[3.10] Sovyn's Lazy Pally - Tanky Templar with Max Block

I have question, about adapting this build for Duelist.
You have alrady taken nodes in Duelist start area, so in general it's not really hard, but i also have one different approach.
I constructed my tree that way (110 poitns spended):
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAecCcQSzBS0GOQ6tFCAUTRR1GNsZLhoyGjgaVRrbG60b-h0UIWAl3yftKMUpLimlMgkyiTboPeJAoEOcR35I7kp9TDVPfVBHUWBT31RJVcZW-lcNV-JY21nzXz9gS2EhZKNlTWaeZ5tnoG5pcql0QXTtdPF5wHrvfNmAVoTZhO-Hdo9GkFWZK5uDnrmezaC0ogCkGacwp4SplavFrKqsr7T5t9O53b2BvqfAD8Aaw4bPZdDQ0iHSTdSP18vZYedS55HsOO4O7tnvDu9O8B_yL_O-8933vvrS-6r8xQ==
Main change is to take Iron Reflexes instead of Ondar's Guile, i feel like having more damage reduction will be overall more effective than evadig hits/projectiles.
How do you feel about this, are evades helpful in your gameplay?

Next question is - what to do with rest of skill points. You spended them on nodes i Marauder and Templar start areas, and I dont feel those nodes really worth it. I was thinking about getting Unwavering Stance (along with Riddle of Steel and maybe Arcane Efficiency right next to it), but I'm not sure if being stunned is really a matter in play with this build.
I was also thinking about 2 "reduced mana reserved" nodes (little up from Splitting Strikes).
How do you fell about it?
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Jaalib wrote:
I have question, about adapting this build for Duelist.
You have alrady taken nodes in Duelist start area, so in general it's not really hard, but i also have one different approach.
I constructed my tree that way (110 poitns spended):
http://www.pathofexile.com/passive-skill-tree/AAAAAgQAAecCcQSzBS0GOQ6tFCAUTRR1GNsZLhoyGjgaVRrbG60b-h0UIWAl3yftKMUpLimlMgkyiTboPeJAoEOcR35I7kp9TDVPfVBHUWBT31RJVcZW-lcNV-JY21nzXz9gS2EhZKNlTWaeZ5tnoG5pcql0QXTtdPF5wHrvfNmAVoTZhO-Hdo9GkFWZK5uDnrmezaC0ogCkGacwp4SplavFrKqsr7T5t9O53b2BvqfAD8Aaw4bPZdDQ0iHSTdSP18vZYedS55HsOO4O7tnvDu9O8B_yL_O-8933vvrS-6r8xQ==
Main change is to take Iron Reflexes instead of Ondar's Guile, i feel like having more damage reduction will be overall more effective than evadig hits/projectiles.
How do you feel about this, are evades helpful in your gameplay?

Next question is - what to do with rest of skill points. You spended them on nodes i Marauder and Templar start areas, and I dont feel those nodes really worth it. I was thinking about getting Unwavering Stance (along with Riddle of Steel and maybe Arcane Efficiency right next to it), but I'm not sure if being stunned is really a matter in play with this build.
I was also thinking about 2 "reduced mana reserved" nodes (little up from Splitting Strikes).
How do you fell about it?

Well it depends on who you ask, but I think Ondar's Guile is worth it. The one situation where I wouldn't take Ondar's Guile is if you have an Aegis Aurora shield, where you are rewarded for blocking by the ES regen mechanic. As for IR vs Ondar's Guile, in super end-game I'd take IR because you you can still rely on block for ranged attacks, whereas with IR you can take huge hits more readily and take a lot less damage. I personally don't like evasion because it's jerky or erratic: you dodge one hit and take the other hit for 2000, whereas with a ton of armor you take two hits of 1000. More consistent, reliable intake of damage makes it easier to predict when you need to potion or run away.

As for Unwavering Stance, it's just a quality of life talent in my opinion. Stun is not a huge deal, only that it is annoying. Even when you're stunned/frozen you can still block. If you have points to play with I suggest Heart of Oak in the Ranger area, it gives regen, life, and stun avoidance. Other talents you should consider are Mind and Matter in the Templar area, and then more life nodes in general. Riddle of Steel is also good. That mana node you're talking about doesn't work for reserved mana, it only works for spells you cast.
The new endurance charge on stun is nice for lazy play. I have an open socket since the mana pull on my infernal blow+splash is rather expensive for lazy play, so I've been running item quantity (free) there. Endurance charge on stun only adds 5 per cost for me. My dps for lazy-mapping is 6500, and I've been getting endurance charges from most of the things in the map, and if I come across something that doesn't, say a yellow or tough blue, there is usually something nearby that will grant the charge anyway since I'm multi-striking and splashing around so much. Situational yeah, but if you are running say, stun, since it's free, this would probably be a more useful gem. I don't worry about charges, but tend to warlord mark packs for the life and mana leech and the charges are a nice bonus... this helps me keep my stacks full the whole map.


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seiferoth10 wrote:
That mana node you're talking about doesn't work for reserved mana, it only works for spells you cast.


That's not a nice suprise, it's description sound pretty clear to me, when i red about mana reservation. Maybe it should be reported as bug if node is workining completely different from it's desc? Or maybe we ar talking about different nodes?
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Jaalib wrote:
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seiferoth10 wrote:
That mana node you're talking about doesn't work for reserved mana, it only works for spells you cast.


That's not a nice suprise, it's description sound pretty clear to me, when i red about mana reservation. Maybe it should be reported as bug if node is workining completely different from it's desc? Or maybe we ar talking about different nodes?

They separated mana used vs mana reserved, so they use two different nodes to reduce each. There are two nearby mana reserved reduction nodes directly to the left of Steel Skin.
Those were two about I was talking from the beggining. Right under them is Axe cluster with Splitting Strikes notable i mentioned.
Oh, I guess you talked about both mana nodes. I was talking about you talking about Arcane Efficiency. Still, in my experience the reduced mana nodes aren't worth it. They allow you to run four 40% auras, but I think that a few 40% auras are expendable. Obviously you'd have Determination and Purity, but imo Vitality and Haste are just quality of life auras and don't have significant impact. I find Vitality expendable because I can simulate its effects with one talent point (Golem's Blood in Duelist or Troll's Blood in Marauder). I find regen pretty useless to begin with, it's only use is to counter the chaos damage over time mod on maps. Similarly with Haste, I consider the move speed quality of life that I have replaced with Leap Slam, and the attack speed can be replaced with one point (Berserking near Unwavering Stance, or Finesse in Ranger).

Hatred is very worthwhile to run, but that's only a 30% aura. So we now have Determination, Purity, and Hatred all reserving mana. If you wanted Haste I think you need at least one of the reduced mana reserved nodes. You can run Tempest shield without problems, it gives 4% block, meaning it frees up 2 talent points. Or run one of the blood magic auras (Anger, Grace, Wrath, Discipline) on your mana.
Last edited by seiferoth10 on Sep 26, 2013, 5:38:41 PM
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seiferoth10 wrote:
Operation Craft your own Chest is in progress:


ilvl 76, found with 6s. Took ~80 fuse with 20% qual each to 6L. I just alch/chaosed 5 times to get that current roll, gonna save up some moolah to do it properly.


Nice looking chest so far! I read somewhere that 5% quality is the way to go for fusing, but don't take it from me as I have never linked anything past 4L!
Last edited by Sovyn on Sep 26, 2013, 5:42:50 PM
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Jaalib wrote:
I have question, about adapting this build for Duelist.


Sounds like you are planning a completely different build, which is fine. What you need to do is to take the total stats on my Templar 120 point build (in the OP) and see if you can find a way to match or beat it in every category for a 120 points Duelist build. It will be quite challenging I assure you.

If you find a combination that equals the Templar build in every way, you can then reverse engineer it down to a core 80 points or whatever you are comfortable with. This approach ensures that you have a solid concept to start with.

I would be interested to see if you come up with something comparable for duelist.

As to your questions, yes, evasion is huge, Ondar's is huge. Those, when combined with max block make the difference between getting hit and not getting hit. That's not to say we don't need armour too - I just think that we can get enough armour and still have the benefits of evasion as well for an overall balanced mix.

Unwavering is not desirable. Watch my last couple of videos, if you can see where I get stunned, grats, I can't. :)

I tried the reduced mana reserved points and felt my points were better spent elsewhere as it really did not make the difference between being able to use another aura or not, and I had enough mana leech and extra mana to make it work.

Best of luck with your project.
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butteryone wrote:
The new endurance charge on stun is nice for lazy play.


Indeed, I thought that new gem would be useful for us.

Definitely an option for those with links to spare (BoR perhaps) or a good option other than blind or stun for those with not enough mana leech/mana to make another significant damage support work.

Thanks for mentioning it again.

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