Oro's Sacrifice

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CharanJaydemyr wrote:
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Nephalim wrote:
you can certainly perma flicker with oros but the damage is so horrendous its not much better than a generic attack with splash.


Can you specify 'horrendous' for me? This affects my design of Unleashed. Cheers.


Unless you have another way of gaining charges,for flicker strike generally you don't want high attack speed,you need monstrous hit on order to kill easily and regain frenzy charges with blood rage,also physical>>elemental.Not to mention that it is very hard to keep up with the mana cost of a high speed flicker.
Thats why atziri's acuity unique gloves SCREAM critical flicker,not only completely nulify reflect as the old VP,but never have mana issues again.

Anyway,if u wanna design a flicker unique sword,find a way to replenish frenzy charges,and the mana resource,otherwise,it will always be inferior to daggers or other high crit weapons.
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CharanJaydemyr wrote:
The frenzy charge thing I've got down.

Mana is....hm. Would a mana leech gem (or a mod equivalent thereof) do the job?

I would not expect people wielding Unleashed to get their hands on Atziri items.


No,mana leech alone cannot do it.I had the oldest and most famous flicker build on ym other acount https://www.pathofexile.com/forum/view-thread/417287 ,before i stopped updating since i am not playing seriously anymore,and this was the ultimately the biggest issue.Mana management.
You had to either
1)have a godly dagger,in order to pretty much oneshot everything and not have to flicker long,possibly hitting afew mana potions as well.
2)Stack mana regeneration and use clarity,which ultimately meant u have to stop using discipline,so it worked only for ppl with godly ES gear.
3)Get the mana gained on kill passives.

I personally,had to choose as my 6th gem on my chest additional accuracy,instead of say-melee physical-due to the fact that it didnt increase futher the mana cost,and as a generall rule,i advised to always focus on higher damage per hit rather than attack speed,fo all these reasons
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CharanJaydemyr wrote:
Interesting. I'll discuss this with Rory.

That said, we're talking about a level 50 sword. Not something I'd expect a level 93 to wield.




Then thats another thing you have to consider,since always flicker was supposed an end game skill.Only then u had enough DPS to maintain charges through kills,and mana the same way.
It would be pretty great if there is an item that will make flicker viable to lower levels,through 1)gaining charges another way(which u have resolved already),and 2)being able to maintain mana, without the use of blood magic gem,since flicker is already a dangerous skill to use as a low level(and even high level sometimes,especially post 1.1).
Anyway happy to help,good luck with your unique :)

PS:Flicker tends to spend aton of mana due to its rediculously high speed....
Last edited by astraph#3219 on Mar 23, 2014, 9:23:45 PM
Its no where near as bad as people are making it out to be. This sword would be completely viable for mapping if elemental leech was available through reasonable means (it isnt, especially without sacrificing a ton of damage via a leech gem).

Tested it back when i had a 6L one, one of the biggest issues is the gear requirements. You literally need GG gear for this item. Talking Max WED rings and Belt with HP and RES, also you need a Kaoms.

Its more soo a farming item, you can use it a few ways.

1. Ele Prolif Leap Slam (Pretty good and how it was originally intended to be used).
2. Ele Prolif Flicker Strike (Also good, i never used flicker much before this, but i realized i didnt like flicker because, while i could clear through a place fast, it was a drag to keep an eye out on loot drops, where leapslam generally is mobile and trackable, you can see your loot drop before the next leap and pick up what you need).
3. Ele Prolif Heavy Strike (Less mobile but far more powerful in terms of dishing out prolif burns).
4. Righteous Fire (Meh, not a big fan of RF builds)

These are the kind of uniques that SHOULD be made, uniques now of days and even alot prior have no downsides to using them, this one actually adds alot of flavor to the game, while also being the highest possible elemental melee weapon in the game, if i remember right (750 or soo pure elemental DPS with max rolls) which is INSANE DPS in general.

Its not terrible but its by no means great, the big problem is mostly attributed to how everything has elemental resistance, how theres no accessible elemental leech.

The new Fire belt off Atziri would be GODLY with this item though, no doubt.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
Last edited by Tin_Foil_Hat#0111 on Mar 23, 2014, 10:23:30 PM
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Tin_Foil_Hat wrote:
1. Ele Prolif Leap Slam (Pretty good and how it was originally intended to be used).

I had assumed this is how most people used Oro's.

Fixed aspd mitigates the slow base speed.
"Increased AoE" double dips on LS aoe and on Eleprolif aoe.
100% DE on Leap Slam, and can get pretty good damage with LS+Conc+Eleprolif+LL(+WED(+faster)).

Just trying to do a vanilla ST with Oro's is a bad idea. No synergy, no reason to use Oro's instead of whatever strong physical 2h you might have.
Well, it does have over 700 ele dps and there is a spectral throw ele build "elemental buzzsaw. I could see a build focused around it, maybe with EE and some CoC spell?
http://i.imgur.com/8fqgfAh.png
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rinleezwins wrote:
Well, it does have over 700 ele dps and there is a spectral throw ele build "elemental buzzsaw. I could see a build focused around it, maybe with EE and some CoC spell?

"Buzzsaw" being the key part missing with Oro's.

For the aspd/ele builds, you really just want a fast weapon since you get all your damage from Wrath and Anger. If the weapon has elemental damage on it, all the better, but it's not really required.
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CharanJaydemyr wrote:
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Nephalim wrote:
you can certainly perma flicker with oros but the damage is so horrendous its not much better than a generic attack with splash.


Can you specify 'horrendous' for me? This affects my design of Unleashed. Cheers.


My body is ready.
I can confirm a lot of what has been said in this thread about oro's

1. No way to scale the damage. Because you can't get that much ele or fire damage nodes on the tree, you're limited right off the bat. Combine that with no crits and you're screwed. Sure you ignite the mobs, but ignite of a small hit is not gonna kill anything. Think about Flameblast, base damage is only around 400 which is just a bit lower than oro's... but it scales with spell damage, fire damage, and ele damage... THEN it get's more multiplier by channeling! Oro's doesn't get any of this scaling, even with fire nodes on the tree, your damage is set and capped. It also does it's fire damage in small hits compared with flameblast which essentially puts 11 hits into one cast. This is key with ignite. Oro's right now is like a cross between incinerate and detonate dead with their weaknesses combined: no scaling, fast hits.

2. No way to leech life other than gem, this essentially makes oro's like using a spell where it has to use life leech gem, BUT it doesn't scale like a spell (see point #1). Then combine that with the fact that ignite doesn't leech at all and you've got no survivability. Not even factoring in the loss of pysical and fire mitigation!

3. Slow speed, too slow for aura scaling, but not slow enough to be allowed to make big hits. this is made up for with frenzy charges but it never gets the speed needed to take advantage of auras, which is the only other way that you -maybe- could scale the damage up a bit. And it's not slow enough to be given 11k base damage like fireblast which would let it have good ignite damage.



In order for Oro's to keep up with a spell like flameblast, it would need to do between 5-10x as much base damage as it does now.

My flameblast with low level map gear (early endgame) is doing around 1k base damage, That means that in 1 hit (~2.5 seconds) I can do around 11k AOE damage, Then ignite the enemies with a burn that does 14k per second (not even counting passives and gems that affect ignite)

With fire damage passives, oro's -might- get to 1k fire damage per hit, attacking twice a second for 2k fire dps. Igniting a mob yields only 1.3k DPS... if you had auras and some flat fire damage on gear you -might- push that to 2k fire damage per hit, and that would take godly gear.


Fire damage needs big slow hits to get big ignites, plain and simple.
IGN: OldManBalls (Warbands)
@demivion, Oro's build has around 13k combined DPS, granted he has a 6L, but I am of a mind that Oro's Sacrifice is NOT viable with anything less than a 6L. There are SOO many Supports you want to use, that even a 6L isn't enough.. >_<

What about going with Crown of Eyes to scale it?

And I'd personally use Cloak of Flame for the Chest, great mitigation, and extra Ignite/Duration. <3

Getting the Fire Leech Corrupted Implicit on Oro's, or an Ammy, could help in regards to Leech, letting you potentially drop LL Gem and go with a better Support.
EA IGN: We_Have_Monk_at_Home

*Burnt out and waiting for either PoE1 League or new PoE2 Classes.*

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