I'd really love to bring this build back to the spot it deserves.īelow this point, things might not be update to 3.0 yet and some interactions do not exist anymore (like double dipping). If you have any ideas, if you tried or theorycrafted something, please let me know in this thread. The potential damage of this version is similar to the one above, but it does require some ramp up time to apply a good amount of poison stacks. The second problem is to cap resistances if you decide to use all the unique I'd like to use (potentially you can drop Atziri's Step and obtain resistances through jewels slots). The main problem is that Obliteration requires 179 INT to be used, while we barely get something like 54 int from the tree (with good gear it's not a problem, but it's a big deal when you are just starting out). This version is a bit hard to itemize though, I'm not happy about it and I'm trying to improve it. The tree is probably not 100% optimised yet, I'm still testing stuff, but it does feel ok. I'm gonna link the Path Of Building code here: The passive tree is kinda different, we avoid the witch area while moving south-east towards duelist and ranger, gaining the access to Acrobatics' cluster (nice defensive option). To achieve good enough single target damage we invest a lot into poison and ailments (poison is now considered an ailments, no more an effect just to be clear, things like skill effect duration do not scale it anymore). This second version is totally based on physical and more importantly chaos damage, like the original build, gaining more reflect protection. Let's introduce briefly the two options, making use of Path of Building. Moreover both options are sacrificing some life to obtain high amount of damage, keep that in mind.
Let's be clear, the playstyle has not changed that much and the clearspeed is pretty much untouched (obliteration damage is still the same and never relied on any dot interaction), what's changing a lot is how you deal with single target (which got nerfed in any case). I honestly believe at this point there are two main ideas to develop the build: either you play a totally hit based version (you just focus on scaling the hit damage of blade vortex, with no damage over time effect) or you go all in into DoT (poison to be more precise). This has been a big nerf to pretty much all build relying on those mechanics, but it also brought to us some new interesting skill gems, passives and uniques.
With Patch 3.0 lots of things have changed and, as most of you already know, double dipping is no more a thing. Ok guys, I'm finally trying to update this build (I've been busy trying out new stuff in the Harbinger league).