It feels just like the point of view on Berserkers just after the 3.3 adjustments have been fairly down. The ascendancy could possibly not enable super special play styles, but if you are looking for an incredibly Strong & FUN melee experience in POE give Zerker a try. The play style is active and requires management of flasks (piano), and abilities.
Berserker as an ascendancy fundamentally exchanges defence for increases in the offence. So we need to round out our character in other ways.
My intention for this construct was an SSF viable, Safe and Rapidly mapper so I could push ladder weekend warrior style.
Dying at higher levels sets you back significantly, so I designed the character to have a nice balance. A choice of movement skills allows you to suit the playstyle to whatever type of maps you prefer, be they indoor or outdoor. The construct is also Really flexible with gear and you really feel each upgrade. (Something I personally miss with a lot of the overpowered builds)
With good gear, I’m sure the make can kill guardians and shaper but sunder is more of a clearing skill so it will feel bad.
We scale physical damage while making use of Added as %x Element on gems and gear.
Primary defences are layered and include:
High Life Pool
Flat % Physical Mitigation
I play a significant amount of HC, following maxing out this character I can say in case you choose to take a few extra HP nodes over DMG the build is acceptable. BUT the ascendancy itself heavily leans towards offence so you do sacrifice defence (That you are not playing a Jugg here, don’t expect to face tank everything)
Pros and Cons:
+ Easy Damage Scaling
+ Feels Smooth to Play
+ SSF Friendly
+ Affordable to Gear
+ No League Specific Uniques Required!
– Unable to Run Reflect Maps & No Regen mods
– Less Recovery is Annoying
Pop blood rage (once is all you need), piano your flasks, Leap Slam into a pack and go apeshit.
Use your warcry to heal yourself and keep up endurance charges when needed. The warcry setup also gives a nice healing effect for 3 seconds. When you encounter a particularly tanky rare or dangerous situation use your Vaal Grace and throw down a totem. The Vaal Grace lasts 10 seconds so it has a very high uptime in general.
While Koam’s roots are great I have one big pet peeve with them.
Blind is one of the most broken mechanics in the game.
The combination of:
Blind on Hit
Vaal Grace Setup
These really are the core of the build. Everything else is flexible.
Mobs will have a pretty tough time hitting us in the first place.
If they do we have 10k armour, 27% Flat Phy’s mitigation, Fortify and Arctic Armour to help cut dmg from our large health pool
With a Marble Amulet and tree alone we can sustain 50 rage stacks. To sustain 50 stacks + Blood Rage we also need the 2% boot enchant and a stone golem. I usually skip over the stone golem since it is more a pain to upkeep.
-Some Low-priced Flasks
-Blind on Hit Jewel
Skill Tree Explanation
Resolute Technique – We are not scaling crit, so RT is the only way to go. It allows for more budget-friendly buildStrongmake has 10% degen when labs points are specced. These nodes help cover a significant portion of the life loss.
All other nodes enhance our Damage, Attack Speed and Life.
Links and Gems:
Main DPS Setup:
Sunder->Maim->Melee Physical Damage->Multistrike->Ruthless->Concentrated Effect
–If you happen to be on a 5 link feel free to drop Ruthless or Conc depending should you have the required INT.
Vaal Grace Setup
Vaal Grace->Faster Casting->Increased Duration
–Lowering the cast speed makes using Vaal Grace feel way better. Use it when hopping into a big group of dangerous mobs or bosses.
Blood Rage->Enduring Cry->Blood Magic->Increased Duration
–I levelled up the CWDT to the point where is procs at 1.5k hp. This allows us to keep our endurance charges more often vs little pokes to our health pool. Should you have less life, keep it at a lower level.
Leap Slam(Whirling Blades)->Fortify->Faster Attacks->(Blood Magic OR Endurance Charge on Melee Stun)
–The Endurance charge on melee stun is a nice QOL gem to help keep up your charges.
–You will always be able to leap slam around, for those who are using a Sword/Claw in the offhand you will be able to use whirling blades. Personal Preference, but the choice is nice.
In the event you don’t have a Soul Taker you will need to use Blood Magic on your movement skill.
Aura Setup & Other
Hatred – Gives us a ton of added cold damage
Herald of Ash – Mostly used for the overkill proc. This helps significantly with straggler cleanup
Arctic Armour – Helps offset the increased Physical damage taken
Ancestral Warchief / Ancestral Protector – We don’t support them with gems so it is personal preference. Damage vs Speed. (I love the sound of high AS sunder)
Stone Golem – I hate casting golems, its needs blood magic attached so I don’t really use it. When you want to LVL up your CWDT to 20 you can attach the golem to that setup.
Make an extra Duelist
– Grab all gear to sell for wisdoms
– Check for Movespeed boots
– Grab Molten strike from quest
-Check for Movespeed boots
+Cleave, 2 iron rings, rustic sash
+Chance to bleed gem
+Get quicksilver flask – Post Quest
+Protector + Ruthless — Before Brutus
-Pickup weapon swaps to LVL support gems
+Added Fire — After Brutus
+Sunder + Leap Slam
+Herald of Ash + Melee Phys + Conc Effect + Faster Attacks — Following Chamber of Sins & Weaver
+Blood Rage — Upon entering Vaal Ruins
+Hatred — Post Tolmans corpse
+Warchief — Post General Gravicius
+Blood Magic + (Fortify) — Library
+Stone Golem — Post Voll
+Multistrike + Brutality— Post Malachai
Cruise to Blood Aqueduct
Sunder -> Onslaught -> Chance to Bleed
Sunder -> Onslaught (Faster Attacks) -> Chance to Bleed -> Melee Phys
Leap Slam -> Faster Attacks -> Blood Magic -> Fortify
Warchief -> Faster Attacks -> Brutality or Melee Phys
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