[Titan][In progress] Fiery Scavenging (Leveling + early end game (so far))
Hello Community,
First of all, I apologize as my English isn’t perfect, but despite that, I’d like to share a little build I’m still working on, which is far from complete. This is a work in progress and currently running. Intro I leveled my character using a build I developed myself. It turns out that others have something quite similar, often referred to as Fiery Explosion (or any other variant based on Molten Blast). Once I reached the endgame, I decided to transition into something viable and capable of clearing content without having to spend a fortune on respec points. This little build is designed to allow you to level efficiently and then continue playing into at least the mid-endgame without having to completely redo or rethink everything, as the core concept remains the same. It’s not as efficient as some of the other popular builds out there, but it performs very well so far in the Atlas (T3+) with my gear, which is decent at best. I’m sharing it with you now, though I’m not entirely sure if something similar already exists. Leveling Its mainly a Molten Blast build at this stade, maybe a bit different ? To be honest i don't lurk at others builds usually. The leveling process is not overly complicated. Here are the skills I used while leveling. I know some of them aren’t immediately available, but at the start, you grab a stick or a chair and hit whatever you can until you reach this point: " Feel free to choose your support gems based on your preferences, but I personally prioritize anything that : increases elemental damage, fire damage, or area damage, especially for Molten Blast. The 100% Ignite Chance Gem on Molten Blast is a top priority. Anything that boosts ailments, burn effects, or elemental scaling is worth taking. In addition, enhancements to Area of Effect or damage are also great choices. The gems i use for Herald of Ash are : - 40% increased area of effect, which synergizes perfectly with Molten Blast and its range. - 4% Life on Kill, which makes leveling smoother without having to rely too much on potions. - If you don’t have enough Spirit, don’t worry — for now, it’s more of a luxury. As long as you can activate Herald of Ash, it’s better to focus on other stats during the leveling process. If you have enough Spirit, even better. Early Endgame Transition At the start of the endgame, a few problems begin to appear, especially in Cruel difficulty and on the Atlas maps. The first major issue is the occasional one-shots that can hit you hard and "relax" you a little too much. Inevitably, your gear won’t always scale smoothly, and you might encounter some gaps in progression. At this stage, you need to stack Strength wherever you can. I recommend grabbing a piece of gear with a solid +30 Strength bonus to help you prepare for equipping 2x two-handed maces in the near future. With a good talent path, reaching 350 Strength is completely achievable. As long as you can rely on your current gear for progression, stick with it. Once you have fair resistances for Cruel, about 50% Armor and 40% elemental resists, and no longer need the sustain from Shockwave Totem, you can transition from the Fiery Explosion setup into something like this (which I currently use): " Concept and Strategy The core idea here is that as you progress further, armor becomes increasingly important. The challenge lies in navigating the Passive Skill Tree without stretching yourself too thin to grab everything. - Molten Blast remains your primary skill, inflicting fire damage over time and Ignite. - Leap slam with Devastate Gem will do the job when you are stuck at close distance, and for completing Molten Blast. - Scavenged Plating plays a key role, allowing you to gain up to 10% more armor permanently while leveraging Stun Buildup for both offense and defense. - Spam infernal Warcry in middle of packs after the Leap Slam or when you're surrounded. - The Ancestral Warrior Totem is mainly there to slam down Earthquake, providing additional AOE damage and further amplifying your fire damage multipliers. The slow effect are quite nice too for playing it safe. While it’s not fully optimized yet, there’s potential to make something great out of it once all support gem slots are unlocked. Even with another skill than Earthquake, it does its job effectively. Leveling Path Before Dual 2-Handed Maces: https://maxroll.gg/poe2/passive-tree/oy8h60zg Notes: - The nodes providing % Melee Damage will be removed later. For now, they are helpful during the lower levels. - Resolute Technique is optional at this stage. However, since the build is already slow, missing attacks makes it even more of a handicap. At higher levels, this keystone becomes essential for pushing through evasive mobs and themed maps. For me, it’s a must-have as it guarantees Stun Buildup, and i, personnaly, don’t really care about critical strikes. Early End Game / Actual tree (work in progress): https://maxroll.gg/poe2/passive-tree/zq8la0zg This setup comes with the Titan Skill Tree, of course. At the moment, 4 points are enough. Notes: - Don't take the Giant's Blood if you're not SURE that you'll have the strength required for your setup. - The starting nodes have been adjusted to focus on Stun Buildup, preparing for Scavenged Plate. Some other nodes are optimized for it, because we will play around Shattering Blow for feeding the Scavenging Plate. - To respec these nodes efficiently without redoing the entire tree: Connect the lower path by refunding the nodes around "Burn Away" (the fire-related starting elements). Confirm the changes, then refund the upper path nodes. Repeat this method on the side of the tree where needed. This approach is cost-effective and adaptive, and you’ll even gain back one or two talent point, afair. Notes/ideas : For now, I haven’t set up any secondary weapons or weapon-swapping strategies yet. I’m considering the idea of using a shield for certain maps. I’m still debating the idea of picking up more attack speed. I don’t think it’s strictly necessary in its current state, but it might help counterbalance some of the nodes that come with a penalty to attack speed. I’m also looking to add more life regeneration per second, combined with life on kill and a moderate boost to overall regen. The idea here is to provide some sustain to help with pacing during tough fights. Finally, I’ll probably continue adding nodes that boost armor or help improve timings for key mechanics. This part is still in the testing phase. If you have comments, suggestions, or any other feedback, feel free to share! The build is performing well so far on T3 Maps, even with average gear. I believe that with good gear and the remaining points distributed properly, this build has the potential to more effective. I don’t expect it to be as efficient as some of the other meta builds, but it remains a clean and reliable transition option for leveling and the early-to-mid endgame while you gear up or plan your next step. If you have any questions, feel free. If a build like this already exist, then feel free to inform me and i'll delete this one ! Thanks ! Last edited by Santosgosu#1191 on Dec 15, 2024, 9:11:38 AM Last bumped on Dec 15, 2024, 8:48:14 AM
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