787 Whirling Smith

787 Prada whirling Smith

Try to be more clear, I’m trying to run this build but just came back a week ago so obviously don’t have the ultra expensive items.

Armour is at 70, resistances are good, health is low at 1700 and leach is high.

I think I’ve died more this week than I did the 2 seasons I played when the game came out.

My damage is decent, but if I get stomped by a boss or something catches me in the map I generally get killed before I can do anything.

Am I missing an important passive/gem?

Is it my life is just too low and when I lose health from the skill gems it can’t leach fast enough. Is it possible leach is too low?

Any thoughts would be great, I’m on the edge of either blowing this thing up or quitting and coming back in April

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评论

OfStarStuff•8 months ago•2

DO NOT judge your armour off of the percentage. If you're in endgame and you have less that 50k armour, it's nearly useless. Armour damage reduction is based off of the specific hit you take and you need essentially 9 times the number of the hit to mitigate it 90 percent. So if you take a 10k monkey slam, you need 90k armour to reduce it by 90 percent. And if you only have 1500 life, it doesn't take a very big hit to take your health to zero. You need about double the number of your armour in armour applying to elemental damage as well. Aaaaand, if you can get armour applies to chaos damage on a helmet, that also helps a lot.

noeagle77•8 months ago•2

Pob?

Professor_Jun•8 months ago•2

People are going to ask you to link your build with PoB or whatever. Hard to tell what's wrong without seeing specifics. 

Also. Why April? 

Deadedge112•8 months ago•2

Like others said, you need to link your build, but I'll list some things to check because I too made this character.

You need 12k armor minimum.

You need 85% of armor applies to elemental.

You need 30% of armor applies to chaos damage.

You need all the defensive ascendency nodes: 25% of phys taken as fire, hexproof.

You need more life (2k).

You need mind over matter and 700ish mana.

I only get one shot by powerful map bosses occasionally now and I'm still lacking some armor because I still have budget boots, chest, and amulet.

sirhandom•8 months ago•1

Your health pool is abysmal. Gotta get that up to 3k at least. Every piece of gear possible should have T1/2 HP, thats the most important change for your survivability. 1.7k is not enough to tank big hits w/ high armor.

Kryomon•8 months ago•1

Without a PoB we cannot help you

cryptiiix•8 months ago•1

I came up with a build right before Prada released his, check this version out. The main staple item is the unique chest piece Crimson Couture to get 6k hp. Link to Maxroll in video comments.

Bleeding QS Smith

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I missed stacking poisons to the moon, so I made a Splinter of Lorrata build.
r/pathofexile2builds

I missed stacking poisons to the moon, so I made a Splinter of Lorrata build.

https://preview.redd.it/hyitimd4s3jg1.png?width=884&format=png&auto=webp&s=24b3c886c950bf3bd1cc8a80ebd7d9eb19fde0f3 Hello, Exiles. I've always been a poison enjoyer in Path of Exile, but have not played a decent poison build in PoE2 yet. A lot of this is because I just don't like how poisons work in PoE2, which is entirely personal and nitpicky, but here we are. I miss being able to stack poisons like in PoE, so I wanted a build that could do it. Lorrata seemed like the way to go, despite its apparently recent nerf with the addition of dealing no elemental damage. I think this weapon is super cool, it looks dope and its function really scratches an itch. Plus, on aesthetic theme with the build, it lets me use one of my favorite and vastly underutilized skills, *Wind Serpent's Fury*. So I get to poison old-school style, use a dope weapon, and a dope skill? Sick. *For what it's worth, I've invested very, very little time, currency, and effort into this build. It's pretty slapdash at this time, my tree and gear aren't spectacular, defenses are real bad, but* [here's the PoB via Maxroll](https://maxroll.gg/poe2/pob/big0k0l2)*; I will also be going over all pertinent passives, gems and or gear pieces.* This is ***not*** a one button build. It's an all-the-buttons build. This is also more like a proof of concept than a guide of any kind. The **TL;DR** of the build is as follows: * Clear using *Gas Grenades* and *Entangle*, along with **three** different explosions from support gems. * On bosses or exceptionally tanky rares, use *High Velocity Rounds* against an enemy with fully broken armour. * This applies a debuff called *Riven Armour (see below)* which essentially acts as "Impale, but it's a durational debuff." * This gives Splinter of Lorrata enough base damage to apply decent sized poisons, and lots of them at once using *Spearfield*. * Generate Frenzy Charges automatically in order to use the knockback from *Wind Serpent's Fury* to shove (smaller) bosses into your waiting spears behind them. [The \\"Splinter of Lorrata build\\" is actually a crossbow build you guys, sorry.](https://preview.redd.it/v0unmcgsx3jg1.png?width=560&format=png&auto=webp&s=1851f17b42c1263aff5fb1ae4cadbeb7d621fa5c) # ASCENDENCY: **Deadeye.** There are a few ascendancies that could work with this build, but I chose Deadeye for a few reasons, and I think they make it a very strong contender for best option. **Called Shots:** Crucial for our Frenzy Charge generation, utilizing a level 7 (for mana's sake) Sniper's Mark. This passive automates mark application and is otherwise very valuable as well. **Proximity Specialization-Point Blank:** We have a few other passives that increase our damage in close proximity, this 20% more helps make the *High Velocity Rounds* damage even higher, for more poisons. **Tailwind:** The faster you can spam *Spearfield*, the more poisons you can stack. Movespeed and Evasion are also great. Easy take, even though I'm not currently taking advantage of Deflection. **Mirage Deadeye:** Free Mirage Archer! Extra *Gas Grenades* with Corrosion to make sure Boss Armour stays fully broken, as well as helping with clear. Can be utilized in other ways (can use Spear skills too). If you don't care about Tailwind or Mirage Deadeye, you can always get an extra projectile on your Gas Grenade. Or two different options for more Frenzy Charge generation. # SKILLS: There are three "sets" of skills at use in this build. We have clear skills, boss-killer skills, and utility skills. **Clear Skills:** * *Gas Grenade:* Important Supports are *Corrosion*, *Bursting Plague*, and *Armour Explosion*. * *Entangle:* Important Supports are *Poison Spores* and *Blind II.* This gem can be low level to save mana. (NOTE: Assign this skill to be used with your Spear, not Crossbow, to take advantage of *Dance with Death Keystone's* increased Skill Speed (cast rate.) * *Herald of Plague:* GGG said "I don't think we *should* support this gem" so just put like, Clarity in there or something. *How it works:* Fire a Gas Grenade and send an Entangle or two towards the enemies. Entangle will slow everything by \~50%, blind them (which increases damage against them via passives), poison them (for even more damage against them and some slow via Maim), apply your Mark to someone (for frenzy charges, shock), and apply *Poison Pustules* to everything*.* Gas Grenade fuels Entangle's *Poison Pustules* and applies *Bursting Plague* before it strips armour incredibly fast with Corrosion and causes *Armour Explosions.* This results in packs melting very fast as each enemy explodes *three times* from Plague, Pustules and Armour pop. If a rare persists, shoot them once or twice with *High Velocity Rounds*. [An example of what clear looks like. Recorded in a T4 at level 70.](https://i.redd.it/ly12p1e054jg1.gif) **Boss-Killer Skills:** * *High Velocity Rounds:* Important Supports are all heavy damage focused. *Brutality III, Heft, Close Combat, Deliberation, Phys Mastery*, etc. * *Spearfield:* Important Supports are *Concentrated Area, Deadly Poison II, Rearm II, Rapid Attacks II.* * *Sniper's Mark (via Called Shots):* Important Supports are *Charged Mark, Mark for Death.* * *Wind Serpent's Fury:* Important Supports are *Punch Through, Knockback, Perpetual Charge.* *How it works:* We open with our Clear Skills, breaking their armour and blinding them. The boss's armour should break very fast thanks to our Gas Grenade (and Mirage's as well). Entangle's tiny little base 10% crit chance, thanks to how often it hits, is enough to reliably proc the Frenzy Charge from consuming Sniper's Mark (which is automatically reapplied thanks to Called Shots). 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One important point, however, is that your main focus as far as "more damage" goes should be getting *HV Round's* damage as high as you can. The higher that hit's damage is, the higher the poisons damage will be. * *Splinter of Lorrata* is obviously required. If you want to spend a few divines on one with the *Adds X-X Chaos Damage* corruption and two sockets with *Fenemus' Agony Rune* and *Citaq...o...whatever's Soul Core of Foulness* for another chunk of flat Chaos and 13% Extra Chaos as well, I'm sure it helps a little bit. * *Plaguefinger Gloves* are in my current loadout for the sole purpose of allowing the Armour Explosion to poison and I doubt that is doing much heavy lifting. Mine have a break increased armour corruption and Mannan's Rune of Cruelty for a little more poison magnitude. Could easily be rare gloves. * Rare armour pieces should be Evasion, I think. Life, resists, attributes, normal stuff. No crucial rare mods, other than what is mentioned below. * I have *Afterimage* annointed on my amulet for 60% increased evasion and a 5% reduction in movement penalty. Solid, cheap choice, but do what you want here. * You want *Physical Damage to Attacks* and *Cast Speed* on your **rings**. The Phys helps ramp up *HV Rounds* damage as well as adding just a little bit more to *Spearfield* for the poisons. The cast speed is there to help us get *Entangle* out faster. * Get the *highest Physical Damage crossbow* you can. Elemental damage is useless for *HVR* due to Brutality III. +Projectile Skills is a must, Damage as Extra Physical is great, few other mods matter terribly, though some of the grenade ones are probably good. I'd stay away from the Bombard Crossbow unless you have the extra projectile from Deadeye, as the split stream fire pattern of two grenades can be awkward. 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Guaranteed damage boost on all skills. * *Disorientation: 25% increased damage against blinded enemies.* Entangle blinds everything it touches too, more damage out of the gate. * *Crippling Toxins: 25% increased poison magnitude, 25% chance to maim poisoned enemies.* Together with the 25% chance for attacks (I believe Armour Explosion counts as attack damage) to maim from *Maiming Strike* we have a solid chance to slow enemies even further. * *The Frenzied Bear: 30% increased damage and 10% increased Skill Speed if you've consumed a Frenzy Charge recently.* This stacks with *Punch Through's* damage increase when you consume charges to use *Wind Serpent's Fury*, further boosting *HV Round's* damage. * *Freedom of Movement and Catlike Agility:* Both give substantial boosts to Evasion as well as a total of 8% reduced movement penalty while using skills, and since Entangle and Gas Grenade both slow us, this helps. * *The Noble Wolf: 25% ailment magnitude and 20% increased crit chance against Marked enemies.* The crit helps Entangle generate Frenzy Charges with Sniper's Mark and the poison magnitude speaks for itself. * *Toxic Sludge and Lasting Toxins: a total of 80% increased poison duration, thanks again in part to Entangle slowing enemies.* * *Dance with Death (Keystone): 25% increased skill speed for your spear if you don't equip a shield.* Great for spamming Spearfield and Entangle. * *Escalating Mayhem: up to 50% increased damage per Hazard triggered recently.* This doesn't increase poison damage, but it will increase *HV Rounds'* damage if you fire it to reapply the debuff during a boss fight. * *Escalating Toxins: up to 100% increased poison duration for each poison inflicted recently.* At 10% per poison, we hit this cap almost instantly. * *Building Toxins: Targets can be affected by +1 poisons, but 25% reduced poison duration.* The downside of this is made up for by over 180% increased duration, and the extra poison applies to our clear skills and gas grenade, assuring more damage on trash and faster armour destruction. * *Heartstopping: 20% increased crit chance and 10 INT.* By itself, the 20% and 10% on the small node before it do very little for your crit chance, raising Entangle's 10% to 13%. 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r/pathofexile2builds

Looking for very fun builds and or interactions.

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r/pathofexile2builds

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Resistance on a Focus

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