act 2 - bandits - 1 point
act 3 - victario's secrets + piety = 3 points
ive looked it up like 5 times already because i always get confused about it haha
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Deleted User 3420
24492 Posts
act 2 - bandits - 1 point act 3 - victario's secrets + piety = 3 points ive looked it up like 5 times already because i always get confused about it haha | ||
Tennet
United States1458 Posts
99+21 = 120 points Hmm, I wonder if that has been answered before.. | ||
Blitzkrieg0
United States13132 Posts
On February 10 2013 09:10 Qaatar wrote: Show nested quote + On February 10 2013 09:04 Blitzkrieg0 wrote: On February 10 2013 08:58 Qaatar wrote: On February 10 2013 08:52 Blitzkrieg0 wrote: On February 10 2013 08:47 Tennet wrote: I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote: On February 10 2013 08:45 Infernal_dream wrote: On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor. The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either. Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up. I'd like a link to your Ranger build that has Static Blows. I'm like 20 points away at level 73. Also don't see how you have 30% evasion from nodes. The only evasion node you should have to pickup is the very first one that is 18%. The evasion from DEX may be more significant than I originally thought about though. http://www.pathofexile.com/passive-skill-tree/AAAAAgIAm42v6wguGY7tg9N-NZJOyO4OVvr8xWeg3Q2HdpAKW69KfRjbdPFDnCFgnrkOrUCgKaUFLe9OYEsotXrvYIh07WFSn8syCVYEhmA6Ujbo379YrwHneA1GaacwqW6ezRQgTePSIVBHrFlXDf6P2WFqHqgY8i-53e8O51JUSV8_9kiMz1BQWGPG2BkuJ-2sqlnzwBqQVfPdZp760jbp42q18m6qMn5yqXzZHRSPRtDQm6FnvQ== This is the common path most people use in HC. I don't know about standard SC builds for Rangers, but I'll assume they take the projectile damage nodes much earlier. Edit: Usually, people in HC go for Static later though...I'm planning on taking Discipline and Training first (the Catalyze branch) before Static. Now I have to count nodes to see which is more efficient ^_^ | ||
Qaatar
1409 Posts
On February 10 2013 09:18 Blitzkrieg0 wrote: First instinct always right ^_^ Don't know why I second guessed myself and changed it. Show nested quote + On February 10 2013 09:10 Qaatar wrote: On February 10 2013 09:04 Blitzkrieg0 wrote: On February 10 2013 08:58 Qaatar wrote: On February 10 2013 08:52 Blitzkrieg0 wrote: On February 10 2013 08:47 Tennet wrote: I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote: On February 10 2013 08:45 Infernal_dream wrote: On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor. The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either. Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up. I'd like a link to your Ranger build that has Static Blows. I'm like 20 points away at level 73. Also don't see how you have 30% evasion from nodes. The only evasion node you should have to pickup is the very first one that is 18%. The evasion from DEX may be more significant than I originally thought about though. http://www.pathofexile.com/passive-skill-tree/AAAAAgIAm42v6wguGY7tg9N-NZJOyO4OVvr8xWeg3Q2HdpAKW69KfRjbdPFDnCFgnrkOrUCgKaUFLe9OYEsotXrvYIh07WFSn8syCVYEhmA6Ujbo379YrwHneA1GaacwqW6ezRQgTePSIVBHrFlXDf6P2WFqHqgY8i-53e8O51JUSV8_9kiMz1BQWGPG2BkuJ-2sqlnzwBqQVfPdZp760jbp42q18m6qMn5yqXzZHRSPRtDQm6FnvQ== This is the common path most people use in HC. I don't know about standard SC builds for Rangers, but I'll assume they take the projectile damage nodes much earlier. Edit: Usually, people in HC go for Static later though...I'm planning on taking Discipline and Training first (the Catalyze branch) before Static. Now I have to count nodes to see which is more efficient ^_^ You could try Nugiyen's build, which is taking the 9% ias at the start rather than the 16% hp, then skipping Unwavering (and Berserking). This way, he saves 4 points, but loses out on 6% ias, 16% hp, and Unwavering. | ||
vol_
Australia1608 Posts
On February 10 2013 08:28 seiferoth10 wrote: Show nested quote + On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? | ||
Qaatar
1409 Posts
On February 10 2013 09:24 vol_ wrote: Show nested quote + On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? Also life on hit as well for your LA (if you have it). In addition, frenzy increases physical damage by the same amount as attack speed, so it also affects bear traps. | ||
Blitzkrieg0
United States13132 Posts
On February 10 2013 09:24 vol_ wrote: Show nested quote + On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? If you're using Frenzy you need all seven charges. It isn't worthwhile without them. On February 10 2013 09:26 Qaatar wrote: Show nested quote + On February 10 2013 09:24 vol_ wrote: On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? Also life on hit as well for your LA (if you have it). In addition, frenzy increases physical damage by the same amount as attack speed, so it also affects bear traps. Does the physical bonus actually apply to attacks not made by frenzy? On February 10 2013 09:22 Qaatar wrote: Show nested quote + On February 10 2013 09:18 Blitzkrieg0 wrote: First instinct always right ^_^ Don't know why I second guessed myself and changed it. On February 10 2013 09:10 Qaatar wrote: On February 10 2013 09:04 Blitzkrieg0 wrote: On February 10 2013 08:58 Qaatar wrote: On February 10 2013 08:52 Blitzkrieg0 wrote: On February 10 2013 08:47 Tennet wrote: I was counting wrong lol, but yeah, why is the points you get higher than what the website caps.. weird. On February 10 2013 08:47 Blitzkrieg0 wrote: On February 10 2013 08:45 Infernal_dream wrote: On February 10 2013 08:40 Blitzkrieg0 wrote: All this theorycrafting makes me want to reroll. Templar/Marauder have much better passives than Ranger now I think ^_^ Templar/marauder start off better than ranger. But you'll end up going over to the ranger side for IR and a few nodes anyways. Not to mention it's worth rolling a ranger so you can get all the gems and thigns. I don't think you can reasonably reach static blows on Ranger though. IR is extremely overrated as well, my Ranger is actually wearing mostly armor pieces right now anyways ^_^ I have a 900 evasion chest and then all my other pieces are armor...lol IR makes evasion better for damage reduction since EV will scale with increased EV and increased AR. It expands the gear you benefit from and makes getting higher damage reduction easier. You aren't going to have both though so I don't see the point. You can commit to picking up increased armor instead of increased evasion or a mixture. The only advantage of EV is that it has slightly higher base values than armor, but I don't see this as a big enough advantage personally. If you commit to IR then you're also locked to 5% evasion (or 0 if you also pick up unwavering stance). Evasion gets pretty amazing returns when you have super high health and armor. The common HC ranger path also includes +30% ev nodes and roughly 160 dexterity, so that stacks even more. EV is much more valuable than armor for me (roughly twice the value...a 160 ev item gives me twice as much armor as a 80/80 armor/ev item). Static blows is easily reached at roughly level 75, so that's not a big issue either. Like I said before, Templar is more flexible, and Marauder is easier in the early/mid-game, but late game, Ranger catches up. I'd like a link to your Ranger build that has Static Blows. I'm like 20 points away at level 73. Also don't see how you have 30% evasion from nodes. The only evasion node you should have to pickup is the very first one that is 18%. The evasion from DEX may be more significant than I originally thought about though. http://www.pathofexile.com/passive-skill-tree/AAAAAgIAm42v6wguGY7tg9N-NZJOyO4OVvr8xWeg3Q2HdpAKW69KfRjbdPFDnCFgnrkOrUCgKaUFLe9OYEsotXrvYIh07WFSn8syCVYEhmA6Ujbo379YrwHneA1GaacwqW6ezRQgTePSIVBHrFlXDf6P2WFqHqgY8i-53e8O51JUSV8_9kiMz1BQWGPG2BkuJ-2sqlnzwBqQVfPdZp760jbp42q18m6qMn5yqXzZHRSPRtDQm6FnvQ== This is the common path most people use in HC. I don't know about standard SC builds for Rangers, but I'll assume they take the projectile damage nodes much earlier. Edit: Usually, people in HC go for Static later though...I'm planning on taking Discipline and Training first (the Catalyze branch) before Static. Now I have to count nodes to see which is more efficient ^_^ You could try Nugiyen's build, which is taking the 9% ias at the start rather than the 16% hp, then skipping Unwavering (and Berserking). This way, he saves 4 points, but loses out on 6% ias, 16% hp, and Unwavering. How else do you think I made it out of the Ranger tree without picking up those three evasion nodes? | ||
Qaatar
1409 Posts
On February 10 2013 09:33 Blitzkrieg0 wrote: Show nested quote + On February 10 2013 09:24 vol_ wrote: On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? If you're using Frenzy you need all seven charges. It isn't worthwhile without them. Show nested quote + On February 10 2013 09:26 Qaatar wrote: On February 10 2013 09:24 vol_ wrote: On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? Also life on hit as well for your LA (if you have it). In addition, frenzy increases physical damage by the same amount as attack speed, so it also affects bear traps. Does the physical bonus actually apply to attacks not made by frenzy? It does according to the tooltip on bear traps (increases by a few hundred dps during frenzy...it's a cast, so it's not affected by the ias). On February 10 2013 09:33 Blitzkrieg0 wrote: How else do you think I made it out of the Ranger tree without picking up those three evasion nodes? Ah, so you took the 30 dex and saved one skill point rather than 30 dex + 4 ias + 30% evasion? | ||
Tennet
United States1458 Posts
Check it out! | ||
vol_
Australia1608 Posts
On February 10 2013 09:26 Qaatar wrote: Show nested quote + On February 10 2013 09:24 vol_ wrote: On February 10 2013 08:28 seiferoth10 wrote: On February 10 2013 08:25 Qaatar wrote: What do you guys think of an extra frenzy charge vs. a skill point for the bandit quests? I don't tend to use frenzy unless I get single target mobs, since I don't find the extra time to build up 3/4 charges is worth it before nuking down a pack with my aoe. The extra frenzy charge at frenzy level 16+ is huge though, since it's 10% ias and physical damage. However, skill points are becoming harder and harder to come by as leveling has slowed considerably after 65. On February 09 2013 23:33 akatama wrote: How do you guys feel about the Cruel bandit quest rewards? 4% attack speed, 4% cast speed or 12% physical damage seem rather underwhelming when compared to the other difficulties. The other rewards have a huge impact on builds as those stats are rare in the tree. Speed and physical damage... not so much. I think the 12% physical damage is the best if you use bear traps a lot, which are extremely helpful against bosses. Currently I'm running 2-3 bear traps depending on the area, and the difference is roughly 200-300 dps at skill level 16. Plus, if you run LA, it helps the 50% physical to lightning even more. If you look at the skill tree, the only nodes that are better than 12% physical are the rare large 18% physical nodes, while the small common nodes are always 8% or sometimes 4% for bows. 4% bow ias/3% general ias are common in the ranger tree area, and they're all small nodes that are easy to obtain (ditto for cast speed in the witch area). Are you planning to stick with Frenzy for the rest of the game? Not switching to Elemental Hit later? If so, I'd go with the extra frenzy charge. I took skill points on normal and cruel because those rewards are easily replaceable with the right passive, but getting an extra charge is hard to come by in the passive tree. Im contemplating the frenzy charge vs skill point too for my ele ranger. I don't have elemental hit atm but frenzy is pretty great, what are the benefits of each? I assume the only reason frenzy can compete with ele hit in an elemental build is its faster attack speed to take advantage of all the straight added elemental damage on gear and auras where as elemental hit benefits from increased elemental damage % more? Also life on hit as well for your LA (if you have it). In addition, frenzy increases physical damage by the same amount as attack speed, so it also affects bear traps. Ok cool, thanks. At the same time thou the blazing attack speed is quite a drain on health, im using life leech with my frenzy atm but I see that some people dont, do they just rely on gear life steal and life regen? | ||
Blitzkrieg0
United States13132 Posts
You took resolute techniques and crit nodes. | ||
Tennet
United States1458 Posts
Edit: Fixed It | ||
Qaatar
1409 Posts
Double edit: looks like cast speed is also increased by Frenzy. | ||
Blitzkrieg0
United States13132 Posts
On February 10 2013 09:47 Qaatar wrote: Actually, just tested Frenzy out, looks like I was wrong. Frenzy increases the as of bear traps rather than the damage...the physical damage of bear trap was unchanged during, but cast speed increased, so dps went up. Looks like bear trap is an attack rather than a cast. You should get the attack/cast speed, but I thought traps weren't affected by either of those ^_^ | ||
Tennet
United States1458 Posts
Frenzy w/ charges: increase phys damage and IAS Frenzy charges: IAS/ICS | ||
Qaatar
1409 Posts
On February 10 2013 09:52 Tennet wrote: He's confused, the skill frenzy gives you bonuses for having frenzy charges and frenzy charges give you something separate of that. Frenzy w/ charges: increase phys damage and IAS Frenzy charges: IAS/ICS Yup, just read about this on the POE forums. "Frenzy Charges grant 5% Increased Attack and Cast Speed. Frenzy, the individual skill, gains additional Damage and Attack Speed for each Charge you have." In other words, Frenzy itself gains double benefits. | ||
Blitzkrieg0
United States13132 Posts
On February 10 2013 09:52 Tennet wrote: He's confused, the skill frenzy gives you bonuses for having frenzy charges and frenzy charges give you something separate of that. Frenzy w/ charges: increase phys damage and IAS Frenzy charges: IAS/ICS I've read three pages of the bear trap thread and I'm confused too now. This skill defies every other logic of the game. So according to the bear trap thread the skill screen is completely useless for bear trap so don't bother with it. | ||
Tennet
United States1458 Posts
| ||
screamingpalm
United States1527 Posts
![]() Of course since everyone is playing ranger in pubs these days, it's not as much fun. | ||
Infernal_dream
United States2359 Posts
On February 10 2013 09:39 Tennet wrote: Well, I forgot to spec out of it once I finished getting the crit/accuracy I need, only problem is I forgot the accuracy.. Edit: Fixed It 535 points. Seems legit. | ||
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