[3.10] Sovyn's Lazy Pally - Tanky Templar with Max Block
" Thanks for sharing that., Interesting. You might actually gain more evasion from getting the shield defenses on the other side, like this, if you have a high evasion shield:
Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAecEswUtFCAUcRoyGjgaVRutHRQjTSjFMok26DiWPeJANkE_QapEckd-SO5KfUw1TipPfVBHUWBR5lPfVvpX4ljbWfNbr2BLYSFko2VNZp5noGqTbmlyqXRBdO1313iueu982X8rgFaExITZhO-HdpBVm4OiAKcwp4SplayqrK-0L7T5tkG3F7fTvqfAD8Aa0k3TftXt1ordDd7B5K3nkew47g7wH_O-9zL3vvjr-tL8xRrb18s=
I guess you must be pretty set for resists on your gear. Lucky! :) | |
" I left out that node for now so I can get all the life/evasion nodes sooner. I'll come back to it and then take Aspect of the Panther. Good eyes :) |
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" Thanks for the tips, both from Sovyn and kahoraho. Starting to run into mana issues -- I'm running these gloves: They're weak for my level (40), but I really like the double-leech. I also think I might have too many gems linked on my primary attack: I think I may have to play around with the balance between mana cost of the attack and the amount of mana that attack leeches until they level more. And I'll definitely have to see about grabbing Slitherpinch. The extra dex would give me enough so I can finally get a real hammered buckler instead of having to settle for this: Thanks again for a great, fun build. Last edited by dfscott on Jul 17, 2013, 2:15:18 AM
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I like your double leech gloves. They are a basic version of those I suggest you.
Drop this shield and take a Crest of Perandus, you'll block more. Unfortunately it's normal you have mana problems once you start using Melee Physical Damage. :( This build doesn't improve your mana pool, nor mana regeneration, nor a big boost on intelligence... You can't take everything. If you have reached to the duelist area, perhaps you can take Mana Flows, it will help you a bit. I doubt it will solve all your problems anyway... Or you can buy a 2% mana leech ring or amulet, maybe 4% total mana leech will support your mana needs. My way to solve mana problems on end game is having a good physical weapon and leech enough mana. The more physical damage you deal, the more mana you leech. IGN: Pintxo (Harbinger)
Online: 22:00 to 24:00 GMT +1 (Spain) | |
" Nice to see you improve with last patch. I'm not a fan of acrobatics on this build. You have a lot of block percentage and a decent evasion. Your armour lost would be better mitigation than the dodge. Those 5 points could be used in more life, another utility, or more dps (I see you like more dps, Aspect of the Panther would be your target). IGN: Pintxo (Harbinger)
Online: 22:00 to 24:00 GMT +1 (Spain) | |
Hey guys, I have been using this build for a day now(currently lvl 40 - and loving it) but my question concerns which of the bandits to kill in cruel difficulty or just get the skill point. I plan on getting a weapon with as high phys dmg as possible so the extra phys dmg from oak would be nice, but at the same time I dont know if the attack speed is just as good or maybe even better.
If any of you know what decition is best I would be glad to get a reply :) | |
" I could never make mana leech work well with melee splash for some reason. Perhaps if you level it up, things will be different. I would try a different support gem instead of melee splash and see how that goes, mana wise. Keep leveling up melee splash in another socket though. The gloves are fine, we pretty much have to sacrifice a gear slot for mana leech, but the auras are worth it. | |
" I'm glad you like it. :) I would choose the skill point as I like to be able to re-allocate the point when the skill tree is changed/re-set as in this last patch. The devs did mention that they may create a way to re-do the bandit quest in the future, but who knows when. You never know when you will need just one more point to reach a nice notable on the tree. | |
I have four experimental builds for 11.2 - all are fairly close stat wise but with a few compromises.
The main issue is whether I want to drop RT or not. I'm thinking I could reach 90% chance to hit. Of course, base crit chance is a lousy 5%. These are really not ready for public consumption, but here they are - let me know what you think - build one +322 to Strength +204 to Dexterity +102 to Intelligence +487 to maximum Mana +877 to maximum Life Evasion Rating: 350 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 5% Additional Elemental Resistance per Endurance Charge 5% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 77% increased Melee Physical Damage 76% increased Physical Damage with One Handed Melee Weapons 222% increased maximum Life 16% increased Elemental Damage with Weapons 5.4% of Life Regenerated per Second 33% additional Shield Block Chance 120% increased Defences from equipped Shield 12% of Block Chance applied to Spells Your hits can't be Evaded Never deal Critical Strikes +2% to maximum Fire Resistance +2% to maximum Cold Resistance +2% to maximum Lightning Resistance +20% Elemental Resistances while holding a Shield +30% to Fire Resistance +24% to all Elemental Resistances 2% of Physical Attack Damage Leeched back as Life You take 30% reduced Extra Damage from Critical Strikes 3% increased Attack Speed with One Handed Melee Weapons +2 to Melee Weapon and Unarmed range 8% increased maximum Mana 52% increased Armour 27% increased Attack Speed 32% increased Evasion Rating and Armour Ignore all Movement Penalties from Armour Doubles chance to Evade Projectile Attacks 4% additional Block Chance while Dual Wielding or holding a Shield +20.4% Energy Shield +64.4% increased Melee Physical Damage +408 Accuracy Rating 40.8% increased Evasion Rating build two +302 to Strength +244 to Dexterity +112 to Intelligence +492 to maximum Mana +855 to maximum Life Evasion Rating: 350 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 5% Additional Elemental Resistance per Endurance Charge 5% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 50% increased Melee Physical Damage 116% increased Physical Damage with One Handed Melee Weapons 212% increased maximum Life 5.4% of Life Regenerated per Second 29% additional Shield Block Chance +30% to Fire Resistance +24% to all Elemental Resistances You take 30% reduced Extra Damage from Critical Strikes 100% increased Defences from equipped Shield 40% increased Block Recovery 7% increased Attack Speed with One Handed Melee Weapons 40% increased Accuracy Rating 20% reduced Mana Reserved 52% increased Armour +2 to Melee Weapon and Unarmed range 35% increased Attack Speed 8% increased maximum Mana 32% increased Evasion Rating and Armour Ignore all Movement Penalties from Armour Doubles chance to Evade Projectile Attacks 4% additional Block Chance while Dual Wielding or holding a Shield 10% increased Radius of Auras +22.4% Energy Shield +60.4% increased Melee Physical Damage +488 Accuracy Rating 48.8% increased Evasion Rating build three +312 to Strength +224 to Dexterity +102 to Intelligence +487 to maximum Mana +860 to maximum Life Evasion Rating: 350 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 5% Additional Elemental Resistance per Endurance Charge 5% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 50% increased Melee Physical Damage 100% increased Physical Damage with One Handed Melee Weapons 208% increased maximum Life 16% increased Elemental Damage with Weapons 30% additional Shield Block Chance 120% increased Defences from equipped Shield 12% of Block Chance applied to Spells +20% Elemental Resistances while holding a Shield +24% to all Elemental Resistances You take 30% reduced Extra Damage from Critical Strikes 5.4% of Life Regenerated per Second 2% of Physical Attack Damage Leeched back as Life 10% reduced Mana Reserved 52% increased Armour +2 to Melee Weapon and Unarmed range 8% increased maximum Mana 27% increased Attack Speed 32% increased Evasion Rating and Armour 6% increased Attack Speed with One Handed Melee Weapons Ignore all Movement Penalties from Armour Doubles chance to Evade Projectile Attacks 4% additional Block Chance while Dual Wielding or holding a Shield 15% increased Life Recovery from Flasks 30% increased Flask Recovery Speed 40% increased Block Recovery Your hits can't be Evaded Never deal Critical Strikes +20.4% Energy Shield +62.4% increased Melee Physical Damage +448 Accuracy Rating 44.8% increased Evasion Rating build four +352 to Strength +204 to Dexterity +72 to Intelligence +472 to maximum Mana +892 to maximum Life Evasion Rating: 350 +3 Maximum Endurance Charge +3 Maximum Frenzy Charge +3 Maximum Power Charge 5% Additional Elemental Resistance per Endurance Charge 5% Physical Damage Reduction per Endurance Charge 5% Attack Speed Increase per Frenzy Charge 5% Cast Speed Increase per Frenzy Charge 50% Critical Strike Chance Increase per Power Charge 77% increased Melee Physical Damage 76% increased Physical Damage with One Handed Melee Weapons 224% increased maximum Life 16% increased Elemental Damage with Weapons 5.4% of Life Regenerated per Second 30% additional Shield Block Chance 120% increased Defences from equipped Shield 12% of Block Chance applied to Spells Your hits can't be Evaded Never deal Critical Strikes +2% to maximum Fire Resistance +2% to maximum Cold Resistance +2% to maximum Lightning Resistance +20% Elemental Resistances while holding a Shield +30% to Fire Resistance +24% to all Elemental Resistances 40% increased Block Recovery 2% of Physical Attack Damage Leeched back as Life You take 30% reduced Extra Damage from Critical Strikes 3% increased Attack Speed with One Handed Melee Weapons +2 to Melee Weapon and Unarmed range 8% increased maximum Mana 52% increased Armour 27% increased Attack Speed 32% increased Evasion Rating and Armour Ignore all Movement Penalties from Armour Doubles chance to Evade Projectile Attacks 4% additional Block Chance while Dual Wielding or holding a Shield +14.4% Energy Shield +70.4% increased Melee Physical Damage +408 Accuracy Rating 40.8% increased Evasion Rating | |
I've been looking into this build for awhile now, but was previously leveling a Templar with MidnightGem's "How To Dunk Like Jordan" guide. It's a great CI melee guide, but I was finding it didn't fit how I want to play this game in practice. Too busy, and too gear-driven. I also picked up a Tempest Shield gem very early on and refused to part with it in favor of a slower two-handed weapon. I play casually...work, the wife and the kids occupy most of my free time, and rightfully so. So when I DO fire up PoE during the week I want simplicity and survivability. This build fits me to a T, and I started a fresh Templar with it last night.
Thanks for putting so much time and detail into this thread; it pays dividends to guys like me who don't have the time to experiment with the skill tree over and over and risk screwing their build up for end-game viability. I look forward to the updates for 11.2! "Accountability is the perfect counter-weight to ambition." -Dominus, High Templar
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