[BIG UPDATE, +VIDEOS!] [3.25] LACERMAN 2 BUILD (Fast ClearSpeed + EZ to Play + All Content + Tanky)
Huge thanks for the update! A ton of things to consider when I get back home to play again in a few days. I see you went heavy into bleeding over pure hit damage, does that make a big difference vs rares & uniques (which is what slows this build down tbh)? I've considered just taking crimson dance to capitalize on our high aps but other than that I didn't bother scaling bleeding whatsoever.
Huge thanks for the update! A ton of things to consider when I get back home to play again in a few days. I see you went heavy into bleeding over pure hit damage, does that make a big difference vs rares & uniques (which is what slows this build down tbh)? I've considered just taking crimson dance to capitalize on our high aps but other than that I didn't bother scaling bleeding whatsoever.
You're welcome! Unfortunately scaling damage over impale is very ineffective against bleeding for us at the current state of the game. I can say the huge extra damage in bleeding results better than pure dps and impale, and gives the Lacerman feeling even better while clearing. It is also because rare monsters are much sturdier compared to the 3.11-3.14 era. For bosses and rares, it is much better than the previous Lacerman, but still needs some more DPS increase. One of the aims of the new build is making bossing both faster and easier than Lacerman 1. Crimson Dance makes huge difference in DPS but I'm thinking that is a step we shouldn't take as it will very most likely lower clear speed by an important amount, but also result better in bosses. I am currently working on an update that both increases EHP by an important amount and also increases DPS at the cost of only a few divines. I am hoping to release it tomorrow.🙂
Update 1 of Lacerman Build 2 is here!🎉🎊 Here are the statistical and cost changes:
Meta Gear Improvements: DPS has improved from 7.72m to 9.26m, EHP has improved from 480k to 750k, Life has reduced from 6.6k to 6.2k, and Physical Damage Reduction has increased from %67 to %80. We also generate Endurance Charges much faster now. Only with 3-4 more divines.
Required Gear Improvements: DPS has improved from 2.59m to 2.92m, EHP has improved from 484k to 689k, Life has reduced from 6.6k to 6.1k, and Physical Damage Reduction has increased from %68 to %80. We also generate Endurance Charges much faster now. Only with 2 more divines.
Enjoy! I have to note that the CWDT setup is still a bit problematic and doesn't cast the skills as frequently as desired. I am hoping to fix this with the next update. As always, any ideas to improve the build further are most welcome and desired! Please let me know if you encounter any problems while playing the build or simply have questions/need advice and I will do my best to help out!
Hey folks! After running at this for so long on my own (just glancing poe builds here and there), I ended up doing a lacerate bleeder, initially with a dw setup focusing on +bleed per rage...
Right now I just switched to shield and I feel a bit lost, I have ~5-6 divines (plus 3-4 or more I could get if I liquidated some of my stuff.)
My questions are the following (and if anyone can take a look at my stuff, I could appreciate it, especially the talent tree)
- How important is +life% on block? Right now, Im using mana/life on block.
- I'm about to replace the rings from my old build with -mana costs, what to focus on? +bleed?
- How crucial is spell supression cap? Turns out none of my old gear used it, I focused on max life + chaos + reses, so maybe thats the wrong priority?
Thanks in advance, I appreciate any help. Its not that I'm struggling, juiced t16 rares seem to go down easily, but I have no idea for example what gives the survivability against bosses, what eldritch/exarch mods to prioritize (i have seen a few nice ones on poebuilds, but not sure if anything is high prio for now).
ATTENTION: The build is currently in Beta state, but actually is ready and tested. It is only because the build was dead for 10 leagues and even though I have changed so much, I am thinking there should still be improvements I might have missed. This build became this good and loved back in the day mostly thanks to players improving it by sharing their ideas here. If you see any improvements, I kindly ask you to share them in this thread with a Pob link if possible. Thank you and once again after so long: Happy Lacerating!🪽
Here is the original post of Lacerman Build 1 which died in 3.15 for some nostalgia. Here is my farewell message in 3.15 for what we have achieved in those 2 years, all the records, old Pobs of how the build was in its old days and more! Also, don't forget to check out Sunderman build here which was before Lacerman build, again for some nostalgia.
CHANGES SINCE RELEASE:
Patch Changes:
Spoiler
3.25:
Changes to Build:
Spoiler
3.25:
~UPDATE 2: CWDT Fix~
Changes to Meta Gear: In total, DPS has improved from 9.26m to 9.42m, EHP has reduced from 750k to 734k, life has reduced from 6.2k to 6.1k, and Physical Damage Reduction has reduced from %80 to %79. Total cost is reduced by 19 divines.
1) Changed More Duration on CWDT with Lifetap. It has to be level 1 and %20-23 quality. This change fully fixed our CWDT problem and it is now working as intended. 2) Lowered Enlighten Support lv4 to lv3 since we don't need the extra mana anymore. This is a huge cost reduction for Meta Gear! 3) Removed a life node and added a life leech node on Passive Tree. Even if we have life leech on endurance charges and endurance charges are mostly maximum, this is for the situations where we don't have a single endurance charge. 4) Changed 9% increased Mana Reservation Efficiency of Skills Eater mod on the helmet with (20-22)% increased Attack Damage. We don't need Mana Reservation Efficiency affix anymore since CWDT works on life with this update.
Changes to Required Gear: In total, DPS is unchanged, EHP has reduced from 689k to 671k, life has reduced from 6.1k to 6.0k, and Physical Damage Reduction is unchanged. Total cost is reduced by 1 divine.
1) Changed More Duration on CWDT with Lifetap. It has to be level 1 and %20-23 quality. This change fully fixed our CWDT problem and it is now working as intended. 2) Removed a life node and added a life leech node on Passive Tree. Even if we have life leech on endurance charges and endurance charges are mostly maximum, this is for the situations where we don't have a single endurance charge. 3) Removed 9% increased Mana Reservation Efficiency of Skills Eater mod on the helmet to reduce costs since we don't need it anymore as CWDT works on life with this update.
~UPDATE 1: More DPS and EHP~
Changes to Meta Gear:
In total, DPS has improved from 7.72m to 9.26m, EHP has improved from 480k to 750k, Life has reduced from 6.6k to 6.2k, and Physical Damage Reduction has increased from %67 to %80. Only with 3-4 more divines.
1) Added Bleeding you inflict deals Damage 7% faster Eater implicit and 5% increased Damage per Endurance Charge Exarch implicit on boots for more DPS. 2) Added Brutal Restraint on the left jewel socket. You can use dekharas 3815 or 1200 on any akhara on Brutal Restraint. This both increased DPS, some EHP, life, and removed the need for an important amount of Dexterity on gear. We also moved The Light of Meaning to the right jewel socket. 3) Replaced the helm with a better one having the same mods. 4) Removed Maim and Blind on hit on Dual Wielding Mastery and got Elusive instead. Added 2 Tattoo of the Tasalio Bladedancer on 2 Strength nodes to get back maim. 5) Increased maximum Frenzy Charges to 4 by adding Savagery node. 6) We weren't able to generate endurance charges on bosses and they weren't sustaining good enough. To fix this and even improve further, we have changed Disciple of Unyielding node with a cluster jewel having Enduring Composure and also increased maximum Endurance Charges to 5 with the Vigour and Stamina nodes. This increased EHP a lot. This also granted us more life leech than we had. 7) Removed a bleed node and added +3% to Damage Over Time Multiplier for Bleeding per Endurance Charge as Bleeding Mastery. This increased DPS by a nice amount. 8) It turned out we didn't have enough mana to cast CWDT skills and because of this, 9% increased Mana Reservation Efficiency of Skills Eater implicit is added to the helm. 9) Removed Life and Mana Leech node on passive tree and got "20 Life and Mana gained when you block" on Block Mastery on Swagger. This made casting of CWDT skills more frequent, but still not enough. I will work more on making CWDT casts more frequently in the next update. 10) Passive Trees section is updated according to the changes.
Changes to Required Gear:
In total, DPS has improved from 2.59m to 2.92m, EHP has improved from 484k to 689k, Life has reduced from 6.6k to 6.1k, and Physical Damage Reduction has increased from %68 to %80. Only with 2 more divines.
1) Added Brutal Restraint on the left jewel socket. You can use dekharas 3815 or 1200 on any akhara on Brutal Restraint. This both increased DPS, some EHP, life, and removed the need for an important amount of Dexterity on gear. 2) Removed Maim and Blind on hit on Dual Wielding Mastery and got Elusive instead. Added 2 Tattoo of the Tasalio Bladedancer on 2 Strength nodes to get back maim. 3) Increased maximum Frenzy Charges to 4 by adding Savagery node. 4) We weren't able to generate endurance charges on bosses and they weren't sustaining good enough. To fix this and even improve further, we have changed Disciple of Unyielding node with a cluster jewel having Enduring Composure and also increased maximum Endurance Charges to 5 with the Vigour and Stamina nodes. This increased EHP a lot. This also granted us more life leech than we had. 5) Removed a bleed node and added +3% to Damage Over Time Multiplier for Bleeding per Endurance Charge as Bleeding Mastery. This increased DPS by a nice amount. 6) It turned out we didn't have enough mana to cast CWDT skills and because of this, 9% increased Mana Reservation Efficiency of Skills Eater implicit is added to the helm. 7) Removed Life and Mana Leech node on passive tree and got "20 Life and Mana gained when you block" on Block Mastery on Swagger. This made casting of CWDT skills more frequent, but still not enough. I will work more on making CWDT casts more frequently in the next update. 8) Added one more rare base jewel to the empty jewel socket we recently obtained.
ABOUT THE BUILD:
Lacerman build is a combination of easiness to play and being able to do all endgame content at a high-efficiency thanks to its fast clear speed and bossing capability. It’s an all-around build designed to do your daily stuff like mapping, delving, simulacrum, uber labs, endgame bosses, etc. efficiently. It's also very easy to manage, a complete beginner-friendly build with only 3 skills to use; Leap, Lacerate, and Vaal Double Strike. Even if you haven’t played Path of Exile before, you’ll have no problems managing this build in a short time.
Build is mainly based on clearing huge packs of monsters both as fast and easy as possible, using Leap and Lacerate. Attack speed on everywhere possible makes us travel fast with Leap and turn Lacerate into a machine gun, then blast the whole screen with build's huge aoe and explosions combined. Our Lacerate auto-aims as well with Multistrike, so no need to even target! Then Soul Taker on offhand makes attack skills don’t spend any mana, which allows us to completely forget about what mana is and also allows us to fill up our mana reserve with buffs. As well we use Vaal Double Strike while bossing, doing high delirious maps and also whenever extra damage or help is needed.
Note: All videos are still viable, but the build has improved since then:
Meta Gear Improvements: DPS has improved from 7.72m to 9.42m, EHP has improved from 480k to 734k, Life has reduced from 6.6k to 6.1k, and Physical Damage Reduction has increased from %67 to %79.
Required Gear Improvements: DPS has improved from 2.59m to 2.92m, EHP has improved from 484k to 671k, Life has reduced from 6.6k to 6.0k, and Physical Damage Reduction has increased from %68 to %80.
VIDEOS FROM YOU:
This section is reserved for Lacerman players who shared videos on this thread. All you have to do is post your video on this thread and if it will be worthy of sharing here like staying true to the build, I will add them! Currently, endgame boss videos are needed.
PROS AND CONS:
Pros: ■ Very fast Clearspeed and good bossing capability ■ EZ to play (Even for first timers!) ■ Can do all content ■ Tanky with max block, %80 spell suppression, 750k EHP and %80 physical damage reduction ■ Amazing labber ■ Has previous records of ranking 16th on lab ladders* and 1st Lacerator and 11th Gladiator to reach level 100** in the past. ■ Fun to play (Packs explode all at once!) ■ Very detailed guide ■ Console Friendly
Cons: ■ Not your best league starter due to expensive melee item prices in 3.25. You can still league start if you know what you are doing and follow the guide, but you also might want to pick it as a second build depending on preferences. I am hoping to fix this with updates in the future. ■ More oriented to fast clear speed than bossing (With bossing getting much better at Meta Gear stats) ■ Not recommended for Hardcore ■ Not recommended for SSF ■ Can’t run Physical Reflect maps
IMPORTANT: When comparing DPS, import your character onto Required Gear Pob so all the configurations I made in Pob will be applied to your character. Don't forget to click the checkbox "Delete Skills" when importing Items and Skills so they won't override.
PASSIVE SKILL TREE:
Bandit: Kill All
Ascendancies(in order to get): Gratuitous Violence, Determined Survivor, More Than Skill, War of Attrition
Notes:
• Only remove the Life and Mana Leech node after getting a Soul Taker.
• If in need of Intelligence or Dexterity, pick +30 to Intelligence or Dexterity nodes.
• Please do not forget to add x2 Tattoo of the Tasalio Bladedancer to the passive tree as present in the Pob links.
PANTHEON:
Major God: Lunaris
Minor God: Ryslatha
GEAR AND GEMS:
1) Required Gear(cheap, can do most content) and it’s Gem Setup:
Please read this one first before reading next one(Meta Gear version).
Spoiler
On main hand we need an axe that has 550+ physical dps and also having high attacks per second(at least 1.80) and then craft % increased Physical Damage from Runecrafting in Kingsmarch. Cold Damage mod is not needed here.
We need Soul Taker on off-hand to be able to use Leap and Lacerate indefinitely thanks to "Insufficient mana doesn't prevent your melee attacks" mod, also to fill mana reserve with Blood and Sand, Pride and Malevolence.
We’re going to use a rare helm having life and then required resists. Here we need to make sure we have armor/evasion as high as possible. Since we use Iron Reflexes passive node, evasion also counts as armor for us. If going for a pure lab build we need Devoto's Devotion here for even more attack speed to Leap. Don't forget to cap levels of your gems in your CWDT setup here like this: Cast While Damage Taken(lv3) - Immortal Call(lv5) - Vulnerability(lv7) - Lifetap(lv1). Note: %22 Increased Attack Damage implicit is not intended to be here and is present on the Meta Gear version instead to not increase Required Gear costs. You can simply ignore it, it is removed in Required Gear Pob and I will soon update the item here.
We need a 6-link chest with as high armor/evasion as possible and run Lacerate on it. We can use a 5-link until we get a 6-link and don't use Cruelty gem until we get a 6-link. We need Chance to Suppress Spell Damage, Life, requred resistances and %life/mana craft here. To get the Fortify implicit, use Grand Eldritch Ichor until you get it.
We need gloves with Chance to Suppress Spell Damage, Physical Damage to Attacks, Attack Speed, and Life.
For boots we need Chance to Suppress Spell Damage, required resists, life, and then craft Movement Speed and Onslaught on it.
We need a Stygian Vise with life, needed resists and then craft %Increased Damage on it. On our Abyss Jewel socketed in our belt we need physical damage to attacks, physical damage to axe attacks and life. Don't forget to use Fertile Catalysts on your belt to increase life.
For rings, we need physical damage and life on both rings, and then needed resists. And then craft %Increased Damage on at least one of them. You can also craft attack speed if you don't have a place for a prefix. Don't forget to use Fertile Catalysts on your rings to increase life.
Here we need to have the required stat boosts, physical damage to attacks, life, and needed resists and then anoint Discipline and Training on it. Don't forget to use Fertile Catalysts on your amulet to increase life. Maximum mana mod is not needed here. Here we can also get a Carnage Heart for cheap until we can get a rare amulet like this one.
We need 2 of these rare jewels, here we can also get one with Increased Attack Speed While Dual Wielding instead of Increased Attack Speed. We also need one Brutal Restraint having 3815 or 1200 dekhara with any of the akharas. If you can't find these somehow, you can take dekhara 2808 at the cost of 0.1k life. You can search for these types of Brutal Restraints here. We also need a cluster jewel with these properties having Enduring Composure for Endurance Charge generation.
We are using 2 different life flasks to be able to survive even the hardest endgame content. When we need an instant moderate amount of life recovery we use the first flask, when we get heavy damage and life goes too low we use the second flask as a panic button. This strategy is especially efficient on tough endgame bosses. It's best if the two is used in conjunction like this. We need a T1 roll on both life mods and T1-T2 roll on the bleed mod. Don't forget to buy a %27 quality flask for higher life recovery. Our 2 utility flasks for defense can do with all T2 rolls.
2) Meta Gear(more expensive, where it gets crazy. Can do all content) and it’s Gem Setup:
It's mostly same with the cheap version having higher dps, better and different items, better min/maxing, new jewels, improved gems and some more differences. So I'll just tell the differences here other than telling the setup right from the beginning.
Spoiler
A main hand weapon here with higher physical damage(600pDPS or higher) and %25 increased Physical Damage crafted on it from runesmithing in Kingsmarch. Dexterity and Accuracy mods here are not needed. Soul Taker on off-hand is the same except it has an implicit that improves it. Use Tempering orbs until you get the implicit.
Same helm as Required Gear. Only that we need %Area of Effect by applying Grand Eldritch Embers until we get it and %Increased Attack Damage by applying Grand Eldritch Ichors until we get it.
Same chest as required gear with an Exarch Implicit and a Tailoring orb implicit added, with higher life. We need to use Grand Eldritch Ember until we get increased effect of Non-Curse Auras from your skills. For the Fortify mod, use Grand Eldritch Ichor until you get it. To get the increased Explicit Life Modifier magnitudes, we need to use Tailoring orbs until we get it. Increased Stun and Block Recovery mod is not needed here.
Same gloves with Eldritch and Exarch implicits this time. We need to use Grand Eldritch Ember until we get Physical Damage over Time Multiplier and Grand Eldritch Ichor until we get % chance to Suppress Spell Damage.
Everything is the same.
Here we swap our Stygian Vise with a Ryslatha's Coil to get huge DPS. Please be aware that there is no resist on this item and we will need to get high resists from other items to compensate. If we can get %109 res for all and %60 chaos res, we will be fine. The extra 109 is needed because of the elemental weakness map mod. Don't forget to use Fertile Catalysts on your belt to increase life.
Same rings as Required Gear having better rolls and increased damage crafted on both. Here we can get/craft Essence of Contempt crafted rings to be able to have T0 11-17 Physical Damage to attacks instead of the regular 9-15 T1 max roll. Don't forget to use Fertile Catalysts on your rings to increase life.
Same rare amulet with better rolls, this time with increased Area of Effect and increased Area Damage crafted on it. Don't forget to use Fertile Catalysts on your amulet to increase life.
We change our jewel to a Watcher's Eye having these Pride and Malevolence mods and we also need to buy The Light of Meaning with "Passive Skills in Radius also grant 6% increased Physical Damage". These 2 jewels carry the build to the next level.
All magic flasks need to have %30 quality. Again T1 on life mods and T1-T2 mod on bleed mod on flasks, T1-T2 affixes on utility flasks.
RUNNING THE BUILD:
On my setup, flasks buttons 345 are changed with buttons WER, Blood Rage is on T, Leap is on Q and life flask buttons(1-2) are right on top of them. For utility flasks, default 345 buttons here stay far a little and makes us lose time because we activate all utility flasks continuously. Use of life flasks: When we need instant low amount life recovery we use first flask, when we get a heavy damage and life goes too low we use the second flask as a panic button. This strategy is especially efficient on tough endgame bosses. Blood and Sand is on button 3 for stance change.
When running the build, we start with activating Blood Rage(T), then forget it. Then we start leaping and when we find a pack we press buttons WER(or 345 if you didn't change) in a row before Lacerating them so our utility flasks will be activated. Here we need to keep an eye on flasks and once they fill up, we need to activate them again. You'll get used to this in a short time and your flasks will be up all the time at that point when clearing. We need to be in Sand Stance for Blood and Sand when clearing for the extra Area of Effect.
For bosses, we’ll first be activating Blood Rage, release our Vaal Double Strike guys if we have them, and start Lacerating. We need to keep on placing Vaal Double Strikes after all souls fill up(when it says 2 on it). Some bosses spawn monsters so our souls fill up easily but some bosses don’t so it fills up slower. We can also place Vaal Double Strikes at specific points on endgame bosses that take long like hard nucleus phases in Maven fight. Or we can also place 1 in one phase and the 2nd in another phase if it's a multi-phase boss without any monsters. We need to be in Blood Stance for Blood and Sand when doing bosses for the extra Area Damage.
For Uber Labs, Just leap and don't Lacerate anything. Don't forget to activate Blood Rage each room as it resets. Traps will be painless most of the time because of our high physical damage reduction and fast Leap when passing them. If out of potions, find a safe place and Rhyslatha will fill them up. We can also get a Bloodgrip amulet to make traps less painful and for better recovery from flasks. For a pure lab build, use Devoto's Devotion as helm.
LEVELLING:
Complete Step-by-Step Levelling Guide:
Spoiler
Here’s a spreadsheet about trial locations and quests to skip before we go. Keep this and first levelling tree(0 to 12) open before starting:
Act 5 End: RRRR: Sunder + Melee Physical Damage + Fist of War + Ruthless GRRR: Vaal Double Strike + Melee Physical Damage + Ruthless + Cruelty RG: Leap Slam + Faster Attacks
Others: Flesh and Stone, Herald of Purity
Act 6 End: RRRR: Sunder + Melee Physical Damage + Fist of War + Ruthless GRRR: Vaal Double Strike + Melee Physical Damage + Ruthless + Cruelty RG: Leap Slam + Faster Attacks + Endurance Charge on Melee Stun GR: Blood Rage + Increased Duration
Others: Pride, Flesh and Stone
After Soul Taker:
Remove Flesh and Stone and add Malevolence after you get a Soul Taker. Add Blood and Sand after you get an Enlighten support gem.
Here are some tips for fast levelling:
Spoiler
Economy (What To Get):
Act 1: Scroll of Wisdoms(sell Blacksmith Whetstones and Armourer's Scraps / Orb of Transmutation(sell items unidentified)
Act 2: Scroll of Wisdoms(sell Blacksmith Whetstones and Armourer's Scraps / Orb of Alteration(sell items identified)
Act 3+: Scroll of Wisdoms(sell Blacksmith Whetstones and Armourer's Scraps / Orb of Alteration(sell items identified) and after item level 60 do Chaos recipe.
Zone Levels:
Level 1-16: Stay at zone level
Level 16-31: Stay 3-4 levels under zone level
Level 32-47: Stay 4-5 levels under zone level
Level 48-60: Stay 5-6 levels under zone level
Stay at these levels in zones for fastest experience gain and thus fastest levelling. Whenever you reach required level difference, keep skipping monsters by leaping.
Level 54-62: Blood Aqueducts is a good place to fast level and do chaos recipe
Level 90+: Do Beachhead rotas until level 94-95, then do Pure Breachstone rotas until level 100.
That’s all about levelling this build, it's fast and easy. We don't need any specific items for levelling as well, but here are some to make it even faster:
Spoiler
Note: Only use Praxis ring if you still have mana issues until Act 6, then change it with a rare ring.
EXPERIENCES AND SUCCESS STORIES FROM PLAYERS:
Here are some experiences and success stories shared by people playing the build on this thread back in the day. New experiences and success stories of Lacerman 2 Build will be yours!
I used this build as my league starter for Ritual. It was a smooth leveling process and was clearing red maps on a 5 link easily on day 2. Very fun and easy to play build.
Your Build as mostly saved my league season XD
After loosing time in 3 previous build that needed much pricey gears this one lets me have oportunity to find sellable harvest craft!
Hey Thanks for the build. I played like 8 days with this build and what i can say great fast clear, Can do anything like uber elder, deathless Sirius. I was having so much fun playing this build.
"
btw sirus 7 possible,0 death
Done on 8th day of the league with 1.9m DPS and 4.9k life(much lower than Required Gear stats which is pretty cheap).
Hello, I really enjoy your build, I have more than 3M Dps now and for mapping T16, 20quality, Corrupt, Its more than enough. For bossing, today I did my first A8 Sirus and it was almost deathless i just did a big mistake at the end.
With close to Required Gear stats(2.7m DPS, 6.1k life).
Amazing build, fell in love w this!
Thanks for great job!
HOW CAN YOU SUPPORT ME?:
You can support me by sharing your experiences with the build here or ideas to improve the build, and also you can make videos for this guide. I unfortunately do not have as much time as I used to back in the day for supporting the build, and Lacerman has always been a build that the community has mostly improved. It can be any kind of video, up to you. At the moment, end-game boss videos are needed. I will be publishing all videos posted here under Videos From You section only if they don't have bad/sloppy playing. Just make sure your video shows monster level if needed and upload your video to a video-sharing site like YouTube. The more videos a guide has, the more informative it becomes to players wanting to play the build. I'm also not accepting any kind of donations like real money or in-game currency, so please don't ask. Thanks for all your support since May 2019!
LAST WORDS:
That’s all about the Lacerman 2 build. I hope you liked it and will enjoy playing it. I’ll keep on improving the build and will be updating the build guide page as the game evolves with new patches and items or people improve it with their ideas like before, so don't forget to check it from time to time to see possible future changes to the build. All changes made will be listed in the Changes Since Release section.
If you see any misinformation or a way to improve the build, please don’t hesitate to post them here. As well if you have any questions about the build, just ask here, I’ll reply.
Hey folks! After running at this for so long on my own (just glancing poe builds here and there), I ended up doing a lacerate bleeder, initially with a dw setup focusing on +bleed per rage...
Right now I just switched to shield and I feel a bit lost, I have ~5-6 divines (plus 3-4 or more I could get if I liquidated some of my stuff.)
My questions are the following (and if anyone can take a look at my stuff, I could appreciate it, especially the talent tree)
- How important is +life% on block? Right now, Im using mana/life on block.
- I'm about to replace the rings from my old build with -mana costs, what to focus on? +bleed?
- How crucial is spell supression cap? Turns out none of my old gear used it, I focused on max life + chaos + reses, so maybe thats the wrong priority?
Thanks in advance, I appreciate any help. Its not that I'm struggling, juiced t16 rares seem to go down easily, but I have no idea for example what gives the survivability against bosses, what eldritch/exarch mods to prioritize (i have seen a few nice ones on poebuilds, but not sure if anything is high prio for now).
Hey. I just checked the whole setup. Questions first.🙂
1) How important is +life% on block? Right now, Im using mana/life on block.
- It is very important as Pob says. I was actually testing it for CWDT mana fills before we switched CWDT to life, and I realized it increases EHP by a huge amount in Pob. It makes sense, because our Frenzy charges are always at maximum (4) only with %25 chance to gain Frenzy Charges on block.
2) I'm about to replace the rings from my old build with -mana costs, what to focus on? +bleed?
- % Increased Damage as suggested in the build guide.
3) How crucial is spell supression cap? Turns out none of my old gear used it, I focused on max life + chaos + reses, so maybe thats the wrong priority?
- Spell Suppression is a very useful and not so hard to obtain resource for tankiness in the current state of the game. It replaced Spell Dodge which you can remember from previous versions of the game. Problem with Spell Dodge was it was hard to stack and you either used to dodge or get full damage from it. What Spell Suppression does is if it manages to suppress spell damage hit, we take %50 of it as damage. This is an amazing layer of defense combined with other sources of defense such as resistances and life. Here is how it works in detail.
For which Eldritch mods to prioritize is you can first apply the ones used in Required Gear, which is only Fortify on body armor for tankiness, and then later on when you have better gear you can add the extra ones in Meta Gear setup. That is why I added 2 different level of gears to the guide. Required Gear is like a step before Meta Gear. Fortify implicit is very strong for defense.
Your skill setup and passive tree are very different from the build. I just changed them, replaced your Amulet anointment with Discipline and Training, and added a Soul Taker. In total, DPS increased from 4.46m to 7.90m, EHP reduced from 630k to 444k but will increase to 574k with Spell Suppression on helm, body, gloves, boots, and flask, and also life reduced from 6.3k to 5.9k. I would make more improvements, but I think this is the best for a few divines. After doing the improvements I suggested in the Pob link below, I would first apply Fertile Catalysts to amulet, rings and belt, and then focus on getting Chance to Suppress Spell Damage on gear and apply Meta Gear implicits on them. Good luck!
hey guys, not sure if anyone asked this before so im sorry
but when can i switch to lacerate?
sunder feel slow and double strike for boss is so weak for me RN
currently at lvl 35
hey guys, not sure if anyone asked this before so im sorry
but when can i switch to lacerate?
sunder feel slow and double strike for boss is so weak for me RN
currently at lvl 35
Hey. You can switch to Lacerate after finishing the story and starting maps. Until that point, Lacerate feels a bit slow and Sunder is better for AoE and clear. Lacerate starts to show its power after reaching maps, doing the first 3 labs and getting past level 65. Your gear is pretty nice at the moment. I suggest changing to higher DPS axes. I always keep on upgrading my axes from trade as I keep on leveling and always use rares. If you buy axes with one physical mod and craft the other, you can find them for very cheap while leveling. Like these:
For clearing, best if you do 1-2 leaps and gather the monsters in one pack, then fire 1-2 Sunder to clear them all. Since Sunder is linear and has a huge AoE, it is better to use it like this. After adding Fist of War support, the clear will get better. For bossing, just use Double Strike until you get Vaal Double Strike. After Vaal Double Strike, you just cast Vaal Double Strike guys and Sunder the boss.
By the way, the leveling part is an improved version of Zizaran's leveling. It is tested 2 times, but I realized I should add more info to it. On my way to edit the leveling part now.🙂
Hello, big thanks for you build, switched to it when I felt the limitations of my sunder bleed. This build slaps given ive thrown hundreds in div already.
Searching at this thread and past posts, this build is mainly for hits but now im wondering if CRIMSON DANCE is now viable for 3.25? Just added it on my tree for fun and it gives a whopping 1Mil additional bleed dps, and based on the existing tree pathing, it only needs 1 skill point to allocate. Granted my current main hand weap has a 715 pdps w/ 1.89as and 39%dot multiplier
Is it still not viable or is it very much accepted now for 3.25 since bleed dps is higher than hit dps?
@PegasusRideR This is very helpful stuff, thanks for taking the time to help me out with it. To be frank, I have been eyeing Soul Taker for a while, but was not sure if it would work out in the long term or not. Considering that this axe was ~25div (not sure how much its worth now), I'm pretty sure I could pay for a good gear just by switching that one alone.
Last edited by Oldern365 on Aug 30, 2024, 8:56:24 AM