Thanks for your answer.

rouding 9.9 to 9 and losing nearly 1 is a bad thing... :-( Posted by

MiniCooler

on on Quote this Post





Sorry if this has been answered but I couldn't find the answer anywhere so I'll ask here!



I'm using RF and trying to see if the dagger, The Consuming Dark works with it's burn effect.







The dagger says it "converts 75% of fire damage into chaos damage" but it doesn't seem to affect the burn.



Is this because it can't affect one part of RF without affecting the other and so GGG made it just not work with it?



Just trying to make sure cause it's fucking confusing when it says it converts that much to chaos damage but then doesn't for a pure fire skill xP



thanks!!! Hello!!!Sorry if this has been answered but I couldn't find the answer anywhere so I'll ask here!I'm using RF and trying to see if the dagger, The Consuming Dark works with it's burn effect.The dagger says it "converts 75% of fire damage into chaos damage" but it doesn't seem to affect the burn.Is this because it can't affect one part of RF without affecting the other and so GGG made it just not work with it?Just trying to make sure cause it's fucking confusing when it says it converts that much to chaos damage but then doesn't for a pure fire skill xPthanks!!! Posted by

Iusia

on on Quote this Post

Damage over Time cannot be Converted, period. Posted by

Vipermagi

on Valued Poster on Quote this Post

I wonder if it's working as intended or it's a bug.



I'm playing Righteous Fire burner, and did some testing with Sacrificial Harvest jewels. It turned out that killing enemies with burn from RF is not granting addinational soul per kill from Sacrificial Harvest. Tested it on ~50 mobs with 55% chance for another soul from jewels so there is no place for mistake from my side.



Would be great if someone from GGG can clarify it for me if it's a bug or working as intended.



Thanks in advance. Posted by

didiws

on on Quote this Post





I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.

Link to profile (character SelfImmolation):



Here are some points that needs to be spoken of (english is not my native language, so I apologize)



The Area of Effect:

Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.



Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:



The intake damage:

The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)



Endgame and mapping:

Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.



Let's start with the map mods themselves:



You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.



Party mapping:



You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.

You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.



---------------------------------------------------------------------------------------------

Changes to make it more fun / viable:



--- Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...

--- Make some kind of damage increase, wether for party only scaling or not Bumping for attention,I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.Link to profile (character SelfImmolation): https://www.pathofexile.com/account/view-profile/D4wdl/characters Here are some points that needs to be spoken of (english is not my native language, so I apologize)Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.Let's start with the map mods themselves:You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.Party mapping:You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.------------------------------------------------------------------------------------------------ Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...--- Make some kind of damage increase, wether for party only scaling or not Archives, https://www.pathofexile.com/forum/view-thread/2206812 Posted by

D4wdl

on on Quote this Post

" D4wdl Spoiler



I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.

Link to profile (character SelfImmolation):



Here are some points that needs to be spoken of (english is not my native language, so I apologize)



The Area of Effect:

Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.



Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:



The intake damage:

The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)



Endgame and mapping:

Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.



Let's start with the map mods themselves:



You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.



Party mapping:



You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.

You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.



---------------------------------------------------------------------------------------------

Changes to make it more fun / viable:



--- Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...

--- Make some kind of damage increase, wether for party only scaling or not Bumping for attention,I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.Link to profile (character SelfImmolation): https://www.pathofexile.com/account/view-profile/D4wdl/characters Here are some points that needs to be spoken of (english is not my native language, so I apologize)Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.Let's start with the map mods themselves:You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.Party mapping:You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.------------------------------------------------------------------------------------------------ Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...--- Make some kind of damage increase, wether for party only scaling or not



Hi, I wrote a small guide about my pure RF with 4 variants, you might find something useful inside



https://www.pathofexile.com/forum/view-thread/1413162



I play only solo so I allocated EE which works really nice. I can do slow regen maps and sometimes -max res (depending on value and on map type), thanks to the blood dance boots. I also curse on hit, activate fortify and gain life on hit through cyclone, so when I reach a mob I'm already close enough to deal damage even with small AoE. For damage mitigation enduring cry with 5 charges and a level 10 to 20 CWDT with immortal call works well enough. Few of your concerns are legit, but you should give a try to the version with Belly of the Beast + Blood Dance instead of Kaom.



I hope to have been of some help Hi, I wrote a small guide about my pure RF with 4 variants, you might find something useful insideI play only solo so I allocated EE which works really nice. I can do slow regen maps and sometimes -max res (depending on value and on map type), thanks to the blood dance boots. I also curse on hit, activate fortify and gain life on hit through cyclone, so when I reach a mob I'm already close enough to deal damage even with small AoE. For damage mitigation enduring cry with 5 charges and a level 10 to 20 CWDT with immortal call works well enough. Few of your concerns are legit, but you should give a try to the version with Belly of the Beast + Blood Dance instead of Kaom.I hope to have been of some help Last edited by ammenz on Sep 9, 2015, 10:19:40 PM Posted by

ammenz

on on Quote this Post

" D4wdl



I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.

Link to profile (character SelfImmolation):



Here are some points that needs to be spoken of (english is not my native language, so I apologize)



The Area of Effect:

Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.



Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:



The intake damage:

The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)



Endgame and mapping:

Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.



Let's start with the map mods themselves:



You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.



Party mapping:



You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.

You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.



---------------------------------------------------------------------------------------------

Changes to make it more fun / viable:



--- Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...

--- Make some kind of damage increase, wether for party only scaling or not Bumping for attention,I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.Link to profile (character SelfImmolation): https://www.pathofexile.com/account/view-profile/D4wdl/characters Here are some points that needs to be spoken of (english is not my native language, so I apologize)Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.Let's start with the map mods themselves:You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.Party mapping:You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.------------------------------------------------------------------------------------------------ Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...--- Make some kind of damage increase, wether for party only scaling or not



+1! +1! Posted by

AlyMarsh

on on Quote this Post

" ammenz " D4wdl Spoiler



I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.

Link to profile (character SelfImmolation):



Here are some points that needs to be spoken of (english is not my native language, so I apologize)



The Area of Effect:

Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.



Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:



The intake damage:

The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)



Endgame and mapping:

Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.



Let's start with the map mods themselves:



You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.



Party mapping:



You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.

You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.



---------------------------------------------------------------------------------------------

Changes to make it more fun / viable:



--- Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...

--- Make some kind of damage increase, wether for party only scaling or not Bumping for attention,I am writing this today to share my experience going pure RF at 65 up to lvl 94 and 64% exp at this time of this post in Tempest league.Link to profile (character SelfImmolation): https://www.pathofexile.com/account/view-profile/D4wdl/characters Here are some points that needs to be spoken of (english is not my native language, so I apologize)Back when you could snapshot the damage with dual redbeaks for 200% increased damage, you did not require concentrated effect and had immense damage (I never played it before the nerf, but my friend did so I know). You could also use Increased AoE's old quality to have a lot of radius increase and you could even slap on conc effect if you wanted to.Now you have next to no area of effect because you need to use Concentrated effect to have necessary dmg output and the AOE gem quality is now area damage. You have next to no aoe coverage. In most situations you need to go up to each individual mob to kill them and it brings me to my next point:The physical and base damage of monsters and their life in addition to the small aoe requires you to stand on top of the damage for a long time depending on the mobs. Granted you might be using cyclone with fortify to reduce the damage taken, ruby flasks with around 1.5k regen if you have around 10k HP, granite up and whatever elemental flask up. Along with Purity of fire aura, vitality, and arctic armour setup. While it looks very tanky on paper, the fact that you need to move around a lot more to damage them makes your AA almost useless unless you are doing a boss fight. You can still get chunked quite hard just because of the AoE not getting rid of monsters standing just right outside your AoE. (Looking at you Vaal Giants, whippers, puncture miscreations from act 4, rhoas, etc)Considering the damage output, when you get to endgame a lot of problem happens. We spoke about the AoE, the damage taken.Let's start with the map mods themselves:You can't do many mods and some are doable but very risky. Mods like: Minus Max % resistances, 40% or more reduced life regen is impossible. Some are doable such as vulnerability or 20% reduced life regen, but you have to keep either all endurance charges up (for vuln) or flask up (for life regen) and it's still very scary depending if you map also has extra damage mods or scary mob types. For the record, I once lost a map that had vuln because the monsters were all from the kaom's act 4 area and dealt too much damage and had too much life to sustain flasks. You end up spending too many chaos, because whenever you cannot do a mod you need to burn another chaos. On average I would spend at least 10 chaos to roll an okay map, add boxes mod another 10 chaos, bring 200 alterations augments and scourings... But that's another topic of map sustaining, still, it affects pure RFers a lot.Party mapping:You can do up to 3 man without being a useless weight, after that you deal so little damage, you're basically leeching the map because of that.You get no scaling whatsoever, most auras except for the defensive ones are helping you. And that doesn't helping the map clearing.------------------------------------------------------------------------------------------------ Increase the base aoe when no other skills are in effect, or some way for pure RFers to have better AOE than it currently has...--- Make some kind of damage increase, wether for party only scaling or not



Hi, I wrote a small guide about my pure RF with 4 variants, you might find something useful inside



https://www.pathofexile.com/forum/view-thread/1413162



I play only solo so I allocated EE which works really nice. I can do slow regen maps and sometimes -max res (depending on value and on map type), thanks to the blood dance boots. I also curse on hit, activate fortify and gain life on hit through cyclone, so when I reach a mob I'm already close enough to deal damage even with small AoE. For damage mitigation enduring cry with 5 charges and a level 10 to 20 CWDT with immortal call works well enough. Few of your concerns are legit, but you should give a try to the version with Belly of the Beast + Blood Dance instead of Kaom.



I hope to have been of some help Hi, I wrote a small guide about my pure RF with 4 variants, you might find something useful insideI play only solo so I allocated EE which works really nice. I can do slow regen maps and sometimes -max res (depending on value and on map type), thanks to the blood dance boots. I also curse on hit, activate fortify and gain life on hit through cyclone, so when I reach a mob I'm already close enough to deal damage even with small AoE. For damage mitigation enduring cry with 5 charges and a level 10 to 20 CWDT with immortal call works well enough. Few of your concerns are legit, but you should give a try to the version with Belly of the Beast + Blood Dance instead of Kaom.I hope to have been of some help



+2 +2 Posted by

Nelzy87

on on Quote this Post