works really well. I will definitely drop Voll's and get a nice chest.

I am not sure about Accuracy gem though. I never saw my flicker missed, maybe it's the insane attack speed I am not sure. Anyway %40 extra crit chance is good but I would defintely swap it for Melee Physical Damage.

About Astramentis, no doubt it's really good but is it really necessary? I never happened to have one but I think that there are better amulets out there. I mean, an amulet with %50+ crit multiplier, some life and resistance and maybe some crit chance may yield better dps and survivability.

Also, you can use The Covenant instead of Malachai's.

I still think that , a better 2 hand sword would work better than Terminus. I never tried this build with another sword, as I am completely broke :) Maybe, you can try. I know you tried this build with Marohi, but how about a high aps, crit and phy damage 2H sword?

Anyway, I can easily say that this build is the most enjoyable and also addictive build I have ever played. And I played with a lot of builds, including the mainstream ones ( fp, la, ek, cleave ) and many weird experimental builds of mine :) If only, this build had better survivability in high level maps.



"
zekerferc wrote:
First, Thanks for the crediting me :)

Can you provide your stats? I am really curious about your Dps, total combined damahe, mana and armour.

I had some doubts about Power charge gem but it seems it works really well. I will definitely drop Voll's and get a nice chest.

I am not sure about Accuracy gem though. I never saw my flicker missed, maybe it's the insane attack speed I am not sure. Anyway %40 extra crit chance is good but I would defintely swap it for Melee Physical Damage.


You are right, but consider that I'm using a pure evasion chest at the moment - rolling RRRBBG would be extremely unlikely! I don't have the guts to try it, getting 2 red 2 blue was hard enough haha.

Accuracy gem is not bad though, I am pretty certain you can miss with flickerstrike, at least the DPS tooltip seems to indicate as much - my chance to hit goes from 88% to 80% (dps drops by ~10%) when I remove it, and max level accuracy gem gives over +1000 accuracy

stats using melee physical instead of melee splash:
Spoiler

evidently a very large damage increase, but I simply dont have the space at the moment!

my total armour is currently 9.5K and over 10K with frenzy charges

"
zekerferc wrote:

About Astramentis, no doubt it's really good but is it really necessary? I never happened to have one but I think that there are better amulets out there. I mean, an amulet with %50+ crit multiplier, some life and resistance and maybe some crit chance may yield better dps and survivability.


stats with astra:
Spoiler



stats with this:

Spoiler


If I had a really nice crit neck with enough attributes for my other gems I would definitely use it for the damage boost, I've not put much effort into looking for one but maybe I will now. Main reason I was using astra was just because I had one and it was easy to max my gem requirements.

"
zekerferc wrote:

Also, you can use The Covenant instead of Malachai's.

I still think that , a better 2 hand sword would work better than Terminus. I never tried this build with another sword, as I am completely broke :) Maybe, you can try. I know you tried this build with Marohi, but how about a high aps, crit and phy damage 2H sword?

Anyway, I can easily say that this build is the most enjoyable and also addictive build I have ever played. And I played with a lot of builds, including the mainstream ones ( fp, la, ek, cleave ) and many weird experimental builds of mine :) If only, this build had better survivability in high level maps.


If I had a higher phy sword to try, I would definitely try it out, and that would give a big dps boost for sure.
"there is no spoone" - The Matricks
Last edited by Zeekin#4930 on Apr 20, 2013, 9:02:12 PM
Update:

I replaced my amulet & weapon with the below and my DPS (tooltip) has gone from 8.9K up to 13.3K, so a pretty large margin.



It certainly makes a difference in kill-time (makes mountain-ledge map feel like it's the ledge zone) and as a result it's far more survivable versus smaller groups of monsters, however with the larger groups it's a serious problem, as the larger the group -> the damage is spread around more -> less enemies die ->run out of frenzy charges -> stuck in the middle of a big mob pack -> dead, the more enemies also means much huger chance of desync (and resultantly death).

If I manage to get the sword linked (5 or 6), I will definitely consider using a secondary skill to compliment flicker strike for whittling those larger groups into a more manageable size for flickering.
"there is no spoone" - The Matricks
Nice thinking and interesting build.
Thx for sharing it.

But I will try it only if the desync problem is not so frequently happening.
Desync is fatal for melee chars, especially for those with less defensive abilities.
Also after watching your video, I fould that the playing style may possibly make me dizzy for the high-speed changing scene.

Anyway, it is a fun build and good guild.
Wish GGG fix desync and I can experience the samurai.
im trying to do this build in a modified form. what's your plan for the 120 points? right now its 98/120. just more crit and lives, or add in some magic defense?
"
wherezmytofu wrote:
im trying to do this build in a modified form. what's your plan for the 120 points? right now its 98/120. just more crit and lives, or add in some magic defense?


just more health, the remaining crit nodes are just not worth it, and the three I take down near the ranger tree are debatable, I mainly took it for the extra 30% crit multiplier (large dmg increase).

118 point build (-2 from the bandit rewards) would look like this
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgIBBH4FLQW1Bu4ILgzyDkgOrRGWFfAY2xmOGtsc3CFgI_YkPCT9JpUnqSi1KaUshTIJNDU1hjWSNj06WDqzPs9AoEOcR35JO0lRSn1OyFBCUUdVS1b6WhpaSFptW69gS2CIYVJh4mMXY0NlTWegapNte25pcFJw1XJ-dO108Xrvf8aE2YcZh3aIa4w2jX2Nv5dwmSubjZ2jnaqeuZ_Loi6ly6c0p1yqf6q4q8Wv67VItkG5zbyfvYG95r6nwA_AUcEHypDSTdN-1BnUUtUA1e3Xft0N44Tjn-dU53Ttg-4O707v8PDZ8-r5Y_yr_MU=


308% increased HP in total.

(Good luck ever getting level 100!)
"there is no spoone" - The Matricks
"
Zeekin wrote:
"
wherezmytofu wrote:
im trying to do this build in a modified form. what's your plan for the 120 points? right now its 98/120. just more crit and lives, or add in some magic defense?


just more health, the remaining crit nodes are just not worth it, and the three I take down near the ranger tree are debatable, I mainly took it for the extra 30% crit multiplier (large dmg increase).

118 point build (-2 from the bandit rewards) would look like this
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgIBBH4FLQW1Bu4ILgzyDkgOrRGWFfAY2xmOGtsc3CFgI_YkPCT9JpUnqSi1KaUshTIJNDU1hjWSNj06WDqzPs9AoEOcR35JO0lRSn1OyFBCUUdVS1b6WhpaSFptW69gS2CIYVJh4mMXY0NlTWegapNte25pcFJw1XJ-dO108Xrvf8aE2YcZh3aIa4w2jX2Nv5dwmSubjZ2jnaqeuZ_Loi6ly6c0p1yqf6q4q8Wv67VItkG5zbyfvYG95r6nwA_AUcEHypDSTdN-1BnUUtUA1e3Xft0N44Tjn-dU53Ttg-4O707v8PDZ8-r5Y_yr_MU=


308% increased HP in total.

(Good luck ever getting level 100!)


thx. i'm new and was informed from a higher level that my currnet build was very bad. i really like the playstay from your video :D
Thanks for sharing your build. Have you tried this in level 70+ maps in groups of 4 or more people? Sadly, me and others have tried flicker extensively, using terminus, marohi and other high end gear, but have been unable to make it viable for group play in high level maps. It's just too hard to keep the charges up. Not to mention desync, which is a real killer for flicker right now.

I wish this weren't the case!

Petrov.
After many deaths from 74-75, I think I've finally nailed down a workable strategy to not-die as this flicker build, and that instead of just holding the button down and hoping for the best, to instead contain your flicker storm, by [if necessary] herding enemies into tight packs of manageable size (just like D2 cow-herding) first consider:

+pack size (# of monsters)
+expected HP said group will have (e.g. LOTS if they're champion bears for example)
+ensure the group is isolated (i.e. will not chain onto another nearby group)
+if they're lightning chicks, then don't flicker into the pack unless you can mince them instantly, thorns DESTROYS this build.
+are they curse immune, if so your damage is going to be much less
+other things you'll pick up over time

Once you've ensured the group is in the goldilocks zone, you can proceed to turn them into powder. The better gear you have/the weaker the monsters, the bigger groups you'll be able to handle.
Be sure to take your time (my major folly) on those harder packs, it might be tempting to just try and hold the button down, but resist the urge :) oh, and critical weakness curse often, for the [insane] damage increase.

"
mrpetrov wrote:
Thanks for sharing your build. Have you tried this in level 70+ maps in groups of 4 or more people? Sadly, me and others have tried flicker extensively, using terminus, marohi and other high end gear, but have been unable to make it viable for group play in high level maps. It's just too hard to keep the charges up. Not to mention desync, which is a real killer for flicker right now.

I wish this weren't the case!

Petrov.


I've tried it on 68/69 maps, without much difficulty, I don't think 70 and onwards would be too much different, but then I rarely ever see those kinds of levels in maps to try it. My character is only level 75; by the time I get 80 hopefully I'll have some of those maps saved up to try out.

I've only done a little group play and it's both good and bad, you have the added advantage that monsters do not focus you exclusively, but there's no way you can expect to maintain frenzy charges with other people nabbing the kills. I'd say you can still be effective in a group scenario, but you're only going to be as effective as other *real melee* classes (e.g. cleavers).


I've tried marohi too, but it's too slow, and the nearby available passives to beef up its DPS are inferior to the sword-related ones; the 18% accuracy from using sword is really quite nice too.

If the monsters within your flicker-chain range all fit onto the screen then desync will not be a problem, it's only a killer when the flicker-chain goes too wide, i.e. chains onto multiple groups in different rooms back-and-forth, in which scenario you're practically guaranteed to desync, if you add in group members I can only expect it to be even worse.

I'll see if I can't find some higher level maps to post footage.
"there is no spoone" - The Matricks

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