[3.11] Tesla Cyclone | Destroy the Game | All Content | Super Fast! | Spin 2 Win |

So, I've been following this build for a while now, I've done the starforge, hitless, and budget versions and a bit more investment with the starforge one and i always really enjoyed it, however nowadays i'm trying out a Saviour + Paradoxica combo. Though it feels like both my survivability and damage are a bit lacking. I'd like to ask for some feedback or help in guiding this build in the right direction, if possible!

My Gear:


And here's my POB:
https://pastebin.com/m1KUvYDE

Any feedback/help would be appreciated! I'd just like to push this build further if possible. I don't currently have enough to afford an unnatural instinct or a Bottled Faith, though I am trying to sell a few things so I'll see, but yeah! Thanks for the awesome build!
Editado por útlima vez por Twiigg_ en 23 abr. 2020 11:22:14
"
The only time I die now is sometimes at T16 100% delirium/sims when I don't get 1-shot I am not able to recover fast enough, I can see my hp bouncing up and down between full and a half to a quarter until I die (takes 2-5 seconds most times). What can I do to get so that I don't get that happening anymore? Or is the only option to just get more hp overall?


I guess Martial experience (or similar) could help you with this.
I got a plan of cluster jewels to my char in standard (without brutality) , so dealing chaos damage , may be dismantling acro and 2-meek-unnatural triad nodes and other redundant nodes.

it should look something like:

02 force multiplier
03 grim oath
03 deep cuts
02 enduring focus
01 surefoot striker
01 precise focus
01 unspeakable gifts
01 battle hardned
01 drive destruction

souvenir:
01 blessed
01 readiness
01 antivenom

I already have a lot of critical chance/multiplier, so i am not searching for these right now.

------------------------------------------------------------

I was studiyng these cluster jewels and passives. I guess these were interesting for me :

Spoiler
attack--------------------------------------------

-deep cuts (impale)
-force multiplier (double)
-surefooted striker (double 8)

precise focus (multiplier channeling)

Iron Breaker (10% phys damage reduction)

-Unspeakable Gifts (10% chance explode) chaos
-grim oath (10% chaos as extra)
-Overwhelming Malice (10% chance unholy)

Smite the Weak (maim)

channeling---------------------------------------
-Enduring Focus (endurance charge)
-hex breaker (curse imune)

life-------------------
-Adrenaline
-drive the destruction

evasion/armour---------
-Battle-Hardened (30% evasion/armour)
-Natural Vigour (30% evasion)


resist----------------------------------
-antivenom (chaos res / no poison)
-Blessed (chaos res / life)

There are several others that are very useful, depending on your char. For my needs these called me more attention.

-------------------------------------------------------------
OBS
-------------------------------------------------------------
Spoiler
Remembering , some notables passives are prefix other suffix, sockets count as suffix.

In large jewels - e.g. - are possible 2 prefix and 2 suffix, so you can get 3 notables + socket(s). Some combos are impossible to reach, so save you currency asking only possible combos.
Editado por útlima vez por ByCrom en 23 abr. 2020 0:05:58


A list with useful cluster jewels notables can be used to this build :

-------life----------------
Spoiler
Adrenaline
6% increased maximum Life
15% increased Maximum total Recovery per second from Life Leech
6% increased Attack Speed while Leeching

Drive the Destruction
0.8% of Attack Damage Leeched as Life
20% increased Maximum total Recovery per second from Life Leech
20% increased total Recovery per second from Life Leech

Feast of Flesh
8% increased maximum Life
0.4% of Attack Damage Leeched as Life
+10 Life gained for each Enemy hit by your Attacks

Feed the Fury
0.4% of Attack Damage Leeched as Life
30% increased Damage while Leeching
15% increased Attack Speed while Leeching

Fettle
10% increased maximum Life
+20 to maximum Life

------impale--------------
Spoiler
Run Through
15% increased Physical Damage with Axes or Swords
10% chance to Impale Enemies on Hit with Axes or Swords
10% increased Impale Effect
Axe or Sword Attacks deal 15% increased Damage with Ailments

Vicious Skewering
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
10% chance to Impale Enemies on Hit with Attacks
Attacks have 10% chance to cause Bleeding

Deep Cuts
15% chance to Impale Enemies on Hit with Attacks
Impales you inflict last 1 additional Hit

---area damage -----------
Spoiler
Magnifier
10% increased Area of Effect
10% increased Area Damage
+10% to Critical Strike Multiplier

Powerful Assault
20% increased Area Damage
Area Skills have 10% chance to Knock Enemies Back on Hit

Titanic Swings
15% increased Area of Effect while wielding a Two Handed Melee Weapon
20% increased Area Damage while wielding a Two Handed Melee Weapon

Vast Power
3% increased Area of Effect per Power Charge
20% increased Area Damage

Assert Dominance
15% increased Area of Effect if you've Killed Recently
10% increased Area of Effect if you've Killed at least 5 Enemies Recently
10% increased Area Damage

---double damage-----------
Spoiler
Pressure Points
40% increased Critical Strike Chance
Your Critical Strikes have a 5% chance to deal Double Damage

Surefooted Striker
8% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently
40% increased Critical Strike Chance with Two Handed Melee Weapons

Force Multiplier
25% increased Physical Damage
5% chance to deal Double Damage

---evasion--and armor--------------
Spoiler
Heart of Iron
Gain 10% of Maximum Life as Extra Armour

Militarism
8% increased maximum Life
30% increased Armour

Natural Vigour
8% increased maximum Life
30% increased Evasion Rating

No Witnesses
10% chance to gain Elusive on Kill
25% increased Elusive Effect

Enduring Composure
30% increased Armour
Gain an Endurance Charge every second if you've been Hit Recently

Prismatic Dance
+1% to all maximum Elemental Resistances
30% increased Evasion Rating

Prismatic Carapace
+1% to all maximum Elemental Resistances
30% increased Armour

Readiness
+4% chance to Evade Attack Hits if you haven't been Hit Recently

Stubborn Student
4% additional Physical Damage Reduction
15% increased maximum Mana
20% increased Armour

Untouchable
3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits
30% increased Evasion Rating

Aerialist
3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits
5% increased Dexterity

Battle-Hardened
35% increased Physical Damage
30% increased Evasion Rating and Armour

Darting Movements
5% chance to Dodge Attack and Spell Hits while moving
5% increased Movement Speed

Elegant Form
3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits
30% chance to Avoid Elemental Ailments

----infusion-----------------------------
Spoiler

Rapid Infusion
5% increased Movement Speed while you have Infusion
50% increased Effect of Infusion

----crit chance or multiplier-------------
Spoiler
Savage Response
40% increased Critical Strike Chance
+50% to Critical Strike Multiplier if you've taken a Savage Hit Recently

Precise Commander
You and nearby Allies have 50% increased Critical Strike Chance
You and nearby Allies have +15% to Critical Strike Multiplier

Precise Focus
50% increased Critical Strike Chance while Channelling
+30% to Critical Strike Multiplier if you've been Channelling for at least 1 second

Skullbreaker
+20% to Critical Strike Multiplier
8% reduced Enemy Stun Threshold

Basics of Pain
20% increased Damage
30% increased Critical Strike Chance

Graceful Execution
+15 to Dexterity and Intelligence
5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons

Precise Retaliation
+40% to Critical Strike Multiplier if you have Blocked Recently
80% increased Critical Strike Chance if you haven’t Blocked Recently

Pressure points
40% increased Critical Strike Chance
Your Critical Strikes have a 5% chance to deal Double Damage

---------maim-----------
Spoiler
Smite the Weak
Attacks have 10% chance to Maim on Hit
40% increased Attack Damage against Maimed Enemies

--------grace/deter/discp-------
Spoiler
Stalwart Commander
Determination has 30% increased Aura Effect
Grace has 30% increased Aura Effect
Discipline has 30% increased Aura Effect

-----channeling--------
Spoiler
Enduring Focus
Channelling Skills deal 25% increased Damage
25% chance to gain an Endurance Charge each second while Channelling

Stoic Focus
Channelling Skills deal 25% increased Damage
+4% Chance to Block Attack Damage while Channelling
+4% Chance to Block Spell Damage while Channelling

Vital Focus
Regenerate 1.5% of Life per second while Channelling
Channelling Skills deal 30% increased Damage

Arcane Adept
Channelling Skills deal 20% increased Damage
5% increased Attack and Cast Speed while Channelling
Gain Arcane Surge after Channelling for 1 second

Hex Breaker
Immune to Curses while Channelling
8% increased Attack and Cast Speed while Channelling

---------chaos---------
Spoiler
--most of this only works without brutality--
Grim Oath
Gain 10% of Physical Damage as Extra Chaos Damage

Overwhelming Malice
10% chance to gain Unholy Might for 4 seconds on Critical Strike

Unholy Grace
30% increased Chaos Damage
10% increased Attack and Cast Speed

Unspeakable Gifts
Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage

Wicked Pall
35% increased Chaos Damage
20% increased Skill Effect Duration

----------curse-----------
Spoiler
Victim Maker
25% increased Damage with Hits and Ailments against Cursed Enemies
Curse Skills have 50% increased Skill Effect Duration

Whispers of Death
5% increased Effect of your Curses
20% increased Damage if you've Killed a Cursed Enemy Recently

Wish for Death
Curse Skills have 20% increased Skill Effect Duration
You have Culling Strike against Cursed Enemies

Forbidden Words
25% increased Area of Effect of Curse Skills
Curse Skills have 5% reduced Mana Reservation
5% increased Effect of your Curses

Master of Command
50% reduced Mana Reservation of Banner Skills
15% increased Effect of Non-Curse Auras from your Skills on Enemies

Master of Fear
Enemies you Curse are Intimidated
Enemies you Curse are Unnerved

---------warcry------------
Spoiler
Rattling Bellow
Warcry Skills have 40% increased Area of Effect
Enemies Taunted by you take 5% increased Damage

Warning Call
20% increased Warcry Cooldown Recovery Speed
50% increased Melee Critical Strike Chance if you've Warcried Recently
+35% to Melee Critical Strike Multiplier if you've Warcried Recently

Cry Wolf
30% increased Warcry Duration
30% increased Warcry Buff Effect
Warcries count as having 10 additional nearby Enemies

Haunting Shout
20% increased Warcry Cooldown Recovery Speed
Enemies Taunted by your Warcries are Unnerved
Enemies Taunted by your Warcries are Intimidated

Lead By Example
4% additional Physical Damage Reduction if you've Warcried in the past 8 seconds
4% chance to deal Double Damage if you've Warcried in the past 8 seconds

Mob Mentality
20% increased Warcry Cooldown Recovery Speed
You and nearby Party members gain 5 Rage when you Warcry

Provocateur
15% increased Warcry Buff Effect
40% increased Critical Strike Chance against Taunted Enemies
+15% to Critical Strike Multiplier against Taunted Enemies

-----resist-------
Spoiler
Antifreeze
+20% to Cold Resistance
40% chance to Avoid being Frozen
6% chance to Avoid Cold Damage from Hits

Antivenom
+17% to Chaos Resistance
Unaffected by Poison

Blacksmith
+20% to Fire Resistance
25% increased Armour
0.4% of Fire Damage Leeched as Life

Blessed
+13% to Chaos Resistance
6% increased maximum Life
10% increased maximum Mana

Born of Chaos
+3% to maximum Chaos Resistance

Dragon Hunter
+20% to Fire Resistance
5% additional Physical Damage Reduction
30% increased Armour

Fire Attunement
40% reduced Ignite Duration on you
50% reduced Extra Damage taken from Critical Strikes while Ignited

Insulated
+20% to Lightning Resistance
40% chance to Avoid being Shocked
6% chance to Avoid Lightning Damage from Hits

Molten One's Mark
+2% to maximum Fire Resistance
Regenerate 1% of Life per second

Non-Flammable
+20% to Fire Resistance
40% chance to Avoid being Ignited
6% chance to Avoid Fire Damage from Hits

Prismatic Heart
30% increased Elemental Damage
+10% to all Elemental Resistances

Rot-Resistant
+13% to Chaos Resistance
Regenerate 1.2% of Life per second
Regenerate 0.6% of Energy Shield per second
Regenerate 0.3% of Mana per second

----rage-----
Spoiler
Bloodscent
Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second

---flasks-----
Spoiler
Fasting
20% increased Flask Charges gained
20% increased Movement Speed while under no Flask Effects

Mender's Wellspring
25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask

Numbing Elixir
3% additional Physical Damage Reduction during Effect of any Life or Mana Flask
25% increased Life Recovery from Flasks
25% increased Mana Recovery from Flasks

------two handed----
Spoiler
Fearsome Warrior
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill

Martial Mastery
+20 to Strength
10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength

------phys damage/attack damage------
Spoiler
Iron Breaker
Enemies have -10% to Total Physical Damage Reduction against your Hits
35% increased Physical Damage

Master the Fundamentals
35% increased Physical Damage
35% reduced Elemental Damage
+10% to all Elemental Resistances

Quick Getaway
5% increased Attack and Cast Speed
25% increased Critical Strike Chance
5% increased Movement Speed if you've dealt a Critical Strike Recently

------dual wielding-------
Spoiler
Deadly Repartee
Attack Skills deal 25% increased Damage while Dual Wielding
+5% Chance to Block Attack Damage while Dual Wielding
30% increased Attack Critical Strike Chance while Dual Wielding

Hit and Run
Attack Skills deal 20% increased Damage while Dual Wielding
4% chance to Dodge Attack or Spell Hits if you've Hit an Enemy Recently

Insatiable Killer
Attack Skills deal 20% increased Damage while Dual Wielding
5% increased Attack Speed while Dual Wielding
5% chance to gain a Frenzy Charge on Kill while Dual Wielding

Mage Bane
Attack Skills deal 20% increased Damage while Dual Wielding
20% chance to gain a Power Charge when you Block
+5% Chance to Block Spell Damage while Dual Wielding

Martial Momentum
8% increased Attack Speed while Dual Wielding
16% increased Accuracy Rating while Dual Wielding
32% increased Damage if you've used a Travel Skill Recently


OBS:

Remembering , some notables passives are prefix other suffix, sockets count as suffix.

In large jewels - e.g. - are possible 2 prefix and 2 suffix, so you can get 3 notables + socket(s). Some combos are impossible to reach, so save you currency asking only possible combos.

https://poedb.tw/us/skilltree.php?cn=Cluster+Jewel
Editado por útlima vez por ByCrom en 24 abr. 2020 18:54:56
"
Any feedback/help would be appreciated! I'd just like to push this build further if possible. I don't currently have enough to afford an unnatural instinct or a Bottled Faith, though I am trying to sell a few things so I'll see, but yeah! Thanks for the awesome build!


To me you have a good char and good damage. If you want push more, may be you could give up from might of the meek setup, using these passive points in another cluster jewel, may be a medium one.

Going to critical chance/multiplier cluster jewels, more deep cuts.

And some "normal" jewel with critical chance and dual critical multiplier.

Try achieve dual curse, etc.
I played around with PoB and tried out how switching from Starforge to well rolled Saviour + Paradoxica would affect my build at lvl98. I play standard so no cluster jewels.

On passive tree I switched all the two-hand nodes to one-hand nodes and changed top right might of the meek to unnatural instinct. What I didn't do was switching all the jewels from two-hand to one-hand. This would have big influence since I have quite well rolled jewels in my two-hand setup with a lot of crit mult and crit chance.

I have ~10,2 million dps with starforge setup and it drops to ~8,2 million when I switch to one-hand setup (but remember, no jewels counted with one-hand). Unnatural instinct doesn't raise my dps with starforge, it actually goes down with it and I can't keep max resistances.

But most importantly, I guess PoB doesn't count the reflection damage which is huge part of Saviour. It's 50% of your dps so that should raise the total dps to ~12,3 million. Add the missing jewels and I guess it would raise another 1-2 million. Reflection does show on PoB but enabling/disabling it doesn't affect dps in the app. Would love to actually test this setup in the game but it's ~15ex investment and Starforge setup is already so OP that I'm not sure if it makes any sense.
Editado por útlima vez por patouskii en 24 abr. 2020 2:52:02
Why https://pathofexile.gamepedia.com/Dread_Banner instead of https://pathofexile.gamepedia.com/War_Banner?

We already have https://pathofexile.gamepedia.com/Fortify_Support linked with Cyclone for Fortify, is the impale stronger than having enemies take more damage from all sources?
Editado por útlima vez por Wissle en 24 abr. 2020 9:38:39
"
Wissle escribió:
Why https://pathofexile.gamepedia.com/Dread_Banner instead of https://pathofexile.gamepedia.com/War_Banner?

We already have https://pathofexile.gamepedia.com/Fortify_Support linked with Cyclone for Fortify, is the impale stronger than having enemies take more damage from all sources?


"

Dread OR War Banner boosting our damage as well. Here is how the Banners stack up and what you should pick, depending on your playstyle:

IMO it seems Dread banner is the best one to use while mapping if you choose to never really place it. However, War Banner is still best for single target at endgame because of the adrenaline you gain for 2.5~ sec upon placing it. After making the adjustments to the PoB in it's current state with the aforementioned values we've discussed, it seems the best PURE DAMAGE results are as follows:

#1. War Banner planted (78% More modifier/impale) with Adrenaline it's 10.7m.
#2. Dread Banner (110% More modifier/impale) it's 9.75m with or without the banner planted.
#3. War banner planted, no adrenaline is 9.31m.
#4. War Banner not planted is 8.98m.

So it's pretty clear, if you don't plan on setting a banner at all - choose Dread Banner. If you plan on setting the banner and taking advantage of 2.5sec of adrenaline at boss encounters, pick war banner. Again, these are just for damage values - defensive values use your own judgement if you want to take advantage of defensive banner traits.
"
Maskybe escribió:
CharityCase, your first pob with the double cluster jewel nodes AND the acro/phase acro nodes inspired me to change my own passive tree, again.

FYI, Precise Focus is strictly better than Precise Commander. Also, you should definitely replace those medium/small clusters with a single Megalomaniac, this way you can save two passive points twice.

***

To anyone willing to try cluster jewels (you definitely should), here is what I was able to get, and why:


Mandatory on the large cluster jewel:
-A maximum of 8 added passive skills, else you'll waste passive points.
-Two added passive skills are jewel sockets.
-Deep cuts is THE node to have, boosting our dps by a substantial amount (around 15-20% more dps - only seen in pob community fork).

This leaves you with one (budget) or two more notable options:
Feed the fury
Martial Prowess
Drive the destruction (more life leech)
Surefooted Striker
etc.

Obviously, if you're dual wielding, the enchant mod on the large cluster jewel should either be 12% increased Attack Damage while Dual Wielding or 10% increased Attack Damage (this one has less notables).

On to Megalomaniacs:

This unique cluster jewel can roll any combination of 3 notables. It's more costly than the medium/small jewel combo but it allows you to save two passive points to achieve the same thing.


Mandatory notables:
-Adrenaline. More health, more leech/hit, more dps. Highly recommend to get this one on both megalomaniacs.
-Precise focus. +50% crit chance, +30% crit multiplier.

Nice to have:
-Wish for death. You have Culling Strike against Cursed Enemies. Sign me up.

So yea, that's what I tinkered with lately. Tried to sim a lot of those notables in PoB (community fork) but there's so many of them. Any contribution you can make about notables I have (surely) missed are welcome. List of notables here.

Lvl 94, 5.5k HP, still using Starforge. Killed Elder, Shaper, A7 Sirus (will try A8 tomorrow) & wave 20 simulacrum is now a breeze.
My pob: https://pastebin.com/5vakpQyW

That's it for the guide nobody asked for - pretty basic stuff but hopefully this will be useful to someone.



Hey m8. Thank you for mini guide - helped me a lot. Can you answer y you oil your amulet for rampart and not for assasionation ( crit crit multi ) for example. There is a lot survivability in Rampart, or anything else i dont understand now?
"
ByCrom escribió:


"

Dread OR War Banner boosting our damage as well. Here is how the Banners stack up and what you should pick, depending on your playstyle:

IMO it seems Dread banner is the best one to use while mapping if you choose to never really place it. However, War Banner is still best for single target at endgame because of the adrenaline you gain for 2.5~ sec upon placing it. After making the adjustments to the PoB in it's current state with the aforementioned values we've discussed, it seems the best PURE DAMAGE results are as follows:

#1. War Banner planted (78% More modifier/impale) with Adrenaline it's 10.7m.
#2. Dread Banner (110% More modifier/impale) it's 9.75m with or without the banner planted.
#3. War banner planted, no adrenaline is 9.31m.
#4. War Banner not planted is 8.98m.

So it's pretty clear, if you don't plan on setting a banner at all - choose Dread Banner. If you plan on setting the banner and taking advantage of 2.5sec of adrenaline at boss encounters, pick war banner. Again, these are just for damage values - defensive values use your own judgement if you want to take advantage of defensive banner traits.


Thank you! That information would be really nice to have in the starting post, or did I repeatedly miss it somehow? ^^

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