(Outdated) Infernal Blow Templar (Templar)

Submitted by Vertraag on March 21, 2013 - 8:17AM EST
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Description

45k+ DPS with INFERNAL BLOW, +239% life, +6.8% regen, +145% armor, TRIPLE curses + blinds!

Suggested Leagues: Default, Hardcore, Solo Race, Party Race

Passive Skills

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Gems

Damage

Infernal Blow

Hits the enemy, converting some of your physical damage to fire damage. If the enemy dies soon after being hit, they will explode, dealing fire damage to nearby enemies. Requires a Sword, Axe, Mace, Staff or Unarmed.


Infernal Blow
Weapon Elemental Damage

Increases elemental damage dealt by weapons.


Weapon Elemental Damage
Melee Physical Damage

Increases melee physical damage dealt.


Melee Physical Damage
Added Fire Damage

Adds fire damage to a skill, giving it a chance to ignite targets.


Added Fire Damage
Faster Attacks

Increases the attack speed of physical skills.


Faster Attacks


Debuffing

Flammability

Curses all targets in an area, making them less resistant to fire damage and giving fire damage a chance to burn.


Flammability
Elemental Weakness

Curses all targets in an area, making them less resistant to elemental damage.


Elemental Weakness
Temporal Chains

Curses all targets in an area, making time pass more slowly for them. They will move, attack and cast at a reduced speed, and effects on them will expire more slowly.


Temporal Chains
Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect


Debuffing 2

Spell Totem

Summons a totem that can cast the attached spell.


Spell Totem
Arc

An arc of lightning stretches from the caster to a targeted nearby enemy and chains on to additional targets.


Arc
Blind

Enemies hit by skills supported with this gem have a chance to be blinded. Blind enemies have their chance to hit reduced.


Blind
Faster Casting

Increases the cast speed of magic skills.


Faster Casting


Auras

Discipline

Casts an aura that grants energy shield to you and your allies.


Discipline
Anger

Casts an aura that adds fire damage to the attacks of you and your allies.


Anger
Grace

Casts an aura that grants evasion to you and your allies.


Grace
Wrath

Casts an aura that adds lightning damage to the attacks of you and your allies.


Wrath


Survivability

Enduring Cry

Performs a warcry, adding endurance charges proportional to the number of surrounding enemies. Taunts all nearby enemies to attack the caster.


Enduring Cry
Molten Shell

Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.


Molten Shell
Increased Area of Effect

Increases the radius of area of effect skills.


Increased Area of Effect
Faster Casting

Increases the cast speed of magic skills.


Faster Casting


Bandits

Help Oak in Normal Difficulty - Rewards +40 to Maximum Life
Kill all the bandits in Cruel Difficulty - Rewards 1 Passive Skill Point
Help Oak in Merciless Difficulty - Rewards +1 to Maximum Endurance Charge

Gear

You 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.

Guide

This 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!

// BUILD


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.


Pros
-Crazy debuffer
-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)


Cons
-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.

Comments

ness
Posts: 1
Hello
I love your site, and this template is good but i can't look the build lvl 52, and 96. Very hard work but GG for you very beautifull site
4 years ago
Ngbaka
Posts: 2
Hello, have you consider using Multi strike Suport gem?
4 years ago
DubiousObject
Posts: 1
I still read this website, I am wondering which way he goes on the skill tree.. and, maybe a video showing how it's done etc. would be appreciated
4 years ago

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