Welcome to our Path of Exile Berserker Builds 3.9 for Metamorph League, here you can view the most popular Berserker builds to use in this 2020 update. This is an Ascendancy class for Marauder in Path of Exile has one of the most flexible skill trees out of all the classes. Due to this, it has quickly become one of the most popular classes for just about any build in Path of Exile.
(This page is currently undergoing updates for the new 3.9 Metamorph League)
POE 3.9 Berserker Most Popular Builds
Path of Exile Berserker the Most Popular Builds for PS4, XBOX1, and (Steam) PC Version of the game. At Eznpc we rank ascendant builds using a Tier List. You can find the Best Builds in the S Tier, the further down you go the weaker they become ending with F Tier. These rankings are based on the Builds viability, gear flexibility and popularity within the new Path of Exile Metamorpha League 3.9.
Cyclone, Vaal Cyclone
Frost Blades, Blade Flurry
Lacerate, Vaal Double Strike
Flicker Strike, Bladestorm
Vaal Ground Slam, Ground Slam
Wild Strike, Tornado Shot
POE 3.9 Berserker Builds Tier List | The Most Popular Build For Metamorph League S Tier - Cyclone, Vaal Cyclone A Tier - Frost Blades, Blade Flurry B Tier - Lacerate Vaal Double Strike C Tier - Flicker Strike, Bladestorm D Tier - Vaal Ground Slam, Ground Slam E Tier - Wild Strike, Tornado Shot F Tier – …
The completely new challenge leagues involve a set of forty new concerns. Any time you full twelve worries, you could possibly get the Synthesis Crown and Synthesis Crown Attachment. Following you get to 24 troubles, you could acquire the Synthesis Pet. At 36 obstacle completed you could obtain the Synthesis Wings. These microtransactions are only offered on this league. Some payers build new Poe Builds for Poe 3.6 in this write-up we’ll share it to fit your desires.
Brilliant build, I myself am contemplating of going until 41 with one Totem and Firestorm after which choosing up a Nycta’s Lantern(unless it truly is super expensive also leaves entire body armor open for soul mantle early on) and Ancestral Bond and also have that carry me to Yellow/red maps to farm chaos orbs. Cast When Harm Taken can only assistance spell gems that have the identical required degree or reduce. At level 1 the needed amount of Cast When Harm Taken is 38, the exact same as Immortal Phone at degree 3 and Arcane Surge needs mana spent to get triggered, level ten is great for good mana invested, this Curse Combo Provides you with added Spell Harm / Cast Speed.
If you have Poe Currency:
2x Lifesprig – Wand
Axiom Perpetuum – Sceptre ( Optional two)
Tabula Rasa – Entire body Armour
Wanderlust boots – Boots
Stone of Lazhwar – Amulet (Gives you with additional damage and mana)
Karui Ward – Amulet (optional 2) (Delivers you with projectile dmg/speed – Motion pace)
Locational Caress – Gloves (Presents you with some more injury)
Asenath’s Mark – Helmet (Gives you with some further harm and Mana regen)
Goldrim – Helmet (Optional 2 for more defense) (Supplies you with loads of resistance)
PoB Website link: https://pastebin.com/aTGhJ3sL
Skrill Tree: http://www.poeurl.com/cjii
Read through Extra: http://www.pathofexile.com/forum/view-thread/2452164
—————————————————————- [Elementalist/Occultist] Elemental reflect immune Hand Casting Storm Get in touch with
This build is built to get a harmless and strong league to commence though remaining in a position to scale extremely properly late game with the possibility to change into several different variations on the same build. You can find two general kinds to this build: Lifestyle Eldritch Battery & CI Occultist – I will be starting as the LIFE/EB version then converting to the CI Occultist as I gather far more gear and more Path of Exile Currency. We are utilizing the fact that GGG buffed hand casting and storm phone is one hell of a hand casted ability. The buffs it gained along with new skill tree passives and support gems make this skill really enticing and powerful. Intensify is mega fun actually! the dps increase is really very good too. I wanted to try it out and see what it would actually do and it was very very great. the inc aoe naturally is really nice and the dps boost is powerful enough to where it’s noticeable for single target.
+ Elemental reflect immune
+ Elementalist Ascendancy gives us massive defensive/offensive boosts
+ Clears effectively and looks cool as HECK
+ Can do all content!
- Little to none
Elementalist/Eldritch Battery – https://pastebin.com/q79KCnjx
Occultist/CI – https://pastebin.com/1FJNXuUm
Read through Additional: http://www.pathofexile.com/forum/view-thread/2452032/
—————————————————————- [Necromancer] Slow Mo Zombies! – Anyone Can Play Perfect for new players
Do you like to laugh at enemies? Do you like to laugh at them because they are going so slow that you’ve got the time to laugh at them? Do you like to make enemies so slow that you are able to run beside them and whisper mean things to them as they run towards your old position at an embarrassing slow speed? THEN THIS IS THE BUILD FOR YOU! If you don’t like to make enemies feel poorly before you kill them then you should try this build so you learn to like to make enemies feel poorly before you kill them. With this build, you’ll substantially slow your enemies around you even though your Zombies (and Skeletons in the event you want) kill everything. That’s it! Game passed. Atlas cleared. This guide is written for those new to Path of Exile but played out so the experienced players can skip to the good stuff.
+ As cheap as you want it to get! No specific mods or items expected!
+ Perfect for new players. Easy to level, easy to survive, easy to kill, easy endgame, easy solo self-found.
+ It clears maps quickly.
+ Chills and slows every enemy and boss to their max (unless immune). Great for survivability.
+ Has great DPS:
- 5 website link: Each zombie slam does over 24’000DPS. Each Skeleton does over 48’000dps. With a base of 10 zombies and 11 skeletons that’s 768’000DPS on one target.
- 6 hyperlink: Each zombie slam does over 37’000DPS. Each Skeleton does over 48’000dps. With a base of 10 zombies and 11 skeletons that’s 898’000DPS on one target.
That’s without the 40 skeletons from Vaal Skeleton.
+ Only one 5/6 Link. Easy links to achieve.
- It takes time to get your Zombie fleet back in mid-combat if they all died (will rarely happen). But your Skeletons will do far more than enough harm on their own anyway…so it really is barely a con.
PoB Link: https://pastebin.com/QHWBWhgr
Skrill Tree: http://poeurl.com/cje5
Go through Much more: http://www.pathofexile.com/forum/view-thread/2451975
—————————————————————- [Ascendant] Starter Trapper Budget & Efficient as Hell by AnubiSquall UberElder Viable
Complete equip real DPS before mods reductions:
Lightning Spire + Flamethrower traps: I guess that is: 1sec/0.35hitsXsec*averagehit*NumberOfTrapsThrowed/4secDuration
Total Buffed ten Million DPS
Mapping: 1M DPS
Sustained: 800k DPS
PoB Website link: https://pastebin.com/j686C5qY
Read through Additional: http://www.pathofexile.com/forum/view-thread/2451783
—————————————————————- [Trickster] Very good EHP Divine Ire Trickster CRIT MOM/EB laser cannon
PoB seems fine for Ire. There are a couple of various combinations you are able to do depending on what you like. A lot of really nice support gems for the skill now. Personally, I really like crit strikes even though it’s not a huge dps increase in PoB. It gives you a really stable crit chance which feels nice when mapping. Superior thing about EB is that we can reserve all our mana and still be able to cast using ES which you can’t really do with CI. I don’t think you’d gain much by going CI against bosses compared to this, LL, however, would give you a lot much more dmg but again it’s going to become costly as very well.
- Fantastic EHP
- Immune to stun when you have shrouds.
- A lot of attacks and cast pace for smooth clearing.
- EB lets us reserve all our mana
- Big hits that will end up shocking big bosses
- Aesthetics of a new skill.
- Can’t do ele reflect
- Channeling forces you to stand still and be a punching bag sometimes
PoB Link: https://pastebin.com/bRcTqYyj
Go through Additional: http://www.pathofexile.com/forum/view-thread/2451775
The Pathfinder’s focal point is her flasks, which she can enhance to grant added offensive or defensive bonuses. The Pathfinder can be a versatile class; her tree permits applying each spell and attacks properly, and any harm kind (elemental, physical or chaos). In this post, U4GM will share the Path of Exile 3.3 Ranger Pathfinder Builds for you.
[PoE three.3 Build] Uncomplicated Uber Atziri, Uber Elder, Red Maps with all mods Pathfinder Construct
This builds not friendly for league starter, and it will depend on a couple of uniqueness to possess to go and needs to be closed for the enemy requiring capped resists plus a minimum of a granite flask. This develops feels terrible if either of this situations just isn’t fulfilled and league starters may have a difficult time performing so. But it’s a fantastic second build, when you could have couple chaos along with the necessary uniques, are obtainable.
Ordinarily, pay consideration for your flasks, they make a huge difference for the defense, and you die quickly when you miss them. Fortunately, the windows are seriously massive, and also you don’t should be also precise with each other with the timing.
To get divination distillates 4% max res for its full duration it has to not finish. Thinking about that its a hybrid flask it restores mana and general overall health and ends just after each is full. The trick is usually to help keep the mana empty by using excellent fire and thoughts extra than matter, which transfers 30% of RFs self-damage to mana. That is why the mana is empty, and this way distillate can run its complete duration. A ruby flask reduces RFs damage by rather a bit, and that reduces the degeneration of mana with MoM. This benefits in full mana and that cease distillate. Other motives for distillate stopping is normally a lot of mana regeneration on gear, and also the lab boot enchants which presents 2% mana per second if hit lately combined with high-quality on distillate or celebration members stronger purity of fire or clarity. Some shrines quit this interaction as well just like the regeneration or resist sanctuary.
Rf might be used at lvl 35 right after the very first lab is performed.
You’ll need a ruby flask, a Divination Distillate in addition to a Wellbeing Flask.
The first ascendancy point has to be natures boon.
The passives at that point really should appear like this.
Then grab more life, reg, burning and elemental dmg notes like this.
Then head towards flask impact nodes right here.
The second ascendancy must be a master alchemist.
Gems at this point should be:
Righteous Fire with Elemental Concentrate, Burning Harm and efficacy(replace with inc location at lvl 38).
Orb of Storms and Scorching Ray linked with blood magic.
The purity of Fire and most likely purity of components to cap fire resist or vitality.
Be cautious not to have any fire spell dmg (or cold in the event you use pyre) in your gear, otherwise Elemental Equilibrium will not perform.
PoB Link: https://pastebin.com/70YdYcXA
Talent Tree: https://tinyurl.com/ybrsc849
Example Hyperlink: https://www.pathofexile.com/forum/view-thread/2110966
This construct is based on the Pathfinder Ascendancy due how sturdy each at the moment is. You take pleasure in the skill it has a fair quantity of glaring problems, but This Make has managed to accomplish as much as red tier maps so far which can be additional than You had initially hoped. You’ll need some work on killing bosses tough to tell if it’s because of the skill or my potato mouse control at occasions.
With Charged Dash receiving some modifications in 3.3, When channeling, just before the marker has stopped moving, the talent gains a stage every single attack time just like just before (along with the Ability has 60% additional attack speed, so you’re going to attain stages very promptly).
When you release, the skill now deals 75% much more damage for every stage beyond the quite initially. You are going to find out no quite a bit more overlapping harm regions, and it is just selling 1 unique significant harm hit.
Even though channeling, the talent frequently pulses harm along its length, each and every two attack occasions.
When the marker stops moving since it has reached its maximum variety or hit blocking, you are going to quit gaining stages. Alternatively, every single wave that happens while channeling will deal 150% a great deal extra damage.
This modification may also be an additional explanation why dual Greenwoods will not be necessary from my understanding. Depending on the range boost it may help to have a more significant movement speed then it truly is presently, so understandably I seem forward to attempting this out on Friday.
+ Skill impact appears awesome
+ Does a surprising quantity of damage
+ Can clear with relative speed
+ Low-priced to start scales effectively with gear
+ Could be used as a league starter
- Does no harm in case you miss
- Is usually frustrating if played with high ping
- Bosses could be hugely aggravating when you mess up
[PoE 3.three Build] The New SignalShot Barrage and Tornado Shot Pathfinder Build
The develop was originally intended to develop into the produced use of together with all the capabilities Barrage and Tornado Shot, but it could be utilized with reasonably significantly any bow skill. You’ve developed some reasonably substantial modifications for the make to help preserve it functional; nonetheless, it remains to turn out to be an Elemental Conversion CI Pathfinder.
Just ahead of You commence, please note that this version using the build is most potent within a normal league as a result of the availability of legacy ES gear, +2 barrage helmets, and % power shield rings. Besides, this is not a price tag variety make and can probably execute poorly any time you don’t invest a substantial level of Poe currency.
Bandits: Kill all bandits for two extra ability points
Initially, the developing was performed purely with Pathfinder, but because of the buffs to each Raider and Deadeye, additionally towards the nerf for the Alchemist node on the tree, all three with the Ranger’s ascendancy options are viable selections for the development.
Spelunk via ancient mines in search of treasure. Just make certain to keep within the light.
Path of Exile’s dungeons. Path of Exile’s next expansion launches on August 31. Grinding Gear Games lead designer Chris Wilson tells me an infinite dungeon is some thing that players have already been wanting for awhile. It really is easy to determine why, thinking about Path of Exile’s endless lure to maintain playing hinges on not knowing what epic piece of loot may well be around the next corner. But like all issues in Path of Exile, Delve, the new expansion, is not as straightforward as it sounds.
The story here is a single heard just before: A maleficent darkness infests an ancient mine brimming with treasure, driving everybody away. Only right here, the darkness is literal ? Delve is an expansion about exploring a neverending network of caves though continuously fighting to keep safely inside the light. Step into the darkness for even a second and you are going to start out taking obscene amounts of harm, which may be worth it given that that’s exactly where each of the most effective treasure is.
What is mine is mine:
Like just about every expansion to Path of Exile, Delve can be a temporary challenge league that remixes the core story mode by adding completely new functions to contend with?ain this case an endless dungeon. When Delve launches on August 31, players will commence brand new characters and race via the league for a number of months, till the following expansion releases and these characters are retired to Path of Exile’s permanent common story mode.
But as opposed to some previous expansions, which from time to time feel as well optional, Delve is considerable and enticing. Though it won’t completely supplant Path of Exile’s core story and endgame, I can see myself diving into it at every opportunity. Wilson says the first expertise players have with the infinite dungeon will occur within ten minutes of producing a new character.
Delve introduces a brand new NPC called Niko the Mad, an engineer and inventor who’s obsessed with exploring this long-abandoned Azurite mine now plunged into deathly darkness. He’s invented a light-emitting car, known as a Crawler, that automatically charts a course through the mines and lays a string of lights to illuminate its path. All of the player desires to complete is comply with it to its destination to unlock the next portion of the infinite dungeon.
To power it, though, players require to seek out a resource out on the planet referred to as Voltaxic Sulphite. This is how Delve plugs in to the regular progression loop of Path of Exile. When adventuring via the story or endgame, you’ll encounter veins of Voltaxic Sulphite and may summon Niko to come and harvest it. Just 1 vein is adequate to do a fast trip through the mines or you are able to hoard it (to a point) and devote it on a significantly longer spelunking session. There is no advantage to short or long trips by means of the mines, Wilson says. It is just providing players the freedom to play Delve how they want.
When you decide to take a trip into the mines, it really is comparable to most of Path of Exile’s dungeons, only the map is extra linear. The Crawler will commence operating its way to the finish, slowing or speeding as much as preserve pace using the player even though hordes of monsters attack. Stick to the light from the Crawler and you will be comparatively protected?abut where’s the exciting in that?
Because the Crawler moves through the dungeon, players will spy all sorts of treasures waiting inside the darkness. You are able to danger wanting to grab them for added sweet loot, but each and every second spent away in the light will swiftly drain your overall health. What is worse, monsters will make an effort to ambush you and keep you from generating it back for the Crawler in time. It’s a tense game of threat versus reward at every single step, particularly if you are like me and hate the concept of leaving treasure behind.
Fortunately, the Crawler leaves behind a string of lights because it goes. When it reaches the end of the map, those lights illuminate. Right after you survive one final fight against a boss or waves of enemies, the delve is full and you’re absolutely free to go back and threat diving into darkened regions you skipped.
Even if you’re risk-averse and stick for the light, delves will nevertheless offer you excellent rewards and nail-biting challenges. Grinding Gear Games has added numerous new monsters with abilities that screw using the Crawler. A single instance I was shown was a creature that emits EMP bursts that temporarily shut off the Crawler’s light absolutely.
Players will have their very own supply of light to depend on in these dire moments. Flares is usually thrown on the ground to temporarily illuminate darkened areas. They are uncommon, though, so you are going to need to ration them accordingly. Wilson explains that even though some treasures are just a couple of meters beyond the light from the Crawler and may likely be reached ahead of health runs out, a great deal rarer items might be discovered substantially further off the beaten path. Players can risk it by making a pathway of flares, but those flares don’t final forever. You are going to must move rapidly and survive monster attacks to create it back.
Of course, this really is Path of Exile and there generally have to be layers of choice-driven progression behind every single system. In the mines, players will obtain a resource referred to as Azurite which will be spent on upgrading the Crawler and their flares. Players can boost the light radius of both to give them additional space to maneuver when fighting, expand their total capacity for Voltaxic Sulphite or flares so they could go on longer delves, or they can enhance much more passive stats like resistance for the draining darkness.
And how you explore this infinite dungeon is also as much as you. While the levels you delve by way of are relatively linear, the way they are connected to 1 another is not. Your progress through the mines is charted on a map and it really is here that you simply can select the following place which you need to travel towards. You could opt for to go on delves that take you deeper into the mine when progressively escalating the difficulty and rarity of products, or you may play it (relatively) secure and travel horizontally to help keep the challenge the identical.
The mines are not just a series of caves either, but players will uncover totally new biomes, like lost subterranean cities, which have corresponding rewards. The map will highlight these points of interest so you have objectives to operate toward as your push deeper into the mines. And, certainly, this is all infinite so players can move via the dungeon in any direction and can normally locate new locations to explore. Wilson says it’ll really be the first time competitive Path of Exile players will probably be capable to measure their ability against a single an additional since the mines act like a kind of leaderboard. Bragging rights will visit whoever is furthest through the mines when the league ultimately ends later this fall.
That’s just the primary chunk of stuff coming in Delve, also. The league may also introduce socketable currency and crafting products. Path of Exile’s crafting method is hopelessly complex, so I will not bother going into the nitty-gritty of it right here, but these crafting items have sockets which you can fill with fossils that add a sense of determinism towards the otherwise random crafting approach. So, for instance, should you wanted to improve your probabilities of finding a lightning damage modifier on a weapon, you are able to slot a particular type of fossil into your crafting item that increases the odds of having a lightning modifier. It’s wonderful for the reason that it’ll (hopefully) make crafting feel a little bit much less daunting for new players by providing them much more deterministic approaches though providing hardcore veterans that tiny added edge when min-maxing their gear. Then there’s the usual addition of new and reworked skills and products to play around with.
If you are a committed Path of Exile player, Delve is currently a no-brainer. For me, as extra of a casual who dips in and out all through the year, Delve is 1 league I surely wish to play. I like the tension that its emphasis on light creates-that sense of mystery in not recognizing what wonders (and dangers) may be lurking just a little bit deeper in to the mine.
Normally, they are not worth the trouble for causes that happen to be sufficient inside the lengthy run. Although they are valuable for players who might know nothing at all regarding the game. For probably the most aspect, they may be mastering tools for beginners to ease them into the game. For a lot more Path of Exile 3.4 Guides, you could take a look at U4gm.com. Just a reminder: you will get 5% coupon code free of charge in the reps when you Obtain Poe Currency order from this short article.
1. The Ground Slam buff is making Ground Slam a viable choice now.
2. Being able to generate Vaal Souls during boss fights makes Vaal Haste more consistent. Although GGG nerfed it a bit, it’s still a good gem.
3. Endurance Charge on Melee Stun Support now gives 4% more damage per charge instead of 3%. This is a minor buff to this build.
4. The “always attack without moving” toggle button is a significant quality of life buff. Now Empire’s Grasp is less important as we can set “always attack without moving” on for every skill except Heavy Strike.
Pros and Cons:
+Amazing Clear Speed
+Stupid Boss Killer
+Fast movement speed due to fast leap slam=faster mapping=more exp/items
+GREAT League Starter
+Budget friendly to be effective
+Decently high/fast Leech (Vaal Pact)
+Near or over 10 sec Vaal Skills duration
+Works from the get-go (lv 1)
+Phys reflect immunity
-Uses basically all of your skill bars, need above 40 IQ to manage buttons
-Can’t do ELE reflect with shaper stat stick
Vaal Double Strike:
The build incorporates the newly buffed Vaal Double Strike, which is basically now going to be auto-include in practically every melee build that can bleed. The damage of 4 dudes shreds practically everything in under 5 seconds (even without you attacking, for standard bosses) with flask up. Because of this, this build focuses on Skill Duration to extend the duration our gang is out for prolonged gangbang sessions. Most things die long before that, but for tougher bosses with phases it does help out not being left with just Reave/Double strike to tickle the boss down, as well as generally making clearing even faster.
With a modest sacrifice of 3 pts and 2 jewel sockets, you practically double Vaal double strike’s dmg since they stay out for near twice as long (11.1 sec), which is helpful in some (important) situations as mentioned. Haste also last near 10 sec which is nice. With the prolonged skill duration you can (almost) go back to back Vaal uses if you kill fast enough, as the skill duration extends past the actual soul gain prevention window.
Slayer VS Champ:
Both are good classes. Champ provides better upfront defense and single target damage, especially with adrenaline. Slayer provides better Aoe and the leech sorta really helps out and enables you to be able to run damage on full life gem comfortably unlike champ. Can’t go wrong with either, it’s just one provides better Clear, one is a better boss killer if you work in adrenaline.
Double Strike vs Reave:
The double strike also got a similar buff (added Phys against bleeding enemies) and is fairly crazy too. And Vaal double and normal double being on the same gem now helps a ton with gem management. However, clear wise, it still felt a bit lagging behind even with slayer and ancestral call, which is why I incorporate Reave into the build as our clear instead, which melts the entire screen with increase area of effect gem. Now you can just run this build as a 6-link Reave + 4-link VDS, or you can do two gem swaps to Vaal double strike for full 6-link VDS deeps against the important bosses like shaper/guardians. And since we’re Slayer, even if you gem for single target only, you still get some splash to handle ads.
Soul Of Arakaali+Abberath
Helm – Double Strike has a 15% chance to deal double damage
Boots – Corrupt for +1 Frenzy / 12-16% increased Attack and Cast Speed if you’ve Killed Recently
Gloves – Corrupt for +1 frenzy or crit chance / ehh idk, any non-elemental enchantment
For leveling go down left lane in Tree to get Razor’s Edge and Blade master as soon as possible, the bleed chance will help. the proceed to the right of the tree to get vaal pact and crit nodes. Again for the tree use the PoB Link right under the cover image of this post.
Minor Gem explanations:
CWDT – Summon Ice Golem in tomb fist. cwdt removes the need to constantly summon it. lv16 to both gems.
Leap Slam – Faster Attack – Blood Magic – Fortify = Gain fortify for dmg reduction. Blood magic allows you to spam it since you want to move fast without worrying about running out of mana. You might think BM goes against Damage on Full Life gem, it does, however by the time you leap slam into a pack of mons, you’ll leech back your missing life lost instantly and be at full life in time for your reave/double strike to gain the gems dmg bonus.
Likewise, with Blood Rage, we supposedly lose a life, but if you attack a bunch of mobs, due to the overleech from Slayer’s Brutal Fervour, we go to full life and stay at full life, out leeching the degen of blood rage. I’ve check the tooltip to make sure and I’m basically counted at full life even with leap slam and blood rage active for most of the time. The only time it drops a bit is long stretches of no mobs. Blood rage provides attack speed, frenzy charges, and even 2% life leech, so it’s a perfect fit for the build.
Need to get 3R/1G in starkonjha to use 4-link VDS, annoying to color.
Vulnerability = 30% chance to bleed @ 20/20
Razor’s Edge nodes provide 25% chance
Dragoon = 20% chance
So you’ll have 75% chance to bleed with a dragoon sword, 55 without. Since you’ll mostly be using Reave, you can run bloodlust for VDS in 4-link for more dmg for your clones.
Here’s a Waterways Run with Enfeeble+Double Boss as a Demonstration:
Generally, they’re not worth the trouble for reasons that happen to be adequate within the lengthy run. Even though they’re useful for players who might know absolutely nothing regarding the game. For one of the most aspect, they are learning tools for beginners to ease them in to the game. For much more Path of Exile 3.3 Builds, you’ll be able to take a look at U4gm.com. Just a reminder: you can get 5% coupon code for free in the reps if you Buy Poe Currency order from this article.
The Poe Witch is Path of Exile’s pure intelligence class, creating her an unmatched master of your elemental and dark arts. Within this Post, U4gm will share PoE 3.3 Top-Rate Build for Witch with Ascendancy classes: Necromancer, Elementalist, Occultist.
[Poe 3.3 Necromancer Build] Low cost Working with zombies as meat shields Classic Beginner friendly Necromancer Build
The build is best for individuals hunting to get a regular summonerthat’s affordable, fantastic at the clearing, beginner friendly, easy to level as well as a higher league starter. It offers a smooth encounter throughout the game till ~t15 maps, guardians are doable but call for appropriate mechanics and gear in your component, the build is excellent for farming currency early and swapping to a high spending budget summoner later in the league if you need to Farm bosses.
The build focuses on making use of zombies as meat shields and summons raging spirits to compliment the zombies to clear maps speedy and efficient. I make an effort to prevent making use of highly-priced items and potential items/abilities that will most likely be nerfed(err The Baron?) so that the build will remain intact and be regularly updated for each and every patch.
+ Minions get 20% further movement speed
+ 30% improved the minion duration
+ 12 enhanced minion attack and cast speed if you/they have killed not too long ago
+ 30% minion life
+ 2 further zombies
+ Zombies’ Slam has 100% elevated AoE + Cooldown recovery speed
+ 30% elevated minion damage if you have utilized a minion skill not too long ago
+ 50% elevated convocation cooldown recovery speed
- we lose 15% attack and cast speed with flesh providing(now 50% effect)
- 15% chaos resistance
- 30% skill impact duration
- 10% minion damage
- 4% cast speed
[PoE 3.3 Necromancer Build] Low-cost, Clears Maps Promptly And Straightforward To Play Necromancer Build By Trini celebration
Do You Like to Laugh At Enemies? Do You Like to Laugh At Them For the reason that They may be Going So Slow That you Possess the Time to Laugh At Them? Do You Prefer to Make Enemies So Slow Which you can Run Beside Them And Whisper Imply Items To Them As They Run Towards Your Old Position At An Embarrassing Slow Speed? Then This can be The Build For you! In the event you Do not Prefer to Make, Enemies Really feel Poorly Ahead of You Kill Them Then You Should Try This Build So You Study To Prefer to Make Enemies Really feel Poorly Just before You Kill them.
This Guide Is Written Using a Concentrate On These New To Path Of Exile. For all those That Aren’t New, Thanks For your Patience With All the Added Bits. I’Ve Attempted To create This Layout Easy To Skip Towards the Essential Bits Should you Never Will need The Filler.
This build is simple to play. We run into the middle of a group of enemies and cast one particular skill (SRS) till everything is dead (or we’ve got to move ;-)). Everything else will likely be automatically thrown with our gem setup. We’ll have an aura to enhance our cold harm and one more skill that increases our defense. The build features a high life as I could squeeze out with the tree and as considerably life regen as was probable. The items I’ll encourage you to have been leading in armor so we’ll have as much physical damage reduction as you can with all the quantity of uniques we’ll be utilizing. In other words, we’re aiming to have our character as “tanky” as you can even though our minions are all damage and no defense. Check the Gem and Gear sections for far more
+ inexpensive (5 Poe Chaos Orb)
+ Excellent for new players. Straightforward to level, effortless to purchase, quick to afford, simply to survive, quick to kill, simple end game.
+ You only cast one skill. Everything else (except for flasks) is automatic.
+ It clears maps speedily.
+ Chills and slows every single enemy and boss. Fantastic for survivability.
+ Has fantastic DPS (17k per SRS) against the Shaper using a five-link and 23k with a six-link.
+ Can take and give excellent harm.
+ Reflect Damage does not have an effect on you at all.
+ You may run any map mod in endgame except a single. (You’ll need mana regen.)
- The only Con is the fact that it’s a minion build (meaning you do not select who you attack).
[PoE 3.3 Necromancer Build] boss kills, map clear, utilizing the Zealot’s Oath keystone to retain constant ES regen Build
This build is focused on basic mapping, sustaining a balance between survivability, boss kills, and overall map clear, utilizing the Zealot’s Oath keystone to help continuous ES regen. It aims to run all map mods devoid of any difficulties and with playing it for many on the league and reaching level one hundred, I’ve had zero difficulties with any particular mod, including degen primarily based ground mods and no regen. This build is very affordable to begin out with, and I will provide both a spending budget league starter option and also a far more costly endgame setup, with hyperlinks to Path of Building profiles.
+ Offers plenty of damage to allies by means of auras
+ Makes use of curses to help survivability
+ Extremely mobile
+ Continuous ES regen
+ Beginning build is quite budget friendly
+ Aurabots are quick to scale as we don’t ought to focus on damage nodes
+ Coruscating, doesn’t cease your ES recharge like it usually would
+ Does not need a 5 or 6l
+ Scales up to level 27 Anger, Wrath, and Hatred with full investment
- Victario’s influence builds are flask reliant, and not possessing Flasksup can get you killed
- Precise flexibility options are certainly not possible with Zealots Oath
- No life regen, so a life flask is required to switch auras
- Max Aura levels are costly and not league starter friendly
- Victario’s influence isn’t an HC viable build
- Cannot Solo very easily
[PoE 3.3 Occultist Build] Inexpensive Exceptional as heck Excels at capturing beasts Build
Warning, your general practitioner could possibly suggest not doing this build when you are addicted to clear speed or finish the game boss.
This Build was a hybrid with the existing whispering ice builds
1) whispering ice berserker, rest in peace
two) tri course whispering ice and
3) avatar of fire whispering ice
which could make use of the complete spectrum of Doedre’s skin.
+ Special as heck (such particular snowflake, a lot hipster, wow!)
+ Sorta low-cost “starter” (at present at a balanced 50c gear investment over time, with atramentous being 20 of these and six socketing Doedre’s skin + whispering ice will be the majority of the rest)
+ Exciting to watch the presently eight (up to 9-10) dancing curses on monsters heads
+ The pop from occultist “Curseplosions” is satisfying.
+ Slow and freeze anything but bosses to a full halt.
+ Lots of sustain layers on account of ES regen from slain enemies, warlords mark + Vaal pact, es recharge cannot be interrupted, ES gained on hit (with Watcher’s eye)
+ LVLing course of action was a brand new experience (being ES focused in the begin and whispering ice from level 33)
+ Fantastic for party play of any size*
+ Will not advantage from 5-6 hyperlinks.
+ Along with the quite greatest excels at capturing beasts
- Bosses have 60-80% less curse effectiveness (Can their regions also have 60-80% much less aura effectiveness as well then GGG? #butthurt #salty)
- Bosses with no add to call for the writhing jar to proc Malediction.
- two Button action build (Doedre’s effigy + ice storm)
- Middle of the road DPS can go higher depending on buff uptime. Detailed explanation in spoiler tags.
[PoE 3.3 Occultist Build] Sanzai’s Low Life RF/SR Dual(Tri)-Curse Occultist
The third curse is coming from Witchfire Brew, as Author not positive how this interacts any time you have two blasphemy curses up I went with the +1 curse node. This Build could be capable to devote the SP there elsewhere.
This Build Author has been a massive fan of Witch, primarily Occultist, ever since This Build Author has started playing but in no way actually got around to playing 1 because the ascendancy was really underwhelming. Great thing 3.3 came around and gave us some sweet buffs.
This will likely be a short post for now, and it’ll undergo some huge changes when my character is funded nicely sufficient in fact to attempt the build out together with the intended gear. The author will post the PoB down under and can add a video with presently equipped speed on prime.
The initial post will contain pure golem builds. The second will contain golem/other summons hybrid builds, plus the third post will contain other summoning Builds altogether. I will hyperlink to each build around the very first post, although.
Life and thoughts more than matter is my suggestion for certain. We can probably drop 1-2 jewels as well in favor of additional life as a result of all the no-cost damage we get in the ascendancy now.
Note that it’s a very rough draft, I have not checked any calculations on what gems to make use of, and so forth.
With seven golems I wonder if it really is most effective to add one more help golem rather than adding a different fire golem
Usually, they may be not worth the difficulty for causes which are adequate inside the extended run. Whilst they may be beneficial for players who may know nothing about the game. For essentially the most element, they may be learning tools for newbies to ease them in to the game. For additional Path of exile 3.3 Builds, you are able to visit U4GM.com. Just a reminder: you can get 5% coupon code free of charge in the reps for those who Purchase Poe Currency order from this article.
The biggest disadvantage of running hybrid is the fact that it is difficult to regenerate both pools at once. There are a few reasons why. If you need poe orbs cheap in game, you can choose u4gm.com sale cheap poe currency.
First, ES pool and Life pool are separate. This means that regen/leech maxes are calculated separately for both. On a hybrid pool, it may be easier to reach 7k EHP with 4k ES and 3k life. Second, gearing requirements become increasingly steep because you want Life, max ES and % ES on gear. This isn’t particularly easy to gear for because you’re looking for a more specific set of affixes.
Third, this ties into the first, is that you want a method to regenerate both ES and Life. The easiest way is to use ZO / Ghost Reaver to regenerate ES and flasks to regenerate Life. Fourth, this ties into both reasons 1 and 3, is that ES takes damage before Life. This is a big deal because it means that whatever you gear for Life regeneration is largely going to be wasted because ES is always going to take damage before Life. Fifth, is Chaos Damage. Because your life pool is split across ES and Life, you have a lower effective health pool against chaos damage.
The primary advantage of going hybrid is the larger amount of EHP available to your character; however, this isn’t exactly unique to hybrids since a MoM-based character that invests in both mana and life nodes will get comparable benefits with none of the disadvantages of the hybrid character.
Your solution addresses problems 3 and 4, allowing a hybrid character to easily gain access to Life + ES leech at the same time, and allowing characters to leech ES when necessary and Life otherwise. But it still misses the main problem of hybrid characters which is a lower amount of regeneration due to it being split across two different “health” pools.
In fact, having a lower amount of regeneration is a really big deal for hybrid characters, because regeneration accounts for a significant part of survivability and defense. The advantages gained for going hybrid are not worth the disadvantages, especiailly with MoM being the way it is.
To be honest, I feel like the Full Life / Not Full Life toggling effect you are proposing, and which already exists on Soul Tether is not a perfect solution because it doesn’t account for the fact that % regen or leech is weaker due to splitting your EHP totals across two different pools.
I think the simplest solution is to expand the pool of affixes for hybrid characters to incentivize building them:
Gain X% of unreserved Health as Energy Shield
Gain X% of Energy Shield as maximum Life
Gain X% of Life regeneration as Energy Shield Regeneration
X% of damage taken bypasses Energy Shield (solves problem 4)
Life recovery applies to Energy Shield at X% of original amount
Energy shield recovery applies to Life at X% of original amount
Regenerate X% of Energy Shield per second taken from Life
Gain <Something> per 10 Energy Shield or Life, depending on which is lower (basically Cyclopian Coil, but for ES / Life instead of Attributes)
That being said, it is entirely possible to build hybrid characters using Occultist or Trickster, but their viability is extremely limited and niche.
New players in Path of Exile, and I think it is excellent, at least in my opinion. The build diversity of this game is staggering. No two characters are going to be exactly the same. The skill tree is fun and makes intuitive sense when you learn how to navigate it. Here is what I think is unique about PoE.
1. Flask system
At first these were hard to remember and handle, and I didn’t quite get it. Seemed a lot of trouble to go through for some life and mana regen. Then as I encountered more diversity of flasks I realised I had to readjust my thinking. It’s a whole separate ability bar, they’re just all buffs. After that I understand and utilize them much better. I’m still working on using them consistently, but I’m getting there.
2. The Labyrinth and Ascendency system
Hey, EA, this is how you give someone a sense of pride and accomplishment in a video game! Really great way to finish a character. And the fact that you not only need to be strong but also good at your micro adds an extra level.
Leagues and Races. Great way to keep people engaged. I love that leagues have mechanical themes that then get incorporated into standard. Basically a strictly more interesting version of D3 seasons.
3. Maps. Oh my gawd maps
This is a dream of an end game. I feel like you will never run out of things to do. You feel real progression working across the Atlas. The diversity of the maps and their modifiers keeps you so much more engaged. And I’m only starting to learn about the Shaper and the Elder and all the things still to come. I’m sorry D3, but you can keep your endless rift grinds on a tiny map pool. This is what will keep me playing PoE indefinitely.
4. Prophecies, master crafting, the Pantheon, the Beastiary
There are all these interesting adjunct systems that you can take advantage of (or not) to refine your build and add some play diversity. They take an introduction to work out how to use, but they all add value. In fact, I often keep an eye on poe currency buy.
5. My overall opinion: diversity is king
There is so much to do in this game. There are so many ways to make a character. Hell, there are so many ways to make the SAME character, with different support gems, unique choices, skill tree pathings, etc. I like D3 a lot, but there just isn’t a whole lot to do in there that you haven’t already done a thousand times.
6. The trade off is learning curve
I felt the need to research hard before starting. And I still plan and research constantly during my builds. I’m discovering new mechanics all the time to take into consideration. It is a daunting task, but it is not as daunting as I feared. There is so much third party content out there, wikis, youtube tutorials, build guides, trade portals, path of building, everything! The community is active and friendly and really really into the game.
And honestly, if you’re complaining that this game doesn’t have enough diversity, you probably need to take your nose out of the leaderboards and look around at every other competing game in this gen.
I was going to be playing with one other player for a majority. He was going to go Ascendant support. I would level with sunder and he would level with FB totems. We would both swap when we could get the wanding gear and regrets to respec – should be around the time we got to somewhere between blood aqueducts leveling or T3 maps.
Day One – A Stroke of Luck
Leveling was going pretty smoothly for a two man group considering that I had to do most of the damage to carry my support through the acts just because of how totems compare to sunder. Around the middle of Act V we dropped an exalt from a unique arcanist box which we immediately traded for a Tabula. We then dropped another exalt in act 7 and got another unique arcanist box which dropped yet another exalt. In act 8 we found a thief’s torment from cadiro and we managed to scrounge up the 1.2k coins to buy it. Then while leveling in blood aqueducts we dropped a fourth exalt from a breach. All of these where traded for the first Piscators that appeared on the market.
Day Two – More luck
While progressing the atlas we spawned an Abyssal Depths in what I think was a T5 map and we spawned a Lich AND it dropped a Shroud of the Lightless the first one on the server. It was around this time I decided I would start streaming for my own enjoyment.
Almost an hour later while working towards getting our initial shaper orbs and pushing the atlas more farming T9′s we dropped a soul taker from a breach . At this point I wasnt sure which chest I should use wanting to be tanky and not having a need for a 6 link I commented on how a Kaom’s would be pretty good and at the time they where 80c and our soultaker high rolled so we sold that off for a Kaom’s .
Day Three – Hunting Heads
With our luck and knowledge of early economy we pushed hard to try to take advantage of our early lead and finish out our Doctor set before exalts got too expensive thus making the cards more expensive. Through the strategy mentioned in the second day and the help from one of our friends that wasn’t racing but wanted to help with the selling so we could have less downtime from mapping. We managed to get the rest of the Doctor cards and get the headhunter.
Day Four – Progression and Perseverance
We spent a good amount of time getting our atlas setup for shaped waste pool with an elder ring. We had a pretty good elder spawn on Snaps atlas so setting up the ring only took one hour.
We had been awake for about 13 hours and snap put in a reflect map that I killed myself too at level 95 and then again after I leveled to 96. Unfortunate but up until this point he had been rolling the maps correctly, its bound to happen and I hold nothing against him.
Day Five – Level 99 and Beachheads
More grinding and more pushing mindlessly for hours with our new group we were getting really good xp at our levels so i was pretty happy with the new group and they were all pretty good guys. Nobody being weird about loot splitting or how the group was setup and all good players. I could not complain.
Unfortunately sometime during the day the The_Speed’s computer had, had enough. After crashing multiple times I want to think not really being able to handle Headhunter. Multiple deaths later he decided that he was done and that he didn’t want to keep playing on his pc. He had the estuary setup though so we just had to change someone elses atlas for estuary and it was all good.
Day 6 – Level 100
Another few hours of grinding and running circles around belfry was all i would need to finish off my level 100. After finding a support to party with because mine was asleep at the time we ran belfry/waste pool’s for another 5 hours and I finished off my level 100. Also, a easy way for you to gain poe currency fast is to poe currency buy on U4GM. If you want to buy cheapest currency, just make sure to spare some time to join in our site.
I am not too new to this game, but this is something that I have struggled with every time at the start of a new league. I am wanting to prepare myself as much as possible and expedite my leveling process for the new race league starting soon.
Depends really? You’re looking for any gear that gives in priority
Movement Speed (Boots only)
Physical Damage to Attacks or X with Spells
Armour / Evasion (Has way more effectiveness at low levels, you can use Wall of Brambles and be immune to physical damage until 60-70)
You’re aiming for 75% in all the elemental resists but the first acts don’t have that much elemental damage so you should be OK between 30-50% pre-Kitava because besides fire in Kaom’s Arena and cold in Daresso’s Arena there isn’t much.
After you take the 30% resist drop from Kitava in A5 and when you go into A6 the Tukohama Vanguard’s (Scorching Ray totems) do a lot of fire damage and your gear will probably be scuffed / bricked at this point, best thing to do is farm up before you do the Kitava fight so you don’t have to fight enemies with low resists and usually do Labyrinth before ascension, you have a lot of time to prepare from A6 onwards as you won’t get the other 30% dip until you beat A10 Kitava and most people will farm in Aqueducts / Desecrated Chambers until 68-70 then beat Cruel / Merc lab and then go into maps.
Early on you’re looking for any 4-link chest or helmet (white as well) and then using any found alchemy orbs to hopefully turn it rare with good suffixes/prefixes.
Should get a filter that turns off all non-rare equipment (no point picking up white or blue bases unless 4L but most filters like Neversink will have this anyway) https://www.u4gm.com/path-of-exile