1.3 [Newbie Friendly] GROUNDSLAMMER BUILD
Yeah I see, I just don't know how I'm going to fit that in. I currently use:
5L chest - heavy strike, blood magic, added fire damage, melee physical, faster attacks 2H Maul 5L - ground slam, blood magic, faster attacks, added fire, melee physical Helm 4L - spell totem, summon skeletons, leap slam, blood magic Gloves 4L - reduced mana, increased duration, enduring cry, immortal call Boots 4L - hatred, grace, warlords mark, reduced mana - Don't know where I'm going to fit that in. Argh, hate trying to figure this out. Thanks for all the help so far! |
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" I'd keep chest and maul slots the same (except I'd personally switch out added fire damage in each with multistrike). In the helmet, level 1 cwdt, level 5 enfeeble, level 5 enduring cry, and level 5 decoy totem. In the gloves, higher level cwdt (10ish), molten shell, immortal call, and increased duration. In the boots- reduced mana, hatred, and grace. Others may feel different, but that's what I would do. IGN: Ahjr Last edited by rhaj519#2699 on Mar 11, 2014, 4:04:06 PM
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Also, would it be better to run haste and hatred, or grace and hatred? Is the armor necessary or would the increased attack speed be much better for leech purposes etc..? Or are they situational, and to use them all but at different times? Thanks :)
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And what level should the Immortal Call, Molten Shell and Increased Duration be? Max?
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hey I'm playing this build in invasion and am level 25 now; not sure if I should go for bloodmagic or not since I'm not having mana issues and am nervous about sustaining life against crazu elites. What should I go for before blood magic?( http://www.pathofexile.com/passive-skill-tree/AAAAAgEAHOcg8CcvPfxE51cNWGNfP2oeajtyqXzZjM-Rzp7NpKyoGLvtvJ_G2NIh45_vDvIv9kj3Mg== )
my life is around 700 and at the point where I need to enter pyrmid of act2 any advice? |
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There seem to be a lot of variations in this thread but it is still the best I've found and will be tracking/using all the info for my Marauder too--including stuff in the OP's start.
Thanks. ~<Ratsneve>~~<Looking for Simple Solo Solutions>~ Last edited by Ratsneve#4656 on Mar 11, 2014, 5:40:52 PM
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" I have cwdt at 12, molten shell at 14, and immortal call at 12. Increased duration shouold just be leveled as high as you can get it. IGN: Ahjr
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I would always cast Immortal call manually. When it proccs, damage has already been done ...
Also: Immortal call on "lower" levels too often consumes endurance charges you could use better in general. Sometimes 7 endu-charges all the time are better than being immortal for 4 seconds ... The Sirus fight is a disgrace.
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" Should I level up molten shell even if I only have 60 mana left after reserving mana for Hatred and Grace. Also - Should I be running Hatred and Grace or Hatred and Haste? Is it situational? " I have immortal call on CwDT level 9 at the moment so it procs only after I've taken a little bit of damage but I'm finding it is still keeping endurance charges at 7 most of the time staying back using ground slam and only really proc's when I need it. Thanks for the help guys - level 85 now. |
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" I prefer running grace and hatred, personally. I've never used haste. Also, putting molten shell up as high as your cwdt can handle won't affect your mana. I have almost no mana left when running auras. The cwdt casts do not use your mana at all. IGN: Ahjr
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