loving the build so far. Quick question what do you think about taking Overcharged for 1 point since we already have the thread of hope. Seems like 12% AS from the frenzy charges and 12% phys reduction from the endurance isnt bad while clearing. Also the endurance charges helps out for the IC/CWDT set-up.
Has anyone tried this? Is it worth it?
great on clearing, sucks on bossing. Our concern is generally on bossing so that point doesn't really matter. But if you usually only map then yes overcharge is pretty good.
I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Wanna try this build but i have doubt about its tankyness. 5k of life and fortify with mediocre dodge and spell dodge looks not so great. With Divine Flesh looks better but now not so easy to cap chaos res. And even with it looks like random oneshots happens quite frequlent.
Tell me if a am wrong.
This is actually one of the tankiest build's I've played to date in this game.
Flesh & Stone = +50% evade chance.
Wind Dancer gives you either a 20% overall any damage reduction, or bumps your evade chance up to around 70-75%.
Enduring Cry takes you from around base of 10% phys damage reduction to around 16% phys damage reduction and +6% more elemental damage reduction with endurance charges up. But then Immortal Call, when it procs from CWDT, absorbs those endurance charges and bumps you up to around 36% phys reduction and 26% more elemental damage reduction (after your ele resists are factored in, too). And because of all our +duration (endurance charges absorbed + increased duration linked to IC + potency of will + exceptional performance, etc.), IC lasts nearly 4 seconds every CWDT proc.
Divine Flesh w/ 86% chaos res = ~31% extra elemental damage mitigation & 15% extra chaos damage mitigation.
Fortify is, of course, 20% less damage taken from anything with a "hit" function.
45% attack dodge and 35% spell dodge are straight up 45% and 35% pure damage avoidance from those damage sources. There's really nothing better than this in the game.
I mean if you just look at the calcs tab in PoB, you'd see your effective hit pool for phys is around 50,000+ with a max hit of around 20,000+. Chaos damage has an effective hit pool of around 120,000 with a max hit of around 45,000. And elemental damage has an effective hit pool of around 110,000 with a max hit of around 40,000.
AND... add on top of all this the fact you're around 100-150% movement speed virtually all the time, your Toxic Rain and Wither has everything in sight either standing still or moving at less than a snails pace, and you're literally using a life flask 100% of the time. Which as Pathfinder and this build, your Enduring Hallowed Hybrid flask is healing you for around 6,000-7,000 over 3.2 seconds (which doesn't stop even when on full life), on top of Enduring Cry tossing you some healing on use, too.
It honestly doesn't get much more tankier than this char.
What I see in PoB endgame build:
1) 58% chance to evade (with Blood and Sand) if Wind Dancer not triggered and 64% if triggered.
2) 40%/30% dodge/spelldodge plus 5% of each if triggered Lunaris.
3) No enduring cry (but it can be easilly added to spare socket. Anyway it looks unoptimal and clunky to use with Immortal Call and without Call to Arms.
4) Glorious Vanity has been nerfed, so now only 81% of chaos resistance which grants 12% less elemental damage and 24% less chaos damage.
5) Fortify great with no question
And one question about offence: by default in PoB TR radius is 28 (without Awakened Increased Area of Effect) but overlaps set to 6. Why if 30 raduis required for 6 overlaps? And how to reach 30 radius without Awakened Increased Area of Effect?
Wanna try this build but i have doubt about its tankyness. 5k of life and fortify with mediocre dodge and spell dodge looks not so great. With Divine Flesh looks better but now not so easy to cap chaos res. And even with it looks like random oneshots happens quite frequlent.
Tell me if a am wrong.
This is actually one of the tankiest build's I've played to date in this game.
Flesh & Stone = +50% evade chance.
Wind Dancer gives you either a 20% overall any damage reduction, or bumps your evade chance up to around 70-75%.
Enduring Cry takes you from around base of 10% phys damage reduction to around 16% phys damage reduction and +6% more elemental damage reduction with endurance charges up. But then Immortal Call, when it procs from CWDT, absorbs those endurance charges and bumps you up to around 36% phys reduction and 26% more elemental damage reduction (after your ele resists are factored in, too). And because of all our +duration (endurance charges absorbed + increased duration linked to IC + potency of will + exceptional performance, etc.), IC lasts nearly 4 seconds every CWDT proc.
Divine Flesh w/ 86% chaos res = ~31% extra elemental damage mitigation & 15% extra chaos damage mitigation.
Fortify is, of course, 20% less damage taken from anything with a "hit" function.
45% attack dodge and 35% spell dodge are straight up 45% and 35% pure damage avoidance from those damage sources. There's really nothing better than this in the game.
I mean if you just look at the calcs tab in PoB, you'd see your effective hit pool for phys is around 50,000+ with a max hit of around 20,000+. Chaos damage has an effective hit pool of around 120,000 with a max hit of around 45,000. And elemental damage has an effective hit pool of around 110,000 with a max hit of around 40,000.
AND... add on top of all this the fact you're around 100-150% movement speed virtually all the time, your Toxic Rain and Wither has everything in sight either standing still or moving at less than a snails pace, and you're literally using a life flask 100% of the time. Which as Pathfinder and this build, your Enduring Hallowed Hybrid flask is healing you for around 6,000-7,000 over 3.2 seconds (which doesn't stop even when on full life), on top of Enduring Cry tossing you some healing on use, too.
It honestly doesn't get much more tankier than this char.
What I see in PoB endgame build:
1) 58% chance to evade (with Blood and Sand) if Wind Dancer not triggered and 64% if triggered.
2) 40%/30% dodge/spelldodge plus 5% of each if triggered Lunaris.
3) No enduring cry (but it can be easilly added to spare socket. Anyway it looks unoptimal and clunky to use with Immortal Call and without Call to Arms.
4) Glorious Vanity has been nerfed, so now only 81% of chaos resistance which grants 12% less elemental damage and 24% less chaos damage.
5) Fortify great with no question
And one question about offence: by default in PoB TR radius is 28 (without Awakened Increased Area of Effect) but overlaps set to 6. Why if 30 raduis required for 6 overlaps? And how to reach 30 radius without Awakened Increased Area of Effect?
Hmm, I see now that I have Heavy Draw in my setup, which is probably why I have 30 Radius.
So TR + 2x Broadside + Nature's Reprisal + Carcass Jack + AoE craft on amulet + Heavy Draw is what gets you 30 radius.
Also, you forgot to mention Wind Dancer -20% damage from attacks/spells that "hit". I also appear to have more evasion than you. So I go from 64% to 72% evade chance if hit.
And I assume you meant Flesh & Stone instead of Blood & Sand(which is useless since we don't do "melee").
I don't mind the clunkiness of Enduring Cry. The animation lock is very minimal. But even without it, Immortal Call is still like 3s duration purely because of potency of will and exceptional performance.
I stay in Lunaris, so the extra 5% attack/spell dodge is up almost always. Not sure why anyone would use anything different on this build.
You also forgot to mention the fact every mob is slowed to a stand-still, which is a huge damage mitigator against non-ranged/melee mobs/attacks.
In addition to the fact you're ALWAYS using life flasks, so you're basically regenning like 2k life per second constantly, too.
And yes, near permanent Fortify on top of all this.
That all said, I did forget that Glorious Vanity/Divine Flesh was nerf'd slightly, but it's still a very nice layer of defense against elemental and chaos.
Needless to say, all this combined, it's still easily one of the tankiest char's you'll ever play. And it'll begin to be very noticeable once you get even half of these defensive layers in place.
There's a reason Seberus can do highest tier simulacrums with this char and barely have to pay attention to what he's doing while he streams. It's a beast of a build.