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Poe Cast When Dmg Taken



I would like to make a build that outputs its main damage from Cast when Damage Taken. It's just for fun, so don't warn me about efficiency.
I was thinking going for Righteous Fire to boost the spell damage considerably. I'll uphold it with the classic Shield+Notable+PoF combo, enough life regen and a Cloak of Defiance to take some of the damage on my mana.
I was thinking of putting all of my gear full with these:
Cast when Damage Taken - Ethereal Knives - Life Leech (- Empower in 4-links)
I will link this at least in 3 different gears.
My question:

=> How do multiple Cast when Damage Taken spells (3 times the same btw) interact with eachother? Will the cooldown prevent the 2 others of triggering, or will they wait their turn and trigger one after another?
Posted by
Soepkieken
on Feb 25, 2014, 6:40:00 PM
Instead of Empower use Added fire damage. you'll get alot more from it.
'I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!'
Posted by
KorgothBG
on Feb 25, 2014, 6:46:54 PM
'
How do multiple Cast when Damage Taken spells (3 times the same btw) interact with eachother? Will the cooldown prevent the 2 others of triggering, or will they wait their turn and trigger one after another?

Each spell has own damage counter, once each of them reaches 0 the spell will fire. If the same hit caused two or more of the same spells to go off, only one will trigger because of mini-cooldown. So the best strategy would be keeping multiple copies of same spell on differently levelled CwDT gems and try to take damage in as small chunks as possible to avoid big hit triggering more spells at once.
If it's different spells - no problem.
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Posted by
on Feb 25, 2014, 6:54:57 PM
Posted by
Soepkieken
on Feb 25, 2014, 7:37:10 PM
I would put a very hard hitting skill on cwdt (discharge?, molten shell?). Since a high lvl cwdt will be rather sporadic in a build that is already sporadic. Main damage out put would be better on block with the shield aura (that I can't remember the name of), punishment curse, and maybe thorns if you want to spend some time aquiring gear. The problem is going to be slow mobs, what are you going to do on a map full of zombies? Wait, thats what. Enduring cry will be your best friend for pulling agro. The build is certainly viable but the frustration factor maybe high.
Edit: not to pile on but EK won't work well. It doesn't do a lot of damage and benefits greatly from cast speed, which you will lack completely.
I don't always post, but when I do I prefer to troll.
Last edited by BackwoodsS on Feb 25, 2014, 7:59:30 PM
Posted by
BackwoodsS
on Feb 25, 2014, 7:52:58 PM
By the way here take a look at this guide. it might give you some ideas. it also has a PvE video where you can see why it is NOT a good idea for a PvE build
http://www.pathofexile.com/forum/view-thread/721568
'I'm going to show you pain you never knew existed, you're going to see a whole new spectrum of pain!!!!! Like a RAINBOW!'
Posted by
KorgothBG
on Feb 25, 2014, 8:08:47 PM
'
Enduring cry will be your best friend for pulling agro. The build is certainly viable but the frustration factor maybe high.
Edit: not to pile on but EK won't work well. It doesn't do a lot of damage and benefits greatly from cast speed, which you will lack completely.

Taunt on enduring cry kinda doesn't work, the effect is iffy, if it works at all. Not really an issue when playing solo as you're the only target.
EK is actually a great choice, the spell does good damage, has low cast speed and high mana cost, making it a prime candidate for trigger gems. If you make a good tank armor will also eat up most of reflected damage making it even safer.
Есть один путь - наверх!
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◄[www.moddb.com/mods/one-vision1]►
Posted by
on Feb 25, 2014, 8:53:55 PM

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On the receiving side, damage from hits may be taken as a different type. This is done before any sort of mitigation.It is important to note that this is not damage conversion. The shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favorable method. Cast When Damage Taken: Cast When Damage Taken, Immortal Call, Increased Duration. Note: The lvl of CWDT is suppose to be low, this comes down to a matter of taste, I prefer to keep it at lvl 3 with the Immortal Call at lvl 5, if it's higher it won't work. Top 1 - POE 3.7 Slayer Build - Cyclone Guide This build guide was made in standard with GG gear at endgame, but you can definitely do league-based/cheaper iterations and still achieve great damage.

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'The Ancestors speak through your clenched fists'

The Chieftain is focused around fire damage with attacks and totems. He can greatly enhance the utility of his totems, making them more resilient, taunting enemies they hit, and weakening nearby enemies, or boost his own fire damage with physical-to-fire damage conversion.

This build throw conversion trap to convert enemy in the middle of pack. Pack will kill that enemy. Explode the dead converted enemy. Throw up the middle finger as everything burns to death. Explode another corpse, inflicting an even stronger second ignite (TY Emberwake). If it's still alive, tea-bag it with culling strike flame dash.

Pros & Cons

Pros

  • + Cheap, only requires 1 unique, others are a bonus.
  • + Reflect can be done. Keep detonate at level 1 for minimal fire dmg received. Only use 6% max life of corpse anyhow.
  • + Tanky. Lots of phys dmg reduction, vaal immortal call with endurance charges will keep us safe, endurance charge generation is ezpz with 20% chance after killing an ignited enemy. 100% ignite.
Poe Cast When Dmg Taken

Cons

  • - Slow. It's meant to get to the bottom of the delve slowly but surely. You may not be able to explore very far without having to turn back soon either.
  • - Max life is low without items with +max life. Too many uniques may hurt you.

Skill Tree

Ascendancy

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2.Tawhoa (Endurance Charge Generation)

3.Hinekora (Fire DMG Leech, more Str, 20% dmg from Ash)

4.Ramako (life regen, phys dmg reduc, immune to ignite)

You can swap 1&2 if you'd rather have Endurance Charge Generation earlier. Kickin it theme.

Bandits

all for 2 passives

Passive Tree

Gem Setups

Main

Vaal Detonate Dead-combustion-ignite proliferation-increased aoe-deadly ailments-culling strike Aircrack download per ubuntu.

Debuff

Scorching Ray-Cast While Channeling-Vulnerability-Flammability

Dominating Blow/Converstion Trap/Aura

Purity of Elements or Clarity- Increased Duration-Conversion Trap-Dominating Blow

Dominating blow only needs to hit, it doesn't matter how much damage you inflict. This is a great skill if you're about to head to a boss fight. Getting a few 40 seconds mobs ready to use before the fight is a smart idea.

Movement

Flame Dash/Leap Slam-Faster Casting-Culling Strike/Desecrate

Flame Dash or Leap Slam. Desecrate for boss killing outside of delve.

Immortal Call and Golem

Vaal IC-Chaos Golem/Flame Golem-Increased Duration-Cast when damage taken

Keep cast when damage taken at level 1 and don't level up your Vaal IC too much. Trove mac download. Read the tooltip of cast when damage taken closely.

Items

Required

Emberwake Ring

Second Ignite, Increased Fire DMG. Without this ring we won't hit the required amount of DMG to kill our enemies after exploding.

Wands

Ashcaller

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What fire build is complete without Ashcallers for leveling?

Body

Cospri's Will

Extra Curse, and they hit hexproof enemies. Lots of evasion and a chance for poison on top of our ignite.

Weapon

The Goddess Scorned

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Ignite Burns 50% faster but only ignite will deal damage. Will help with clear speed but will remove your second hand weapon which is a sacrifice for survivability if you want a shield. Literally only for 50% faster ignite. May be better to get %increased fire damage and fire penetration wands, though. Question is, can you deal double fire damage with wands, or would you rather just cut the ignite time by half. Since you're dealing two ignites, it may be possible to deal double overall fire damage, and gain mana regeneration something in the wands.

Boots

Abberath's Hooves

“When you kill an ingited enemy, inflict an equivalent ignite on each nearby enemy.” This will provide an immediate double ignite of the highest damage. We have elemental proliferation support in our detonate dead which is great, but it's only one ignite of the highest damage. With these boots you'll but 2 on them bad boys. Plus 1% fire dmg for 20str, since we're stacking strength as best we can it'll be great later down the line when we have way more str.

Flasks

Lion's Roar

Great flask for keeping the mobs off us. Knocks em back, and 75% chance to fear. They're run away screaming with their hair on fire.

The Overflowing Chalice

Use this flask before the others, you'll receive a damage boost and the other flasks will regen twice as fast.

Stats to look out for

  • %Increased Damage/Fire Damage/Elemental Damage/Burning Damage/Damage over time/Area Damage in that order.
  • %increased max life, +max life, +resists

Spell Damage is useless, it doesn't increase the corpse explosion dmg, thus not increasing our ignite.

Leveling Guide

Skills

  • Start out with sunder for clear, and molten strike for bosses.
  • Use added fire damage and anger/wrath auras for more fire damage.
  • You'll be grabbing a bit of fire damage at the start and quite a bit of life and strength nodes.
  • Go straight for Celestial Judgement and Punishment.
  • Switch to Tectonic Slam, and make sure you cap your resists and grab a granite flask.
  • Check to make sure all of the support gems you'll be using are socketed somewhere so they level along with you.
  • Your physical and elemental protections will be fine all through act 3/4 if you have good flask management.
  • When you grab the fire damage tree at the tippy top, you're ready to switch to desecrate totem w/ your detonate dead setup. 4-link will do you for awhile.
  • If you need survivability add a Taunt totem.
  • Be sure to use scorching ray to debuff bosses and then explode the corpses from desecrate.

Tree

Celestial Judgement and Celestial Punishment first. Then look for building out to the endurance charge nodes and that big phat fire circle at the top. Your fire dmg will be fine until late game. Notice how multiple nodes are branching out from the main path so to speak. Grab those here and there, when you feel you need something.

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Items

Poe Cast When Damage Taken Minion

Ashcaller is a great leveling item, and usually cheap. Or you can just use a nice 2h axe/mace for tectonic slam. Get your ring asap. Get tanky gear, %increased fire damage for spells on wands. You won't get fire damage increases till later, so having that on your wands will help.

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Poe Cast When Damage Taken Immortal Call

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