[3.23] [4k] Poor Man's Ward Loop: Video Guide - Path of Exile

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CHECK OUT MY FORUM GUIDE FOR POB AND STUFF:
www.pathofexile.com/forum/vie...
↓---- TIMESTAMPS ----↓
0:00 INTRO
0:04 TABLE OF CONTENTS
0:10 INTRODUCTION (narrated)
0:32 SHOWCASE
2:31 MECHANICS (narrated)
4:30 GEMS
5:08 PASSIVE TREE
5:24 ITEMS
6:28 MTX
6:54 OUTRO
↓---- TRANSCRIPT ----↓
(Introduction)
Welcome, Exile. My name is Baumi and this is my build. What I’m showcasing here is a character similar in playstyle to the more popular Ward Loop builds. However, this character doesn’t use any Ward at all and uses lower level spells.
This video covers only the basics and provides a rough overview of mechanics. For more detailed information, please visit pathofexile.com and check out my forum guide.
(Mechanics)
The core of the build, or, I suppose, its “engine”, is comprised of Eye of Innocence paired with Ngamahu’s Sign. Without the amulet, or if enemies cannot be ignited, the build ceases to function.
In order to take enough damage to trigger spells, enemies have to be ignited, which in turn damages the character, all of which then causes a feedback loop that keeps the chaos going. This concept isn’t new; I made my first iteration of this type of build back in 2016 when the item was introduced, though with an Elementalist. There even was a Build of the Week episode that featured said item.
What makes this iteration very different from the Elementalist and other versions I used to play, is the fact that single target isn’t an issue anymore and my selection of spells has been carefully curated. To keep the Mana Cost in check, I had to rely on lower level spells since the cost increases with gem level, but I also had to account for many other factors. To scale the build, I primarily used crit chance and crit multi, combined with a lot of flat damage and spells with a high damage multiplier. The latter is the reason why I still have decent DPS, despite all the inherited damage penalties.
Single target sustainability is accomplished by using Saboteur’s Triggerbots and the reworked Cast When Damage Taken Support. Triggerbots are essential because they double the possible triggers per second, which in turn increases the total hit rate that is needed to meet the Cast When Damage Taken thresholds. The support gem has since been reworked, with quality now reducing the damage threshold. Due to this, we can add a bit of damage reduction without breaking the build.
With Returning Projectiles Support, Grinding Gear Games added another fun mechanic that helps smoothe out the build and actually aids in single target sustainability. It also has the added benefit that projectiles will return to the player’s location, which allows for what I call “sweeping the map”.
For more information on how this build works, please check out my forum guide on pathofexile.com. The link is in the description.
↓---- SPECS ----↓
OS: Windows 11 Enterprise 64-bit
MOBO: GIGABYTE Z790 Gaming X AX
CPU: Intel i7-13700K @5.3GHz, E-Cores enabled
GPU: PNY XLR8 RTX 4080 16GB GDDR6X
RAM: Kingston FURY BEAST 32GB DDR5-6000 CL36, XMP enabled
SSD: Samsung 980 PRO 1TB M.2 NVMe SSD
CPU Cooler: Arctic Liquid Freezer 3 420mm + contact frame, push-pull config
PSU: Seasonic Prime GX 850W Gold
#pathofexile #wardloop #cwdtbuild

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