Showing posts with label poe 3.12 builds. Show all posts
Showing posts with label poe 3.12 builds. Show all posts

Wednesday, January 6, 2021

PoE 3.12 Builds: Ice Crash Build - Berserker Marauder

Happy New Year, exiles! In PoE Teacher's video, he'll show you his variation build Berserker Marauder Ice Crash Build. The build has good damage but poor survivability. I do not recommend it for beginners. Enjoy!

 


https://www.youtube.com/watch?v=-yqgkfYw_D4

 

1. Pros and Cons

Clear Speed: normal

Boss Damage: nice

Survivability: bad

Expense: high (more than 50 Exalted Orbs)

 

 

2. Map 14-16 Bosses

You cannot go to the maps without regeneration of life, mana, energy shield, with Elemental reflect.

 

How to play

On Maps:

- I recommend putting Phase Run on the left mouse button

- Use Leap Slam as a movement skill and for activated Fortify

- Use WarCry

- Use Flasks

- Use Ice Crash

- Use Berserk

- Use Ancestral Warchief on strong Enemies

 

On Boss

- Use Ancestral Warchief on Boss

- Use WarCry

- Use Flasks

- Use Berserk

- Use Ice Crash

- Use Leap Slam as a movement skill and for activated Fortify

 

 

3. My Gear

Abyssus Ezomyte Burgonet – with Max roll Critical Strike Multiplier, min roll increased Physical Damage Taken.

Kraken Etcher Fleshripper – with Max Physical DPS. Critical strike chance and Attack speed.

Fate Wrap Astral Plate – with Attacks have +#% to Critical Strike Chance.

Gloom Choker Agate Amulet – with #% to Global Critical Strike Multiplier. Gain #% of Physical Damage as Extra Cold Damage.

Doom Spiral & Ghoul Band Opal Ring – with Elemental Damage, Life, Resists, Accuracy Rating.

Beast Palm Spiked Gloves – with Life, Resists, Attributes, Melee Damage, Attack Speed.

Agony Girdle Stygian Vise – with Life, Resists, Attributes.

Pain Hoof Two-Toned Boots – with Life, Resists, Attributes, 25-35% Movement Speed. #% chance to gain Elusive on Critical Strike. You have Tailwind if you have dealt a Critical Strike Recently.

Bottled Faith Sulphur Flask – immunity to Bleeding, Poison, Curses, Freeze and Chill.

Catalysed Eternal Life Flask of Staunching

Perpetual Diamond Flask of Curing

Ample Quicksilver Flask of Heat

Atziri's Promise Amethyst Flask

 

 

4. Jewels

For large clusters:

Try to use with 8 nods. Use 1 with 12 increased Cold Damage.

Look at such nodes on cluster jewels:

image

 

For medium clusters:

Try to use with 4-5 nods. Use 1 with 15% increased Critical Strike Chance, 1 with 6% increased effect of Non-Curse Auras from your Skills.

Look at such nodes on cluster jewels:

image

 

 

5. Gem Links

6L: Ice Crash – Pulverise – Fist of War – Elemental Focus – Melee Physical Damage – Elemental Focus – Melee Physical Damage – Elemental Damage with Attacks

If you have PoE Currencies, you can use Ice Crash at 21 lvl and Awakened Elemental Focus, Awakened Melee Physical Damage, Awakened Elemental Damage with Attacks.

 

6L: Intimidating Cry – Seismic Cry – Second Wind – Leap Slam – Fortify – Faster Attacks

You can use 3+3 Link variation.

 

4L: Ancestral Warchief – Multiple Totems – Culling Strike – Phase Run

 

4L: Cast when Damage Taken – Immortal Call – Increased Duration – Frost Bomb

Leave Cast when Damage Taken at 1 lvl, Immortal Call at 3 lvl, Frost Bomb at 2 lvl.

 

4L: Hatred – Enduring Cry – Berserk – Empower

Use Empower at 2-4 lvl.

 

Strategy for Gems:

- When you can buy needed gems lvl 1 and quality 20-23.

- Buy additionally 2-3 main gems 1 lvl / 20 quality and put it in free slots.

- Buy Enlighten and Empower gems lvl 1.

- Level up all gems while leveling and mapping.

- Corrupt main gems to get lvl 21 gem.

 

 

6. Skill Tree

https://www.youtube.com/watch?v=-yqgkfYw_D4&t=571s

 

 

7. Leveling

- Farm Bloody aqueduct to lvl 68-70

- Buy a basic gear

- Done 4 labs until completion 10 Act (if this is not a starter build)

- Done 3 labs until completion 10 Act (if this is a starter build)

 

Use as Main Skill while leveling

From 1 level, use this combination of gems:

From 1 lvl Ground Slam – Chance to Bleed – Ruthless

From 8 lvl Maim – Added Fire Damage

From 18 lvl Melee Physical Damage

From 28 lvl Ice Crash

From 31 lvl Pulverise

From 38 lvl Fist of War

From 28 lvl Elemental Focus

From 28 lvl Elemental Damage with Attacks

 

Use as Support Skill-1 while leveling

From 10 level, use this combination of gems:

From 10 lvl Leap Slam

From 18 lvl Faster Attacks

From 31 lvl Fortify

 

Use as Support Skill-2 while leveling

From 10 level, use this combination of gems:

From 10 lvl Enduring Cry

From 16 lvl Seismic Cry

From 10 lvl Intimidating Cry

From 31 lvl Second Wind

 

Use as Support Skill-3 while leveling

From 28 level, use this combination of gems:

From 28 lvl Ancestral Warchief

From 38 lvl Multiple Totems

From 28 lvl Maim

From 28 lvl Culling Strike

 

Use as Support Skill-4 while leveling

From 38 level use this combination of gems:

From 38 lvl Immortal Call (lvl 4)

From 38 lvl CWDT (lvl 2)

From 38 lvl Increased Duration

From 38 lvl Summon Stone Golem

 

Use as Auras while leveling

From 4 level, use this combination of gems:

From 10 lvl Precision

From 4 lvl Blood and Sand

From 16 lvl Flesh and Stone

From 10 lvl Enlighten (lvl 2-4)

From 28 lvl Hatred

 

 

Here is the end of this build. You can click mmogah.com to view more PoE Builds, and you can also buy PoE Orbs and PoE Items here.

Source: https://www.mmogah.com/news/poe/poe-3-12-builds-ice-crash-build-berserker-marauder

Wednesday, November 25, 2020

PoE 3.12 Builds: Critical Freezing Pulse Build - Assassin Shadow

Dear exiles! Today the Best Gaming Store MmoGah will share the Critical Freezing Pulse Build with you. Now let's jump into this useful PoE 3.12 Build.

 

EQUIPMENT

 

Look for these stats on rare PoE Items:

- Cold Damage

- Elemental Damage

- Cast Speed

- Spell Damage

- Strength

- Critical Multiplier

- Elemental Resistances

- Life

 

Mandatory Uniques

First Snow

- You need one of it

- With a First Snow, you get 2 Extra Projectiles for your Freezing Pulse, increasing our clear speed.

 

Rare Body Armor

The best body armor you can get is a rare one with:

- At least +100 to maximum life

- +#% critical chance to spells

- At least 500 evasion and some energy shield

Since this kind of body armor is not so cheap, I'll now show a budget option that also works great.

 

The budget body armor you can get is a rare one with:

- At least +100 to maximum life

- At least 1000 evasion and some energy shield

 

Rare Helmet

The best helmet you can get is a rare one with -% cold resistance to enemies

- Enemies have -9% cold resistances

- All least 70 life

- Some Evasion

- This kind of helmet is expensive

 

Recommended Uniques

- Starkonja's Head

- Void Battery

- Singularity

- The Pandemonius

 

Recommended Flasks

- Divine Life Flask

- Diamond Flask

- Quicksilver Flask

- Jade Flask

- The Wise Oak

- Atziri's Promise

 

Gameplay Gear

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Recommended Enchantments

Of  Reflection

Freezing  Pulse Damage

Penetration

-  Creates a clone of you that attacks with your weapon. Good for not taking all  the Damage.

-  Freezing Pulse deals 40% Increased Damage

-  Damage penetrates 10% of enemies' elemental resistances if you haven't killed  recently

 

Full Build Attribute Requirements

Strength 130

Dexterity 155

Intelligence 155

-  Hard to acquire. Look for Str on your rare items. You can also  pick the +30 Str nodes on your Passive Tree.

-  Super easy to acquire, just with  your Passive Tree.

-  Super easy to acquire, just with your Passive Tree.

 

Anoinments

Heart of  Ice

-  25% Increased Gold Damage

- Damage  penetrates 6% of enemies' Cold Resistance

 

 

GEMS

Chest

- Start supporting Freezing Pulse with Spell Echo, Pinpoint, and Inspiration.

- Controlled Destruction if 5L

- Hypothermia if 6L

 

Gloves

- This Brand is for bosses. It will cast Frost Bomb that reduces enemies' Cold resistance by 25%.

- It'll also curse them with Sniper's Mark for more Projectile Damage.

 

Helmet

- Dash is a great movement skill. And with this setup, it'll trigger Arcane Surge for more spell damage.

 

Boots

- Clarity grants more mana regeneration.

- Herald of Ice increases your Damage and clear speed.

- Hatred grants more cold Damage.

 

Main Hand

- Steelskin gives you a shield that absorbs Damage. Please keep it in your Left-Click shortcut so you'll activate it while walking.

- Lightning Golem grants extra cast speed.

 

Off Hand

- Vaal Grace is a temporary aura that grants a huge amount of chance to dodge attacks and spells. (Use it on bosses)

- Vaal Righteous Fire grants 8 seconds of 28% more spell damage. Great to use during a big fight.

 

 

SKILL TREE

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JEWELS

Look for these stats on rare jewels:

- Cold Damage

- Cast Speed

- Critical Multiplier

- Spell Damage

- Maximum Life

 

Abyss Jewel

I highly recommend you guys to get an onslaught abyss jewel with:

- X% chance to gain Onslaught for 4 seconds on kill

- +X to maximum life

 

Watcher's Eye

A Hatred Watcher's Eye can be used to maximize your DPS:

- +X% to critical strike chance while affected by Hatred.

- This is not mandatory at all, but a good way to optimize your Damage.

 

Unique Jewels

- First Snow

 

 

LEVELING

Tips for Easy Level (beginner friendly)

- You can start using Freezing Pulse right on level 1, and the sky is the limit.

 

Leveling Setup of Links:

- At level 8, support Freezing Pulse with Added Cold Damage.

- Reaching level 18, add Controlled Destruction, and Faster Casting.

- Reaching level 31, replace Added Cold Damage and Controlled Destruction with Inspiration and Pinpoint.

- Reaching level 38, replace Faster Casting with Spell Echo.

- Of course, as soon as you have a 5L or 6L chest, you can use the complete setup: Freezing Pulse – Spell Echo – Pinpoint – Inspiration – Controlled Destruction – Hypothermia.

- It's ok if you don't have 6 linked sockets. It's a luxury. You will be fine with 4 or 5 while saving PoE Currency to link the last slots.

 

Auras

- At level 10, activate Clarity to help you with mana.

- At Level 16, you can start using Herald of Ice for DPS and clear speed buff.

- As soon as you're comfortable with your Mana Regeneration, you can also activate Hatred.

 

Recommended Items

- Gloom Circle Two Stone Ring (-8 to mana cost of skills)

- Praxis

- Atziri's Foible

- Lochtonial Caress

- Wanderlust

- Tabula Rasa

- Goldrim

- String of Servitude

- Asenath's Mark

- Lifesprig

- Axiom Perpetuum

- Heartbreaker

 

 

Here is the ending of this build, and I hope this guide will help you. You can click mmogah.com to see more PoE Builds, and you can also buy Cheap PoE Goods such as Exalted orb and Chaos Orb here.

Source: https://www.mmogah.com/news/poe/poe-3-12-builds-critical-freezing-pulse-build-assassin-shadow

PoE 3.12 Builds: Soulwrest Phantasm Necromancer Build Guide

Hey exiles, welcome to Navandis Gaming's Path of Exile guide, this time with a Soulwrest Phantasm Necromancer Build. Right off the bat, I need to clarify this is not one of those hipsters builds, which, you know, has barely average damage but a quirky mechanic so bored people will play it because it's different. On top of that, it's incredibly cheap, with many of its gear pieces costing just a few Chaos Orbs, and the build can clear tier 16 maps on a 5-link.

 

Build Overview

The build revolves around a very common and cheap unique item, the Soulwrest Staff, which says, "trigger level 20 summon phantasm skill when you consume a corpse". Phantasms are ghostly minion spellcasters which fire a projectile that deals physical damage and pierces all targets.

 

By default, the staff can summon up to 10 phantasms, but by socketing a "Summon Phantasm Support" gem in it, you can increase this cap up to 20 or 21. Another critical aspect to keep in mind is that support gems socketed in this staff will affect all 21 phantasms without linking them.

 

You can have no links on your staff, and your ghosts will receive all the bonuses just fine. Since getting 6 sockets is easy and cheap, you can have the equivalent of a 6-link main skill setup as early as level 60, allowing you to cruise through the last acts of the campaign or early atlas tiers. The way corpses are generated and consumed has no impact on the summoned phantasms, so it doesn't matter if you produce those corpses yourself or if they resulted from killing enemies. Also, the number of phantasms summoned at once is equal to the number of corpses consumed. So, if you consume 5 corpses, you'll instantly gain 5 new ghosts.

 

The build completely automates the process of generating and consuming corpses through a Cast while Channeling setup. Cast while Channeling will trigger linked spells in a sequence as long as you're using a linked channeled skill. The ideal skill for this purpose is Cyclone for a multitude of reasons: it allows you to move while channeling, it hits enemies so it can trigger various on-hit effects, and it can be supported by Fortify, greatly boosting your defenses. So, while cycloning around, you'll trigger Desecrate, which generates 5 corpses, and Flesh Offering, which will consume those, summoning ghosts and providing them a massive DPS buff. Keep in mind that you don't need to hit anything with Cyclone to generate and consume corpses, and this is crucial against bosses as you can pre-summon all your ghosts before engaging.

 

And since we're talking about damage, your phantasms physical damage will be converted entirely into elemental, mostly cold, by using a dirt-cheap item, "The Triad Grip" gloves. This is done because scaling physical spell damage for minions is incredibly hard, while converting it to elemental opens up many additional options such as "Elemental Equilibrium", reducing enemies' resistances, etc.

 

Finally, the build uses a few additional minions, such as Animate Guardian or spectres, whose sole purpose is to provide various buffs to your phantasms. While it sounds like a lot to take in, don't worry, as usual, I'll talk more about these in the passives, gems, and gearing sections, respectively.

 

 

Passive Tree

image

Ascendancy

Summoning dead stuff to fight for you is the signature of a Necromancer, so that is what you'll be picking as the Ascendancy class.

 

First points go to "Mindless Aggression," a clear-cut and efficient passive: it simply buffs the damage as well as cast speed and movement speed for your minions. Nothing complicated.

 

After completing the cruel labyrinth, follow up with "Commander of Darkness" - both yourself and your minions get a large amount of damage and cast speed, as well as elemental resistances. While the damage bonuses are useless for you, 30% to all elemental resistances will greatly help with gearing, allowing more flexibility in choosing useful unique items.

 

Third in line is "Plaguebringer," a fairly simple passive: while there's at least one corpse near your enemies, they'll take more damage and deal less to you and your minions. And since you'll be generating corpses non-stop with your Cyclone cast while channeling setup, this buff will be up permanently.

 

Finally, take "Bone Barrier," a really strong defensive layer for both yourself and your minions with the last ascendancy points. First, you get a whole bunch of physical damage reduction, Life, and energy shield recovery. Your minions also gain 20% increased maximum Life, a stat that you can never have too much of. In addition, you obtain the "Bone Armour" skill – when activated, it creates a shield on yourself and each of your minions, which absorbs up to 2200 damage from hits, removes bleeding, and provides immunity to this ailment while the buff is up. Just remember to actually place this skill on your Hotbar and use it as often as possible.

 

 

Pantheon

For the major god, "Soul of Lunaris," - it provides quite a few bonuses to evasion and chance to dodge, as well as physical damage reduction and movement speed. In addition, you'll avoid any projectiles that have chained – while this might not seem like much, keep in mind there are close to 30 minions around you at all times, and projectiles can potentially chain from each of them to hit you. As for the minor god, the optimal choice is likely Soul of Gruthkul: since you're operating in melee range while cycloning, you'll likely receive a significant amount of hits. Reducing enemies' attack speed as well as incoming physical damage will keep you somewhat safer.

 

 

Gems and Links

1. With that out of the way, as usual, I'll start the main skill. As I've said in the build overview section, the active skill is baked into Soulwrest staff, so all the other gems you'll be socketing in it are supports. You also do not need to link them, so just having 6 sockets is enough –they need to be socketed in the staff, not anywhere else.

 

2. Next setup is the engine driving the entire build, Cyclone + Cast while Channeling. If you've watched the build overview section, this should come as no surprise. In this case, Cyclone is the skill that will trigger other linked spells as you keep channeling it.

 

3. Up next is your auras setup. The only way you can fit all of them is if you're using the recommended best-in-slot helmet, Devouring Diadem, as auras socketed in it will reserve significantly less mana.

 

4. Next gem setup brings a few additional minions whose sole purpose is to buff the phantasms and yourself to some extent.

 

5. Next gem setup is a bit of a strange one. It's more or less an improvisation that's being forced on us by the unique gloves used in this build, the "Triad Grip." More specifically, the gloves say, "Minions convert 25% of Physical Damage to Cold Damage per Green Socket". Similarly, red and blue sockets would convert their damage to fire or lightning, respectively. However, as I mentioned earlier in the Build Overview section, you need to convert most of the phantasms' damage to cold, as scaling physical damage for them is almost impossible. Other elements are also worse, for reasons that go beyond the purpose of this guide. So, the setup consists of an "Ice Golem" linked with "Feeding Frenzy" and "Culling Strike," as well as a "Sniper's Mark" curse.

 

6. Finally, you have two really important utility skills, which will only fit if you're using "unset" base rings, with their gem socket implicit.

 

Gear

image

Pros and Cons

Pros:

+ Excellent league starter

+ Dirt cheap

+ Beginner-friendly

+ Insane clear speed

+ Super boss killer

+ Really solid defenses

 

Cons:

- Relies on specific uniques

- Level up as skelemancer

 

 

Here is the end of this build guide. You can come to MmoGah to view more helpful PoE Builds. Or you can also buy Cheap and Fast PoE Goods such as Exalted Orb here.

Orininal UrL: https://www.mmogah.com/news/poe/poe-3-12-builds-soulwrest-phantasm-necromancer-build-guide

Monday, November 9, 2020

PoE 3.12 Builds: Raider Cyclone Build Guide

Dear exiles, your professional PoE Shop MmoGah will share the fastest Cyclone build for you today. And thanks for Aziire’s original video. You can read this article or watch the video for your will. Now let’s begin for this build.

image

Pros:

+ Fast and smooth

+ Raider is fun

+ Satisfying Herald of Ice Explosions

+ Different take on Cyclone

 

Cons:

- Get hit and you die

- Single target is awful

- Not cheap, not a league starter

- Very awkward to gear and level

 

Offense:

- Insane Attack Speed and Crit

- Onslaught with 200%+ Effect

- 9 Frenzy Charges

- AoE Radius actually good

- Herald of Ice Shatters <3

 

Defense:

- 75% Attack Dodge, 40% Spell Dodge

- 95% Evade Chance, 22% Block Chance

- 188% Movement while Channelling

- 3,500 Hp, kill or be killed

- Offense is defense

 

Leveling Tree

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Skill Gems & Links

Main Skill

- Divergent Cyclone

- Anomalous Ice Bite

- Awakened Elemental Damage with Attacks

- Divergent Inspiration

- Anomalous Pulverise

- Divergent Increased Area of Effect

Alternative Supports

If you want to hit harder (less AoE) consider these instead of the final two:

- Concentrated Effect

- Awakened cold Penetration

- Infused Channelling

Awakened and Alternate are not necessary, but huge QoL.

 

Auras and Buffs

- Herald of Ice

- Anomalous Flesh and stone

- Blood and Sand

- Enlighten

- Precision

- Vaal Haste

- Vaal Ancestral Warchief

- Added Cold Damage

- Culling Strike

Alternative

For more defense we can take:

- Vaal Grace

We lose a little bit of zoom but this gives us Max Spell Block.

 

Movement Skill

- Phantasmal Leap Slam

- Faster Attacks

- Blood Magic

Alternative

We really don't have an alternative setup for movement compared to this. I primarily just use general moving and Cyclone for getting around. Leap Slam is best for covering a lot of ground. I wanted Whirling Blades but we use Axes.

 

Cast When Damage Taken

- Anomalous Cast when Damage Taken Level 3

- Immortal Call Level 5

- Increased Duration

- Anomalous Summon Ice Golem

Keep the CWDT a lower level so that it triggers more often. Ice Golem is nice to have but annoying to summon, this solves both. We practically die when hit anyway but still a nice setup to have.

 

Gear

Chaos Orb Budget

Replica Wings of Entropy - The build is designed around this.

Devoto's Devotion - Chaos Resistance and Movespeed is good.

Daresso's Defiance - Huge Defense, more movement speed.

Carcass Jack - Better AoE, a tad more damage.

Hrimsorrow - Convents 50% of our Phys Damage to Cold.

Darkray Vectors - Boosts our Frenzy Charges with defense and Movement Speed.

Replica Hyrri's Truth - Level 22 Hatred for 25% Mana. Also huge dps stats.

Rings - Lots of Str and Int. A solid amount of Resistance.

Belt - Max Life 85+, Total Elemental Resistance 100%+

 

Exalted Orb Budget

Replica Wings of Entropy - 6 Linked and Solid Rolls.

Devoto's Devotion - Cyclone Enchants or Blood Rage Enchant.

Daresso's Defiance - 5 Linked for Aura Setup.

Carcass Jack - 5 Linked for Aura Setup.

Hrimsorrow - Vaaled with +1 to Maximum Frenzy Charges.

Darkray Vectors - Vaaled with +% Chance to Dodge Attacks/ Spells.

Replica Hyrri's Truth - Attack Catalysts and Anointment (Frenetic)

Rings - All Attributes on one ring. CoH Elemental Weakness on the other.

Belt - Max Life 85+, Total Elemental Resistance 100%+

 

Mirror Budget

Replica Wings of Entropy - 6 Linked and Solid Rolls. Vaaled with Inspiration.

Devoto's Devotion - cyclone Enchants or Blood Rage Enchant.

Daresso's Defiance - 5 Linked for Aura Setup.

Carcass Jack - 5 Linked for Aura Setup.

Hrimsorrow - Vaaled with +1 to Maximum Frenzy Charges.

Darkray Vectors - Vaaled with +% Chance to Dodge Attacks / Spells.

Replica Hyrri's Truth - Attack Catalysts and Anointment (Frenetic)

Rings - All Attributes on one ring. CoH Ele Weakness on other. 70+ Max Hp.

Stygian Vise - Max Life 90+, Total Elemental Resistance 120%+

 

Jewels & Pots

Large Cluster Jewel - Fuel the Fight, Feed the Fury, Martial Prowess

Medium Cluster Jewel - Titanic Swings, Assert Dominance or Towering Threat

Small Cluster Jewel - Towering Threat

Rare Jewel - Maximum Life %, Critical strike Multiplier

Watcher's Eye - Hatred convents Phys to Cold

Seething Divine Life Flask of Staunching

Alchemist's Ouicksilver Flask of Adrenaline

Diamond Flask of Heat

Quartz Flask of Warding

Atziri's Promise, Amethyst Flask

Bottled Faith - When you are rich replace the Quartz Flask with this

 

 

This is the ending of the build. You can come to MmoGah to view more PoE Builds, and you can also buy kinds of PoE Items here.


Source: https://www.mmogah.com/news/poe/poe-3-12-builds-raider-cyclone-build-guide

Wednesday, November 4, 2020

PoE 3.12 Builds: Crackling Lance Build Guide

Hey exiles, welcome to another Path of Exile guide. This time with a Cracking Lance inquisitor. This build has been my league starter for the heist league. Many people have been quite skeptical about these skills viability or even preached against it after testing it for 10 minutes. I'm here to tell you it's, in fact, a pretty awesome spell. You can read this article written by mmogah.com or watch Navandis Gaming's original video to learn more about this build.

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Build Overview

The build's main skill, Crackling Lance, has been compared continuously to either arc or divine ire, and while they're all lightning bass spells, the similarities pretty much stopped there. Crackling Lance is a standalone spell with its unique play style, and it's neither the better or worse arc, just an entirely different skill. By default, it casts a single lightning bolt that hits all the targets in a wide cone-shaped area. If anything, it resembles a tectonic slam more than anything else. Every time you cast a spell, it gains one intensity stack indicated by this buff icon. Each intensity stack narrows down the area of the lightning bolt and, at the same time, greatly increases its damage. By default, the max number of intensity stacks is 3, but it goes up to 4 after picking up a significant passive from the tree. Once the spell reaches its max stack, the lightning bolt will transform into a laser beam that deals 3 to 4 times more damage. However, when moving or using a skill such as flame dash, you'll start losing intensity stacks. At this point, you've probably already figured out that this dual form of the skill helps the build be equally effective at clearing large packs of mobs on low-intensity stacks and fighting bosses when you're at max intensity. Juggling between these modes is the key to success for this build, and the more you play and practice it, the better results you'll have. It's quite rare to have a spell's efficiency scale directly with a player's mechanical skills. For example, while mapping, I cast the spell once and moved at least a bit before casting it again. Keeping the number of stacks at two or three provides a great balance of damage and area of effect perfect for killing large packs of mobs.

 

On top of that, once you get an impulse as broken heart the best and slowed body armor for this build, you'll be able to easily clear an entire screen even while shooting the narrow laser beam. This is thanks to this unique item's ability, which causes shocked enemies to explode and deal lightning damage in an area around them. Even when you shoot through the middle of a pack, it should clear it entirely once the first mobs die. Against bosses, knowledge of the arena and different fight phases will help you decide how much you can stand still spamming your nuke and when it's time to move to sacrifice a few intensity stacks. The builder is also investing heavily in car speed, allowing you to regain intensity stacks more quickly after you've lost them when repositioning. Several elements will help you stand your ground and survive through the fights. Frost shield will soak up incoming damage as well as chill enemies while half of your ascendancy is dedicated to improving your defenses while standing still. There are a few more utility tools in your arsenal, but I'll talk more about these in the passives gems and gearing section, respectively.

 

Passive Tree

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Ascendancy

The ascendancy class of choice for this build is an extremely strong yet lesser-known inquisitor. It is a critical strike spellcaster archetype with great defenses and utility and overall very well balanced ascendancy.

 

Your first points go into a sanctuary. This passive will create patches of consecrated ground while you're stationary, granting your life in the mana region. This synergizes well with Crackling Lance playstyle, which requires you to be stationary quite often. On top of that, enemies that stand on the consecrated ground created by you will take 10% more damage. Apart from this passive, the build also uses Zelda 3 aura, which can create consecrated ground beneath rare or unique enemies you hit, thus ensuring that the sanctuary's damage bonus is constantly active.

 

After completing the crew labyrinth, follow up with Pio's path, a passive which doubles down on the consecrated ground mechanic. With it, while standing on consecrated ground, you'll have increased cast speed immunity to elemental ailments such as shock or freeze. You'll regenerate 200 energy shields per second. on top of that, all the effects from the consecrated ground, including the bonuses provided by your ascendancy passives, will linger for 4 seconds after you start moving. Otherwise, put you get all these even if you move around but stop at least once every 4 seconds. With crackling lance playstyle, this will happen consistently, so you can pretty much consider these as permanent bonuses.

 

Third, in line is righteous providence, a pure DPS passive. First, you gain a huge crit strike chance bonus against targets with no elemental ailments on them. Once a target has an elemental ailment affecting it, you have increased the critical strike multiplier against that monster. Critical strikes are guaranteed to apply elemental ailments, and with a big boost to your crit chance, your first hit with Crackling Lance will almost guarantee your target will be shocked. And not only do you get the extra damage from the shock itself but also the crit strike multiplier bonus from righteous providence. Again yet another passive that synergizes perfectly with your main skill.

 

Finally, with your last ascendancy points, take augury of penitence, a simple two-in-one offensive, and defensive passive. Nearby targets will take significantly more elemental damage while dealing less of it to yourself. Not spectacular but a decent addition to the build.

 

 

Pantheon

for the major god, soul of frontages. It provides quite a few bonuses to evasion and a chance to dodge as well as physical damage reduction and movement speed. While none of these is game-breaking, nor will they transform your character into a tanking god, it never hurts to add a bit more defense to a build at practically no cost. Another decent option would be the soul of varakali to help mitigate damage over time and boost your life and energy shield recovery rates. Dots are probably the bill's biggest weakness so getting some defense against them is always welcome. As for the minor god soul of tokohama is likely your best choice. You gain physical damage reduction, and life regen every second you're stationary. As you'll stand still a fair amount while casting Crackling Lance, these bonuses will help you stand your ground for longer.

 

 

Gems and Links

1. As usual, I'll start with the main skill crackling lance in its supports. If possible, try to get a level 21 crackling lance through corruption as this kill gains a large amount of additional damage from extra levels. Support gems are listed in order of their importance. So if you can only get a 5 link, then drop the last gem I've listed.

 

First, one intensity support should come as no surprise if you watch the build overview section. While this gem doesn't add extra intensity stacks, and your maximum will still be 4, it does provide a huge amount of damage for each stack.

 

Then you have spell echo, which repeats your Crackling Lance each time you cast it and greatly increases your cast speed as well. However, the extra cast from this support gem will not build up intensity stacks, so you still need to cast it 4 times to get to max manually. Still, the massive cast bonus will help you get there much faster.

 

The third support is concentrated effect, a simple gem. It massively increases your damage while reducing your area of effect. While that might seem like a big downside in practice, you can barely notice any difference. The extra DPS, however, is up.

 

Next is lightning penetration support, which, as the name implies, will penetrate enemies' lightning resistance greatly increasing your damage output. This is especially true against targets that have high resistances, such as bosses.

 

The last gem in this setup is energy league support. This will allow Crackling Lance to leech energy shield and boost your damage while doing that. When using the devouring diadem helmet, you obtain the eldritch battery keystone, which causes your abilities first to spend energy shield before mana. Each time you cast Crackling Lance, you consume some energy shield and simultaneously start leeching it back, triggering the gems bonus.

 

2. Next, we have a storm brand setup whose purpose is to trigger various effects that buff your main skill. This spell creates a brand that attaches to a target and continuously casts lightning bolts in a small area around it. If the target dies while the brand is still active, it will jump to another enemy.

 

You then link it to power charge on critical innervate and onslaught support gems. When stormbrand deals, a critical strike kills a target or hits a rare enemy or a boss you get power charges additional global lightning damage and the onslaught buff, which boosts your car speed and movement speed. And while the damage dealt with store brand is irrelevant, it is more than capable of killing white mobs, so make sure you always drop one or two brands on most monster packs to get all the buffs.

 

3. Then there's another utility setup, this time with a few extra active skills.

First, you have frost shielding, a spell that creates damage absorbing dome while draining around 800 energy shields in about 1 second. Apart from preventing a big chunk of damage dealt by outside enemies, it also chills them and increases your effective spell creatures by a huge amount.

 

The second gem in this setup is the sigil of power, a somewhat similar skill. It creates a giant circular rune on the ground, adding some flat liking damage to your spells. The sigils buff would normally become stronger when spending mana while inside the circle. However, you're using an energy shield to cast your spells. As such, the sigil will always have just the initial stage. Still, it costs you almost nothing to get a fair amount of extra DPS. Both frost shield and sigil of power require you to stand in their radius to gain the buffs they provide. While this would be an issue for many builds with Crackling Lance, you're standing still anyway.

 

You then add flame dash your builds mobility skill and link all three to a second wind. This support gem lowers the cooldown of all three abilities while also adding an extra charge to each allowing you to use them one more time while on cooldown.

 

4. Next up, you have an aura setup wrath increasing your lightning damage zealotry boosting your critical strike chance and creating consecrated ground when hit a rare or unique enemy and finally flesh and stone. This aura has two stances blood and sand, but you're strictly interested in sand stains. You gain absolutely nothing from blood stance, so don't ever use it in death mode for this build.

 

In sand stance, you'll blind nearby enemies having their chance to hit you and will also take less damage from distant enemies. The only way you can fit all three auras is if you are using a devouring diadem helmet, so until you get one, temporarily drop flesh and stone.

 

Finally, steel skin is a guard skill that creates a damage absorption shield soaking up about 2 200 damage. I use this skill by binding it to my left mouse button, replacing the default move action. As I keep the button pressed, it moves my character as usual and casts still skin on cooldown.

 

Lastly, there are two different custom damage taken setups. These trigger gems will cast any linked active spells after you take a certain amount of damage. Higher casting damage taken gem will cast a higher length gem, but it would also require more damage to be triggered.

 

 

Gear

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Pros and Cons

Pros:

+ Excellent league starter

+ Great clear speed

+ Impactful gear progression

+ Solid defenses

+ Scales with player's skills

Cons:

- Peculiar playstyle

- Vulnerable while casting

- Lower DPS in Dynamic fights

 

 

Here is the ending of this build. You can come to MmoGah to view more PoE Builds, and you can also buy Cheap and Safe PoE Goods, such as Exalted orb here.

Source: https://www.mmogah.com/news/poe/poe-3-12-builds-crackling-lance-build-guide

Tuesday, October 27, 2020

PoE 3.12 Builds: Cyclone Champion Build Guide

Dear exiles, welcome to Navandis Gaming's Path of Exile build guide! The new Cyclone Champion Build is better than the previous version both offensively and defensively while still incredibly easy to play and highly efficient on low budgets.

 

A great league starter, it performs well with makeshift gear and cheap uniques all the way to mid-tier maps, without investing more than a few Chaos Orbs for each piece. It also scales well with better gear, so the more PoE Currency you're willing to spend, the better it performs. This makes it ideal for a long-term build that you can pimp out over the course of an entire league or in Standard mode.

 

As usual, the guide is still divided into seven main sections: Build Overview, Passive Tree and Leveling, Ascendancy, Pantheon, Gems and Links, Gear Flasks and Jewels, and finally, "Pros & Cons".

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Build Overview

The build revolves around Cyclone, a channeling skill which deals weapon damage in a large area around your character for as long as you keep the button pressed. You can move around while spinning, allowing you to reposition, get out of harmful stuff lying on the ground or dodge incoming attacks, all while continuing to deal damage to enemies. This means you'll have very little DPS downtime in any fight, and the same goes for leeching back life. As you keep channeling, Cyclone gains additional stages, up to 6 at gem level 20, each of them increasing the size of its area of effect. Apart from this mechanic, your melee strike range also dictates how large this area will end up being. While there are many ways to use Cyclone, this particular build focuses on two-handed swords and physical damage.

You won't be dealing with any elemental or chaos damage, so that that gearing will be straight forward. It's also a critical strike type of build, and with decent equipment, you'll end up with over 70% crit. Chance. Topping everything off is the powerful Impale mechanic, a huge DPS boost for physical damage builds. On every target hit with an attack, you'll create one Impale stack, up to a maximum of 7 with the Champion ascendancy. Each Impale stack stores 10% of the physical damage dealt with that hit and is afterward released with subsequent hits. You can think of it as a DOT that ticks only when you hit that monster after it was applied. I know this is a rather confusing mechanic, so I won't bore you with all the math behind it and the exact interactions. I will, however, say that it's a huge DPS boost against any enemy that takes more than 2 or 3 hits to die, so it's especially efficient against bosses.

 

On top of that, the build uses Haemophilia gloves that cause bleeding enemies to explode and deal with physical damage in an area around them, greatly increasing your map clearing efficiency. As for defenses, you'll rely on endurance charges, permanent Fortify buff, huge amounts of armour, a great deal of life leeching, and even positive chaos resistance. While it sounds like a lot to take in, don't worry, as always, I'll talk about all these in much greater detail in the passives, gems, and gearing sections, respectively.

 

 

Passive Tree

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Ascendancy

In the next section, I'll cover the Ascendancy class, which improves every aspect of this build. As you've likely figured out from the title, the Ascendancy of choice for this build is the versatile Champion. It has a perfect balance of offense and defense, without any major weaknesses.

 

The first points go into "Conqueror", a passive that is not spectacular on its own but sets the stage for the following one. It grants a 100% chance to taunt on hit while greatly reducing incoming damage and providing a solid chunk of life regen.

 

After completing Cruel labyrinth, follow up with "Worthy Foe" - taunted enemies take significantly more damage and, most importantly, cannot evade your attacks. This practically translates into a 100% chance to hit without having to invest anything into accuracy. It saves a huge amount of passives and gear affixes, which can instead be used for other pure DPS mods. And by the way, you don't necessarily need to hit enemies to taunt them: Enduring Cry will also taunt all nearby enemies, and it has quite a large area of effect as well.

 

Third in line is "Master of Metal", a passive which focuses on impaling: you get a 20% increased chance to impale on hit, two extra impale stacks on each enemy as well as increased physical damage for each impales stack. It's a huge damage increase and one of the main reasons for picking Champion as the ascendancy class.

 

Finally, with your last ascendancy points, take "Unstoppable Hero", an amazing passive with a lot of useful benefits. They all revolve around having the "Fortify" buff active, which is also why you'll be using Fortify Support in the main skill setup. With this passive and Fortify buff UP, you get a whole bunch of extra damage, attack speed, armour and evasion, and, most importantly, stun immunity.

 

At the end of the game, stuns are a major death cause, especially for melee builds, so having complete immunity to it will greatly boost your survivability.

 

 

Pantheon

Generally speaking, Pantheon's choices are situational, and there isn't a "best" pair that will outperform all others in any situation. However, certain options complement specific builds quite well in a wide range of scenarios. For this particular case, here are my recommendations: For the major god, Soul of Arakaali: damage over time is a weak spot for this build so getting some defenses against that is always a good idea. On top of that, it reduces shocks' duration and effectiveness, one of the most dangerous ailments out there. Any additional way to shave off the extra damage you receive is more than welcome. As for the minor god, the optimal choice is likely Soul of Gruthkul: since you're operating in melee range and taunting everything around you, you'll receive a significant amount of hits. Reducing enemies' attack speed as well as incoming physical damage will give you some more breathing room.

 

 

Gems and Links

1. As usual, I'll start with the main skill, Cyclone, and its support gems. If possible, try to get a level 21 Cyclone through corruption as it then gains one extra stage, increasing both its area of effect and damage.

 

First in line is "Impale" support – this will increase your chance to impale enemies and buff the damage done through this mechanic. As I mentioned in the Build Overview section, Impale adds an insane amount of damage against any target that survives more than 2 or 3 hits.

 

Next, you have "Brutality," which adds an insane amount of purely physical damage, pretty much the highest a support gem can provide. However, it also prevents you from dealing with any elemental or chaos damage with Cyclone. As the build is focusing strictly on phys damage, this downside is negligible. It's a benefit as you'll technically become immune to reflected elemental damage.

 

The next gem is "Fortify" support - while it's not the greatest damage support out there, it will guarantee an almost permanent uptime for the "Fortify" buff. This, in turn, significantly reduces the damage you take from hits. It also enables the "Unstoppable Hero" ascendancy passive, so it's pretty much a must-have in this build. Then there's "Infused Channeling," and as you probably suspect, this too boosts your physical damage. But on top of that, a short time after channeling Cyclone, you'll receive the "Infusion" buff, which lasts 6 seconds and further boosts your physical damage. While channeling, you also get a very strong physical damage reduction buff, greatly improving your defenses.

 

And the last gem in this setup is "Pulverise" - apart from more physical damage, it also increases Cyclone's area of effect, making it far more efficient for map clearing. Again, not the best DPS gem out here, but makes up for it in usefulness.

 

2. Since this build uses a two-handed sword. You potentially get the benefit of a 2nd 6-link setup. Now, not all 6 gems need to be linked, and if you can only afford a 5-link, that's fine. It's more of a min-maxing thing, so don't go out of your way to link the last gem as well.

 

First, you have "Pride," an aura that increases physical damage taken by your enemies the longer they stay inside its radius. Then there's "Blood and Sand" along with its twin aura "Flesh and Stone". These auras have two modes or stances, Blood and Sand, and you can toggle between them by simply pressing the skill button again. A sand stance is a defensive option, while Blood focuses more on dealing with extra damage. I rarely use sand stance as the build is already tanky enough, and killing stuff faster is a defensive layer.

 

You then link these with "Maim" support, which might seem like a strange choice here. However, in the blood stance, the "Flesh and Stone" aura will maim nearby enemies, and this support gem says, "enemies maimed by supported skills take % increased physical damage". While it does increase the mana reservation cost, it also greatly buffs your DPS.

 

5th gem in this setup is "Enlighten" support of at least level 2, but ideally, level 3 or 4, to reduce the mana reservation cost of your auras. The more auras you'll link with this support, the greater its benefit.

 

Finally, the last gem in this setup is "Dread Banner", increasing your chance to impale with attacks as well as impale damage while at the same time reducing your enemies' accuracy. While you could plant the banner in the ground to temporarily boost its effectiveness, the damage increase is marginal, so that I wouldn't bother with that. Just use it as a regular aura and let it do its thing.

 

3. Up next, you have an "Ancestral Warchief" setup.

This skill summons a totem that attacks nearby enemies, but more importantly, increases your melee damage while standing near it. As the totem is stuck in place, it's only meant to be used in fixed combat scenarios where you need any extra damage you can get: boss fights, delve nodes, legion encounters, etc. Since the Warchief also deals physical damage, it's linked with "Brutality", "Impale," and "Culling Strike". The first two gems increase its overall DPS, while the last support makes it, so any hit from your totem will instantly kill targets at or below 10% life. And yes, that applies to bosses as well, and your totem can instantly kill Sirus or Shaper if they're under 10% life.

 

4. Next setup is your utility toolbox:

First is "Dash", the build's mobility skill. There's nothing much to say about it, apart from the fact that it's really quick, it is not impacted by slow effects, and can bypass obstacles. This makes it ideal not only as a travel skill but also as a defensive tool for dodging big incoming damage and getting out of nasty ground effects. You then have "Molten Shell", a guard skill that creates a damage absorption shield based on your armour. It will soak up anywhere between 2000 and 5000 damage when you have all the extra armour from your ascendancy passives and granite flask.

The next gem is "Enduring Cry", a warcry that generates endurance charges, boosts your defenses, and provides a huge life regen burst. Both "Molten Shell" and "Enduring Cry" are instant, so they can be cast while you're cycloning.

 

Finally, link all these with "Second Wind" - this really useful support will lower the cooldown of all 3 active skills and provide an additional charge to Dash.

 

5. The last gems setup is a "Cast when Damage Taken" one – this trigger gem will cast any linked active skills after you take a certain amount of damage.

 

A higher "Cast when Damage Taken" gem will be able to cast higher-level linked gems, but it would also require a lot more damage to be triggered. For this particular build, I suggest keeping the trigger gem at level 5 to trigger more often.

 

Then, add a level 8 "Assassin's Mark" gem. This curse will increase both the critical strike chance and damage against marked targets and has a chance to generate a Power Charge on kill. In turn, power charges further increase your overall critical strike chance.

 

The third gem in this setup, Blood Rage, doesn't even have to be linked with the other gems. It provides a buff that greatly increases your attack speed and gives you a 25% chance to gain a Frenzy Charge on kill. Frenzy charges will further increase your attack speed and damage. While it does apply a damage over time debuff on yourself, it's completely offset by your life leech and life regen.

 

And the last gem is completely optional. You can go with an Ice Golem for some extra DPS, a Stone Golem for additional life regen, or a level 1 Precision aura if your mana pool allows it.

 

 

Gear

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Pros and Cons

Pros:

+ Very Mobile, fast-paced

+ Excellent clear speed

+ Very easy to play

+ Extremely fun

+ Scales with player's skills

+ Impactful gear progression

 

Cons:

- Melee build

- Spinning all day long

- Can't run all map mods

 

 

That's all about this build. You can come to the Professional PoE Shop MmoGah to see more helpful PoE Builds. And you can also buy Cheap PoE Items here.


Source: https://www.mmogah.com/news/poe/poe-3-12-builds-cyclone-champion-build-guide

Monday, September 28, 2020

PoE 3.12 Builds: Super Cyclone Build – Slayer Duelist

Dear exiles! MmoGah will show you a PoE 3.12 Build, which about Super Cyclone Slayer Duelist build. I hope this will help you a lot.

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EQUIPMENT

Look for these stats on rare PoE Items:

- Physical Damage

- Attack Speed

- Area Damage

- Critical Multiplier

- Evasion

- Intelligence

- Elemental Resistances

- Life

 

Recommended Uniques

- Starforge Infernal Sword

- Kondo's Pride Ezomyte Blade

- Starkonja's Head Silken Hood

- Rat's Nest Ursine Pelt

- Carcass Jack Varnished Coat

- Belly of the Beast Full Wyrmscale

- Loreweave Elegant Ringmail

 

Rare Body Armor

The best body armour you can get is an elder one with:

- At least +100 to maximum life

- #% increased maximum life

- Attacks have +## critical chance

Since this kind of body armor is not so cheap, I'll now show some budget options that also work great.

 

Recommended Flasks

- Divine Life Flask

- Diamond Flask

- Quicksilver Flask

- Lion's Roar Granite Flask

- Bottled Faith Sulphur Flask

 

 

Gameplay Gear

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Recommended Enchantments

Of Fury

Cyclone Damage

Movement Speed

-  Repeatedly fires a piercing  projectile based on your weapon. Good for clearing.

-  40% increased Cyclone Damage.

-  10% Increased Movement Speed if  you haven't been Hit Recently.

 

Full Build Attribute Requirements

Strength 158

Dexterity 155

Intelligence 155

- Super easy to acquire, just with your Passive Tree.

-  Super easy to acquire, just with  your Passive Tree.

-  Hard to acquire. Look for Int on your rare items. You can also  pick the +30 Int nodes on your Passive Tree.

 

 

GEMS

Body Armour

- Start forming a 4L with Brutality, Infused Channeling, and Impale.

- Then grab a 5 or 6L Armour and add Fortify and Increased Area of Effect.

- When fighting bosses, change Increased Area of Effect for Concentrated Effect.

 

Sword

- Linked with Maim and Culling Strike, they also cause Bosses to take more physical damage and get instant killed when reaching 10% life.

- Blood Rage grants extra attack damage and generates frenzy charge. (Don't need to be linked).

 

Gloves

- CWDT + Steelskin gives you a shield that absorbs Damage when you take a certain amount of Damage (Keep CWDT at LVL 11 and Steelskin at LVL 16).

- Vaal Grace is a temporary aura that grants extra chance to dodge attacks and spells.

 

Boots

- Blood and Sand grants more area of effect or area damage depending on the stance. Use Sand for Clear, Blood for Bosses.

- Pride will highly increase the damage taken by your enemies.

- Herald of Purity grants more Physical Damage.

 

Helmet

- Ice Golem grants extra critical chance and accuracy.

- Leap Slam is a great Movement Skill.

- Dread Banner grants chance to Impale and Impale Effect.

 

 

SKILL TREE

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JEWELS

Look for these stats on rare jewels:

- Physical Damage

- Attack Speed

- Melee Damage

- Area Damage

- Critical Multiplier

- Maximum Life

 

Abyss Jewel

I highly recommend you guys to get an onslaught abyss jewel with:

- X% chance to gain onslaught for 4 seconds on kill

- +X to maximum life

 

 

BANDITS

Deal with the Bandits Quest

- 5 Mana Regenerated per Second

- 20% Global Critical Multiplier

- 15% to all Elemental Resistances

 

 

LEVELING

Tips for Easy Level (beginner possible)

- From Ivl 1 to 12 use Ground Slam

- Then Sunder until lvl 28

- Now we can use Cyclone as main skill.

 

Leveling Setup of Links

- From lvl 1 to 12 use Ground Slam supported by Ruthless, Maim and Added Fire Damage - Added Fire Damage and Maim once you reach lvl 8

- Once you reach lvl 12, change Ground Slam for Sunder

- Reaching lvl 18 change Added Fire Damage for Melee Physical Damage

- Reaching lvl 28 change Sunder for Cyclone

- Also change Ruthless for Infused Channeling

- It's also a good time to equip your Edge of Madness

- Reaching lvl 38 change Maim for Increased Area of Effect

- Change it for Concentrated Effect when facing bosses.

- Reaching Ivl 44 you can equip the Unique Sword Rigwald's Charge, and start using the main Cyclone Setup.

- Cyclone – Brutality – Infused Channeling – Impale – Fortify – Increased Area of Effect.

- It's ok if you don't have 6 linked sockets, It's luxury. You will be fine with 4 or 5 while saving PoE Currency to link the last slots.

- Starting on level 4 you can already use Ancestral Protector as Auxiliary Damage for Bosses.

- Support it with Melee Physical Damage – Ruthless – Maim.

- Ruthless when level 8, Melee Physical Damage when level 18.

 

Auras

- Reaching level 20 activate Summon Skittertbots, Herald of Purity and Blood and Sand.

- By this time you already reached the Mana Leech node on your Passive Tree. But if you are not comfortable with your Mana remove Skitterbots.

- As soon as you get your lvl 3 Enlighten, remove Skitterbots and activate Pride and Dread Banner.

 

Recommended Items

- Praxis

- Atziri's Foible

- Lochtonial Caress

- Wanderlust

- Tabula Rasa

- Goldrim

- String of Servitude

- Asenath's Mark

- Gorebreaker

- Limbsplit

- Brightbeak

- Edge of Madness

- Rigwald's Charge

- Kondo's Pride

 

If you want to know more about this build, you can click here to learn details.

Original Article URL: https://www.mmogah.com/news/poe/poe-3-12-builds-super-cyclone-build-slayer-duelist

Monday, September 21, 2020

PoE 3.12 Builds: 5 Heist League Starter Builds

Hey exiles, welcome to Navandis Gaming’s Path of Exile Guide! With the Heist league just around the corner, this is the best time to decide on that perfect starter build. If you're a new player, this choice is really important as it usually makes the difference between enjoying the game or giving up in frustration. And if you're already somewhat experienced, then you likely understand a good start can set the stage for success for the rest of the league.

 

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Before going through the builds themselves, I need to talk a bit about what is and makes a good league starter build.

- Reach Atlas T7-8 Maps: generate more PoE Currency faster.

- Transition to end-game: ideally with minimal passive points re-speccing.

- Cheap, easy gearing: no mandatory uniques or expensive PoE Items.

- Able to run most content: story mode, maps, delve, monoliths, syndicate, etc.

- No reliance on new toys: should not rely on new league mechanics/items.

- Easy to play: no complex mechanics, clear build guide.

 

https://www.youtube.com/watch?v=1Xng7yS6UgE

 

1. Cyclone Champion

First up is the completely reworked Cyclone Champion build, using one of the smoothest and fun to play skills in the game. Grab a 2-handed sword with decent physical damage and spin your way through the entire game. If you've ever played whirlwind barb in any Diablo game, well, this is Path of Exile's equivalent. Incredible mobility, excellent clearing speed, and really solid damage are all perks of this build. On top of that, it uses one of the very few skills in the game, which can continuously apply damage while constantly moving. Killing enemies while moving around and evading dangerous stuff is a great defensive mechanism, and it only gets stronger as you become better at the positioning. The build is also not really gear dependent and doesn't need any specific unique items. On top of that, items boosting physical or melee damage are always in abundance, so you'll have plenty to chose from. This version of the build is also intentionally designed to be a very budget-oriented one, making it ideal as a league starter. Finally, it is a very fun build to play, and if you're a new Path of Exile player, then this will provide a perfect taste of what the game has to offer.

 

2. Arc Witch

My second suggestion for a league starter is the absolute classic Arc Witch, one of the most beginner-friendly builds. Arc builds have been pretty much synonymous with the concept of a league starter, and this one is not an exception. It's well established that Arc is one of the best clearing skills in the game, depending very little on gear or even the player's skill. When leveling, you can pick up any staff, sceptre, or wand that has some spell damage and cast speed, and it will work great. With a very intuitive playstyle and absolutely no complex mechanics, it's a beginner's best friend. Fast-paced and amazing at killing large packs of mobs, you'll cruise through story mode and knock the first few Atlas tiers with ease. While it's not an amazing boss killer, that's generally beyond the purpose of a league starter, and it can also get there by investing in some end-game gear after you start amassing some currency. Lastly, if you're thinking about playing one of the new spells introduced in the Heist league, such as Crackling Lance or reworked ones like Firestorm or curses, then a witch is a safe bet. You'll very likely be able to respect a new build using the same class and even most of the same items, once we know more about the new skills in practice.

 

3. Toxic Rain Ranger

Up next is the amazing Toxic Rain Ranger. Incredibly fast-paced and with excellent clearing capabilities, this chaos damage build is a farming and leveling beast. Carpet the screen with toxic spore pods which deal with chaos damage over time and drastically slow down all enemies. No special aiming or targeting is required as the skill has a generous area of effect. This works great when you're trying to focus on learning a new league's mechanics. Most of its efficiency comes from gems and passives rather than gear, making it perfect for the first days of a new league. It doesn't need any mandatory uniques, and even its best-in-slot gear is usually quite cheap. Just grab any bow with decent attack speed, and you're good to go. Focus your other gear on defenses, and you'll cruise through story mode and the first Atlas tiers. And, as any respectable farmer, it's able to run every map mod, and that is a huge advantage when you start going through the Atlas. You won't waste any time or currency re-rolling maps, and you'll get many more drops, greatly boosting your overall efficiency.

 

4. Tectonic Slam Chieftain

My 4th recommendation is the recently buffed Tectonic Slam Chieftain. The last league brought a huge number of improvements to slam skills and warcries, and this build takes full advantage of them. With extremely satisfying, giant fire hits that almost cover the entire screen, Tectonic Slam is not your average melee skill by any means. It has better coverage and longer range than many spells. You can take advantage of this and chose when to fight up close and slam from afar, depending on the specifics of each combat scenario. On top of that, it's one of the most resilient and tanky builds I've played since the days of the Molten Strike Juggernaut. With stun immunity, capped physical damage reduction, a really solid chance to block both spells and attacks, excellent life regeneration, this Chieftain build can even be used in Hardcore leagues with a few minor tweaks. Gearing is straight-forward, and there isn't much competition for the items you'll need in this build. This is ideal in the first few weeks of a new league, as you'll have to squeeze out as much as possible from very little currency.

 

5. Skelemancer

My final suggestion for a league starter is an absolute beast of a summoner, the Skelemancer. This necromancer relies on an army of skeletons and a few other minions who are there to support them, most notably zombies and spectres. While the Necromancer ascendancy has seen a few nerfs lately, none of them affect this build since it wasn't relying on broken or overpowered mechanics, which are usually a magnet for the nerf bat. What makes this build an amazing league starter is, first and foremost, its complete gear independence. Almost none of your minions' damage comes from equipment, no strength stacking, no expensive jewels, or mandatory uniques which are crucial for the build's performance. As long as your resistance is capped, you're good to go, and your skeletons will obliterate everything in their path. Even the best-in-slot, end-game gear costs less than what most builds need to clear white maps. The Skelemancer is equally good at clearing large packs of mobs and killing bosses or other tough targets. Losing a few skeletons will never cripple you as raising some more doesn't require corpses. Not only that, but summoner builds are a beginner's best friend: they allow you to observe and learn difficult fights or a new league's mechanics, while your minions do the heavy lifting. It's much easier to master new or tough boss fights when minions take care of dealing damage, and your only concern is proper positioning and staying alive.

 

That's all about this 5 Heist league starter builds guide. You can come to the Best Gaming Store MmoGah to see more PoE Builds. And you can also buy cheap and safe Exalted Orb or Chaos Orb.

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