(Outdated) Infernal Blow Templar (Templar)
Submitted by Vertraag on March 21, 2013 - 8:17AM EST
Page Views: 8912
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Description45k+ DPS with INFERNAL BLOW, +239% life, +6.8% regen, +145% armor, TRIPLE curses + blinds!
Suggested Leagues: Default, Hardcore, Solo Race, Party Race
Passive SkillsEach link will open in a new tab in your browser.
Weapon Elemental Damage
Melee Physical Damage
Added Fire Damage
Increased Area of Effect
Increased Area of Effect
BanditsHelp Oak in Normal Difficulty - Rewards +40 to Maximum LifeKill all the bandits in Cruel Difficulty - Rewards 1 Passive Skill PointHelp Oak in Merciless Difficulty - Rewards +1 to Maximum Endurance Charge
GearYou need the Windscream Reinforced Greaves unique boots. You will need the extra +1 curse.
You will need to get +DEX and probably some +INT early game from your gear for the few green support gems you will be using - faster attacks and blind. INT will go to faster casting and discipline.
Focus +LIFE and resists. You really don't need to focus on damage on the gear. Prioritize getting the resistances up and only then increase the damage with gear that gives both the resistances, life and damage. Aim for the +80% all resist cap and as you can to minimize the amount of freezes, shocks and burns on you.
Notice that weapon elemental damage % -bonuses will NOT increase the damage of the infernal blow "corpse explosion". That explosion is PURE fire damage, and the source is not weapon, but the corpse itself. Thus gear with "Fire %" damage increase your AoE potential, where weapon elemental damage % increases your single target DPS.
You actually SHOULD NOT aim for the "fastest possible 2 hander", since the Arc will not be fast enough to keep up with your attack rate. In ideal scenario you'd hit the target first, then arc would hit it turning it again fire vulnerable - then you again - and yet again arc, before you hit it again.
GuideThis build, guide, etc. were all written by nocebo from the official Path of Exile forums. All credit goes to him.
// INITIAL THOUGHTS
Current level: 79,2
Infernal Blow tooltip with anger + wrath: 17.9k
Theoretical damage vs base 0% fire resist target:
-46% fire resistance from flammability
-56% from elemental weakness
-50% fire resistance from elemental equilibrium
= total 152% negative fire resistance
DPS: 17,9 * 2,52 = 45,1k
That's quite a bit of damage, without RF, low life -tricks for a rather tanky build. But it gets even better when someone in your party actually stacks shocks. That's near 100k DPS!
You will find out that while this build uses arc on spell totem, the damage is too minor to actually proc shocks yourself. Now you might wonder, why we are using arc in the first place. That's to proc blinds and elemental equilibrium debuff on enemies. Arc has godly range and reach, it chains, casts fast on spell totem, hits always and without any waiting.
As everyone with any experience knows, damage is good for nothing, if you cannot survive. Staying one second in the fight - and another out - halves your actual DPS. I can vouch that this build will survive at least up to L72 maps with ease, both in solo and in party.
I rarely play alone with this build, since the damage is just ridiculously high. Overkill damage isn't effective, it simply slows you down. I also enjoy the extra EXP and +50% quantity per player in party adds to the mix!
Type: Fire based, (2 handed) melee debuffer.
Difficulty: High. Multiple skills. Melee is much harder to play than ranged - not to mention 2 handed melee. Not a real tank, but not made of paper either.
Gameplay: Enemies are first debuffed from range and then the highest HP target is killed at melee, which wipes the weaker trash mobs around as the corpse explodes.
This is one awkward build. I've always enjoyed playing something...unexpected. Something that isn't a cookie cutter build. It doesn't have to be the strongest build in all cases, but melee considering this one seems to be very good. I used to have a full necromancer and a lightning strike marauder in closed beta last autumn and thought that I'd try something very different this time.
The idea is to debuff enemies with -150%+ fire resistance and blind the champions/uniques. After that it's time to explode the highest HP targets and just clear the weaker ones with the toughest one exploding.
Elemental Equilibrium allows also rather fast killing of "immune to curses"- enemies with high fire resists. Notice that Infernal Blow also has a base damage efficiency of 125%, which is one reason we can reach this high damage.
Elemental equilibrium effect lasts 5 second, and it also gets refreshed each time you deal new type of elemental damage. Faster casting supported Arc on spell totem, will not only have great reach, but it will also proc blind like hell and keep proccing elemental equilibrium debuff on targets, which means fire vulnerability.
-3 curses (flammability, elemental weakness, temporal chains)
-Temporal chains synergies super well with Hex Mastery (infinite curses vs 4.5s normal duration)
-Blinding spell totem with Arc
-Blinds synergy well with temporal chains (+50% duration)
-Massive single target DPS + high AoE DPS via killing the high HP single targets.
-Rather sturdy, specially for 2h melee
-Can complete blood magic, chaos dmg, 50% regen and physical reflect maps with ease
-7 Endurance charges -> great survivability and life regen
-No accuracy, DEX or mana nodes needed
-Won't be gimped by "immune to curses" via elemental equilibrium
-Only one piece of Unique gear needed (Windscream)
-Gear dependant for all resist + life, and ~130 DEX
-Slow AoE early/mid game. (use lightning strike early game if you want to)
-Long setup time for "full skill rotation"
// SKILL ROTATION
Typical rotation is:
1) Cast molten shield
2) Cast spell totem
3) Cast curses
4) Cast enduring cry
5) Infernal blow madness.
This is what I do vs champions/elites/unique enemies. Normal creeps, I might just enduring cry to refresh/add endurance charges and then and cast flammability/curses.