The ESAI Build - Energy Shield Armor Immortality

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muknowti wrote:
If I'm using Eldritch Battery (converts ES to mana) will a successful block restore 4% mana instead of energy shield?

No.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Reply to ScroteMcB
Spoiler

Lightning Strike isn't really single-target, especially with Chain support. You could change your passives to avoid area-of-effect nodes and focus on getting Static Blows instead; I think a Chained, Elemental Proliferation Lightning Strike with 20% added chance to shock would DPS against groups just fine, and it would only cost you a mere 4 passive points. Diehards could also get Shock, in the Shadow beginning area. If you're concerned about Chain's increased cost, there are more mana regeneration passives between CI and Necromantic Aegis, with just 4 points you could get another 40% mana regen rate.

I agree, and I''m beginning to think that LS is indeed a better option. Originally I wanted to test how AoE on melee skills scales, and it does indeed scale quite well but the dmg is just too low.
As for what you'll get in replacement of the 7 points out of respecing IncAOE it's completely optional.


Spoiler

Going with skills with relatively low Dexterity requirements, in combination with a few Agility for Chain and friends, would save you some nodes by going Resolute Technique. RT and Chain are friends; projectiles that miss don't chain. There's really nothing about your passive selection that dedicates to critical strikes, and the aforementioned Static Blows works best when it always hits. Going down RT's direction costs 5 passive points total, far more than the point you'd allocated for Precision, and allows for better scepter wielding (probably the ideal weapon type for this build) as well as better clothes, without relying too heavily on Strength mods from gear.


You're missing something here.
1- CI 2 - Not exactly mana starved 3 -Not really Granite flask dependent.
1 Granite is more than enough to keep you alive through anything, I took 2 just in case.
So you have 3 absolutely free flask slots, add a mana pot if you're feeling dramatic,fine. You still have 2 left. And not to mention that the dmg is pretty low. I didn't take RT because even if I hit every time, I just don't do enough dmg to kill mobs fast enough.
I did indeed put a lot of thought into not picking RT, but I haven't tried the dmg with LS+Chain+Static. If the dmg is good enough you can pick it, yet +20% accuracy and around 150 dexterity takes you over 85% so its good enough.

Spoiler

Pure maximum energy shield passives aren't too useful. Between the intelligence, Body and Soul, and Unnatural Calm, you're already getting 150% increased energy shield, so 8% increased ES is only about 3% more, and even 18% increased is only about 7% more. The situation gets worse for Discipline aura (which is at about 180% increased due to Inner Focus) and for your shield's ES bonus (which gets another 55% improved from "improved shield defenses" passives). While we're at it, what does improved energy shield cooldown recovery do for this build? It's designed to be extremely tanky and almost always have the standard ES regen in cooldown. Arcane Focus and Unnatural Calm are both very skippable endgame. I will concede that these passives might be very important to the leveling-up process, but once you have Aegis Aurora you can probably refund them back.

I agree, I was never aiming for pure +es nodes.You can get about 10 pure Armor+ES nodes,2 of which being body and soul, more than eonugh. If you still feel like its not enough,you can even go for +%defenses on shield,before going pure ES.
As for es regen, I disagree.It's not really worth giving away 15% es for 1 passive point considering you're a CI character, nor is the 18% Arcane focus. Plus, you need the mana nodes at the start of the witch tree, so you won't really be respec-ing out of that.
Don't forget that, against a boss,while using a granite, a single block is refunding all your ES, even in crappy gear. So the bigger the base you have, the better.


Spoiler

When it comes to being more tanky, instead of going for more ES and better cooldown, I'd maximize blocking and armor. When it comes to passives, getting more blocking is what you want. With 3 more points you could complete another 4% block near Lord of the Dead, you can get another 8% block with 9 points extending from Ghost Reaver, and if you go RT there's 7% block available near the Marauder start, including 40% block recovery, by using 7 points. The points you freed from earlier cuts should probably go into getting these.

You can get alot of block,as much points as you can spend. And as for the additional 40% block recovery, if you go RT, you should pick it up, otherwise it's just too far away.


Spoiler

In terms of skill buffs, you should look into Molten Shell and Determination. Both increase armor, which means more healing, and you get more boost than usual thanks to Inner Focus. Determination has to compete against Hatred, however, and it might not prove the victor (especially if you're concerned about DPS). Molten Shell, however, deserves a spot on your bar for improving healing in addition to being an alternate form of DPS. (AoE passives are, as it turns out, quite good with Molten Shell, so this is a possible strike against Chain Lightning Strike.)

Even in the crappy gear this character has, I never felt the need of "I need more healing or I'm gonna die" even tho, I have not tested it on a map higher than 65. My build is far from complete.
Here's the link to the current stage of my lvl 70 templar -> lvl 70 templar
As for MS, I never really liked that skill,as it feels too damn unreliable, but it should work if it scales with Increased AOE as well as you say.




Spoiler

A key unique you missed is the Stone of Azhwar. This unassuming level 5 amulet has the rather incredible "50% of block chance applied to spells" mod, improving the chances for Aegis Aurora (and Molten Shell) to trigger, as well as just being flat-out good against the monsters that would otherwise frustrate you most.

I did mention Stone of Azhwar as an optional amy. And yes it is indeed pretty good.


I really appreciate your interest in this build, as I do find it quite fascinating as well.
I hope GGG does something about melee in OB , because it just doesn't quite make it that well in the current meta-game of PoE.
d
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emb0 wrote:
You're missing something here.
1- CI 2 - Not exactly mana starved 3 -Not really Granite flask dependent.
1 Granite is more than enough to keep you alive through anything, I took 2 just in case.
So you have 3 absolutely free flask slots, add a mana pot if you're feeling dramatic,fine. You still have 2 left. And not to mention that the dmg is pretty low. I didn't take RT because even if I hit every time, I just don't do enough dmg to kill mobs fast enough.
I did indeed put a lot of thought into not picking RT, but I haven't tried the dmg with LS+Chain+Static. If the dmg is good enough you can pick it, yet +20% accuracy and around 150 dexterity takes you over 85% so its good enough.

1- I guess for CI you're referring to the contrast between Strength and Dexterity effects on your character; you're worried about gaining "wasted" HP from Strength. However, only vast amounts of strength have any significant effect on HP; at level 71, you have 470 base HP (without Oak rewards), and even 300 Strength would only increase that base amount by about 33%. Still, it is a loss. The thing is, I think Dexterity adds even less. Since we're building around the unique shield, we want armor/ES pieces, not evasion/ES, so we'll likely have near zero evasion and get no benefit out of Dexterity that way. The only two things Dexterity can do is meet gear requirements and possibly improve our accuracy rating. Strength, on the other hand, does do two other things: increase hidden base HP (CI bases stun times off of what your HP would be if you didn't have it), and increases melee damage, which you can have increase all damage by taking Iron Grip. Additionally, the best scepters and Armour/ES armours all require more Strength than Chain requires Dexterity.

Also, 85% is not a very good to-hit if you're going for critical strikes, because in order to score a critical you have to roll for accuracy twice. That means you're also losing 15% of your crit chance, even when you do hit. Generally speaking, you need to be going spellcaster or a very high-dex build (daggers/bows/claws mostly) to make crits work for you. It's just not a good fit here. Instead you can gain 17% more (not increased!) damage by taking RT (100/85=1.17), and streamline your build to avoid worrying about critical strikes, using the shock method instead.

2- Right now you're not mana starved. Chain is expensive (200% cost multiplier). You might still be able to handle it, just a mild concern.

3- Dependent for what? Standard tanking, yes, agree not dependent. Very tough mobs and act bosses? Yeah, you need granite.
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emb0 wrote:
As for es regen, I disagree.It's not really worth giving away 15% es for 1 passive point considering you're a CI character, nor is the 18% Arcane focus. Plus, you need the mana nodes at the start of the witch tree, so you won't really be respec-ing out of that.
Don't forget that, against a boss,while using a granite, a single block is refunding all your ES, even in crappy gear. So the bigger the base you have, the better.

Personally, I think granites are cheezy, and I'd aim for a build that doesn't abuse them. Personal preference and probably a little foolhardy of me. Until/unless granites get nerfed, you're technically correct on that one.
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emb0 wrote:
As for MS, I never really liked that skill,as it feels too damn unreliable, but it should work if it scales with Increased AOE as well as you say.

The thing about MS is it activates based on amount of damage absorbed by armor (very low unless you're in granite mode) and damage absorbed by blocking (when MS first becomes available, your block rate isn't that great). Thus, MS makes a bad first impression. Try giving it another go with a higher block rate.
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emb0 wrote:
I did mention Stone of Azhwar as an optional amy. And yes it is indeed pretty good.

In my opinion it's not optional. This build can/should invest very heavily into block chance, which makes your character lopsidedly bad against spells (Vaal Pyramid skeleton casters) if you fail to equip this item.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Jan 11, 2013, 3:10:22 PM
im not buying into this unless you show me each instance of your build every lv 30, 40, 50, 60, and 70. im lv 40 using similar build and let me tell you, it's freaking hard with this build.

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