Help as jugg cyclone/impale build
Hey guys, first-time PoE player here. I've gotten myself to level 93 by building around Cyclone, but now I need help as I progress further into the endgame, such as T16-17 maps. My build revolves around pure phys dmg, movement speed, and endurance and frenzy charges for more dps and defensives. My base dmg with auras sits at 189k, but with full rage+berserk active and flasks, I go up to around 500k dps. I'm basically lost as to what kind of gear/stats to look for when trying to obtain/craft endgame gear or pre-bis gear to get me there. I'm sitting at around 1M dps according to pobb.in https://pobb.in/MoLx6mG9tu5e. Any advice would be greatly appreciated!
Last bumped on Jul 23, 2025, 4:17:06 PM
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1) You need a 6link pref. in your Body Armour.
2) You really want a Bronn's Lithe (should net you like 35-40% more dmg) (take Iron Reflexes if you want to stay Armour based) 3) You really want Cyclone of Tumult + The Stampede. 4) Your rings.... really need to be upgraded, to have Life on them. One has ZERO life on it, the other only +3. 5) Consider Changing "Unstoppable" to "Undeniable" (acc/atk spd node). Then pick up the keystone "Precise Technique" (+40% more dmg). Get Acc. on rings/amulet, if your accuracy rateing is below your health. 6) Consider Changing Untiring to Unrelenting for your build. 7) Cap your fire resistance, sitting at 67 is not really okay. 8) Consider having your 6th socket be, "Impale support" getting 100% impale chance instead of 30-40% makes a big differnce. 9) I'd Change your Physical Mastery to "10% more phys. atk dmg." as it gives you more than 40% increase vs boses, and works on everything. 10) Your tree pathing... I'd drop the points on the tree, after Dex node heading down towards Art of the Gladiator. Its too many points for too little. Instead, I'd put those points (18 skill points) into going towards "Blade Dancer" + "Mark for Death". I would pick the mastery for 8% chance of a frenzy charge gain on sword hits vs unique enemies, and 10% chance to gain a frenzy charge when you hit your marked enemy. That would also give you Cull (effectively 10% more dmg), and put you close to the Precise technique keystone. 11) you might also consider dropping the "Savage Intensity" and "Soul of Steel" node wheels. Again too much points spent for too little gain imo. Instead spend 3 points on the Savage Skewering wheel (+27% impale effect) once you fix your impale chance. I'd also chance your anoint to Fervor (+1 frenzy charge). *edit: Forgot to add, you really should be using a Curse/Mark. They can add alot to a build. Since your going Non-crit, and attacking often.... I think something like Poacher's Mark + Mark on Hit support, should do the trick. Its 2 gem sockets, and then your getting 50+ life / 25+ mana on hit, ontop of flat +30 to 45 added physical damage on hits vs target. Its going to go along way towards sustaining the mana cost of cyclone. Also at 12 attacks pr sec, that is like 600 life "gain on hit" every sec for you. Right now your total Life Leech is only like 800 life pr sec. This 1 curse, would almost double your sustain in battles. Last edited by Proton_DK#2822 on Jul 22, 2025, 11:08:53 AM
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Hello, thank you for the in-depth answer. I have some follow-up questions. 1) Would you still recommend the chance to get frenzy charges nodes from mark/sword even though I run blood rage? It makes it relatively easy for me to obtain and maintain full stacks throughout mapping. 2) For precise technique, how can I tell if my accuracy rating is higher than my health? Is it just numerical-based? 3) I'm not sure why it showed my fire res at 67% It is capped. 4) Since I got rid of the phys node for skill that costs life, deal 40% inc dmg that cost life, I won't need the life mastery that makes skill cost life instead of 15% of their mana node anymore? Any recommendations on what to put that last point into?
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"Would you still recommend the chance to get frenzy charges nodes from mark/sword even though I run blood rage?"
Yes... because Blood Rage only grants frenzy charges on kill. You run into a boss fight, there is a intro that plays, some dialog.... you wait abit, and your frenzy charges drop off. There is nothing to kill, maybe... and your now fighting the boss without frenzy charges. Having a chance to gain charges on unique monsters, when hit, will fix this issue. So they are there when your mapping, and when fighting bosses. Damage while mapping is typically not a issue for most builds (*caugh T17 caugh* Just ignore that stuff for now), its when it comes down to fighting the big baddies (the actually challenges in the game) that you need good damage. "For precise technique, how can I tell if my accuracy rating is higher than my health?" Go to Options -> UI -> Show Life and mana levels. You should see a number, above your health globe, saying how much health your character has. Press C, select your skill, go to "offense" tab, look at Main hand accuracy rating. This number, needs to be higher than your total health, for Precise technique to do its thing, and grant +40% more attack damage. "I won't need the life mastery that makes skill cost life instead of 15% of their mana node anymore?" Depends how good your mana sustain is. Some people (alot that play melee actually) like to craft onto the rings, a modifier that gives "Non-Channelling Skills have -(7 to 6) to Total Mana Cost". You can get the idea right? If say your attack skill costs 30 mana, and you reduce it down to ~19 mana cost (from 15% cost of life instead of mana, and ~23% reduced costs from those 2 passive points) and then put on 2 rings with -7 mana costs (14 total), your 19 mana cost skill.... now costs 5 mana instead on use. So it depends on gear ect. You can remove it, and see if you can keep attacking without running out of mana as long as your in a fight. *edit: You should also consider changing one of your support gems to "Infused Channeling Support". It has 30% more dmg, without any draw backs, in fact it has a "benefit" of giving you 12% less damage taken when hit, while channeling a skill (ei. your cyclone). You could get Fortify from the passive tree, since your passing through the area anyways, and pick up "melee hits forty" mastery (5 points total), which would allow you to change out your Fortify Support gem (20% more dmg) to say Infused Channeling support, for a gain of +10% more dmg (compared to fortify support). *Edit2: Maybe you don't need both the Mark Mastery and the Sword Mastery for frenzy charges on hit vs rare/unique monsters. If you changed to Poachers Mark, and ran lab's to get it to 20% quality, that should be a 5% vs any rare/unique. I think either 10% from Mark Mastery, or 8% from Sword mastery should be enough, on top of those 5% from Poachers Mark. You could try out taking "Marked Enemies cannot regenerate life" or "Marked Enemies cannot deal critical strikes". As both these things can be really annoying issues for a character. A unlucky critical strike from a boss, on a big move, can be a 1shot (instant death) for alot of characters. Not having them be able to crit you, means less random deaths from such. Another thing, is like running into a rare monster, that is super juiced, and has like 80% block and high Life regeneration. It can be a long drawn out battle to whittle things down, if your build isn't doing very high damage. This mastery would fix that issue. Last edited by Proton_DK#2822 on Jul 23, 2025, 4:35:49 PM
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