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

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IchiMorghulis wrote:
Hi Sovyn, The new ranger area did wonders for my character. I did a complete respec and gain 2000 dps with Heavy Strike and boosted my evasion to 46%. Evasion is working so well now that I'm able to drop Acrobat. Here's my new build.

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAF4B5wSzBS0UIBRxGjIaOBpVG60dFCNNKMUyiTboOJY94kA2QT9BqkRyR35I7kp9TDVOKk99UEdRYFHmU99W-lfiWNtZ81uvYEthIWSjZU1mnmegapNuaXKpdEF07XfXeK5673zZfyuAVoTEhNmE74d2kFWbg6IApzCnhKmVrKqsr7QvtPm2QbcXt9O-p8APwBrSTdN-1e3Wit0N3sHkreeR7DjuDu968B_zvvcy97746_rS_MU=


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! :)
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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


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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Sovyn wrote:
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dfscott wrote:
Progression Question:

I'm in cruel and cruising -- almost level 40, no problems with mana or life. Running hatred as my only aura now, tempest shield is linked with add lightning, and I've got heavy blow, melee splash, and stun.

Trying to decide where to go next:

1) Start using Blood Magic gem with my primary attack (and add LGOH)?
2) Start running grace (just got grace)?
3) Add Weap Phys Dmg to my main attack?

I suppose I could just try them all and see, but I thought I'd ask first and see if I can learn from others' experiences while the servers are down...


You want melee physical damage for your heavy strike. It's your biggest bang for the buck. :)

Grace will go with your blood magic support gem.

You will want a mana leech item (maybe 2% until your gems are leveled and you are doing the big damage). Until then you can use mana potions.

Up to you though. I'm just not a big fan of BM for the attack skills.


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
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)
"
IchiMorghulis wrote:
Hi Sovyn, The new ranger area did wonders for my character. I did a complete respec and gain 2000 dps with Heavy Strike and boosted my evasion to 46%. Evasion is working so well now that I'm able to drop Acrobat. Here's my new build.

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAF4B5wSzBS0UIBRxGjIaOBpVG60dFCNNKMUyiTboOJY94kA2QT9BqkRyR35I7kp9TDVOKk99UEdRYFHmU99W-lfiWNtZ81uvYEthIWSjZU1mnmegapNuaXKpdEF07XfXeK5673zZfyuAVoTEhNmE74d2kFWbg6IApzCnhKmVrKqsr7QvtPm2QbcXt9O-p8APwBrSTdN-1e3Wit0N3sHkreeR7DjuDu968B_zvvcy97746_rS_MU=


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 :)
"
dfscott wrote:


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 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.
"
Brogan21 wrote:
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'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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