(Outdated) Duelist 2H Mace Leap Slam Build (Duelist)

Submitted by iAnyBurrito on January 12, 2014 - 3:07AM CST
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Description

This build is meant to use a powerful 2H mace that wrecks mobs, and is an amazing starter build

Suggested Leagues: Standard, Hardcore, Domination, Nemesis

Passive Skills

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Gems

Single Target

Heavy Strike

Attacks the enemy with a forceful blow, knocking them back. Requires a Mace, Axe, Sword or Two-Handed Weapon.


Heavy Strike
Blood Magic

This skill is cast using life rather than mana.


Blood Magic
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
Weapon Elemental Damage

Increases elemental damage dealt by weapons.


Weapon Elemental Damage


AOE

Leap Slam

Jump into the air, damaging enemies (and knocking back some) with your main hand where you land. Requires an axe, mace, sword or staff.


Leap Slam
Added Fire Damage

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


Added Fire Damage
Blood Magic

This skill is cast using life rather than mana.


Blood Magic
Melee Physical Damage

Increases melee physical damage dealt.


Melee Physical Damage
Endurance Charge on Melee Stun

Stunning enemies with the attached melee skill grants endurance charges.


Endurance Charge on Melee Stun
Faster Attacks

Increases the attack speed of physical skills.


Faster Attacks


Auras

Grace

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


Grace
Hatred

Casts an aura that increases the cold damage of you and your allies.


Hatred
Reduced Mana

Reduces the mana cost of the skill.


Reduced Mana


Gem Set #4

Cast When Damage Taken

Supported skills have a chance to cast supported spells when you take damage. You cannot cast supported spells directly. Also reduces damage taken.


Cast When Damage Taken
Immortal Call

Discharges Endurance Charges, making the character invulnerable to physical damage for a short time, proportional to how many endurance charges were expended.


Immortal Call
Warlords Mark

Curses all targets in an area. Attacks on the cursed targets will leech life and mana, and killing them will result in more flask charges and a chance to gain an endurance charge.


Warlords Mark
Increased Duration

Increases the duration of the skill.


Increased Duration


Flasks

Flask Set 1

Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Life Flask

Restores 960 Life over 8 seconds.

Consumes 10 out of 30 charges on use.

Each percentage of quality adds 1% Life restored.


Life Flask
Granite Flask

Increases Armor by 3,000 for 4 seconds.

Consumes 30 out of 60 charges on use.

Each percentage of quality adds .04 seconds to the duration.


Granite Flask
Granite Flask

Increases Armor by 3,000 for 4 seconds.

Consumes 30 out of 60 charges on use.

Each percentage of quality adds .04 seconds to the duration.


Granite Flask


Bandits

Help Oak in Normal Difficulty - Rewards +40 to Maximum Life
Help Oak in Cruel Difficulty - Rewards +12% to Physical Damage
Help Oak in Merciless Difficulty - Rewards +1 to Maximum Endurance Charge

Gear

For lvling, I would reccomend the Geofri's Baptism unique Brass Maul.
When you reach maps, or merciless act 3 and if you cannot find yourself a nice maul, I would reccomend finding a Marohi Erqi unique Karui Maul for the time being.

Guide

As soon as you kill Brutus, you can start leap slamming, the endurance charge on melee stun also helps to be tanky with the constant physical mitigation, and complete immunity from immortal call. I would keep immortal call and warlords mark at lvl 11 and increased duration as high as possible. keep Cast when damage taken as low as possible, so that it triggers with decent timing inbetween discharging the endurance charges.

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