poe4orbs:[Lake Of Kalandra] PoE 3.19 Templar Starter Builds
In the Lake Of Kalandra League, you'll travel to the mirrored lake that granted Kalandra her powers of duplication. Here is the latest PoE 3.19 Templar League Starter | Fast | Endgame | Cheap Builds brought to you by PoECurrencyBuy. These Inquisitor, Hierophant and Guardian popular builds are also leveling guides, you can check the pob link in detail.
{thumb_img}
Quick Jump
Templar Inquisitor
[Lake of Kalandra] PoE 3.19 Temple Righteous Fire Trapper Inquisitor Starter Build
[Lake of Kalandra] PoE 3.19 Temple Reap Inquisitor League Starter Build
[Lake of Kalandra] PoE 3.19 Temple Mjolner CoC Inquisitor Starter Build
[Lake of Kalandra] PoE 3.19 Temple Righteous Fire Trapper Inquisitor Starter Build
Gems Setup
Body Armour 6L: Fire Trap - Trap and Mine Damage - Awakened Burning Damage - Lifetap - Combustion - Empower (4) OR Awakened Controlled Destruction
Helmet: Righteous Fire - Awakened Swift Affliction - Awakened Elemental Focus - Lifetap
Boots: Shield Charge - Faster Attacks - Lifetap - Frostblink
Gloves: Malevolence - Purity of Elements - Determination - Enlighten (4)
Wand: Purity of Ice - Defiance Banner - Enduring Cry
Shield: Cast When Damage Taken + Molten Shell + Increased Duration
Leveling Preview
In Act 1 you’ll use Holy Flame Totem and add Wintertide Brand at level 12. You’ll use Wintertide until 28, where you can swap into Armageddon Brand and then supplement with Fire Trap at 31. Once Cruel Lab is complete and you have Sanctuary and Pious Path, you can sustain RF and transition into the full build.
Note that the PoB Notes contain details on how to obtain and level with Fire Trap from level 12 if you’d prefer.
League-Starting vs Mid-League Leveling
As mentioned above, the biggest difference between league starting vs mid-league leveling is the availability of Fire Trap. Templar doesn’t normally have access until Library at lvl 31, so if you have another character you can buy Fire Trap from Lilly Roth in your hideout. There are no mandatory leveling uniques for the build, and it scales with gem levels for a tested and smooth league start.
If you have existing currency or items, there are several uniques that make the leveling process even better. These include Lifesprig, Tabula Rasa, Wanderlust, Goldrim, Bated Breath, and Lochtonial Caress.
In addition, items with high recovery such as Kikazaru, Springleaf, and Shaper’s Seed can theoretically allow you to play RF as early as level 16, but it will require capped Fire resistance and a lot of flask management.
Righteous Fire Checklist
To start using RF, you'll need AT LEAST the following tasks/checks complete:
- Normal and Cruel Labs, allocating Sanctuary and Pious Path.
- Notable passives: Hearty, Barbarism, Soul of Steel & Prismatic Skin (& +1 max Fire res).
- "10% less Damage Taken from DoT" Mastery from Acrimony wheel.
- Vitality + Purity of Fire. For mana issues, turn off Determination or Clarity.
- Soul of Arakaali major Pantheon (10% reduced DoT taken)
- Optional: Shield with "+x max Fire Resistance".
BEFORE MAKING ANY LARGE-SCALE CHANGES GO TO YOUR HIDEOUT AND TURN ON RF TO MAKE SURE YOU'RE SUSTAINING
Endgame Item Basics
Wand: Buy a +2 gems (+1 Fire / +1 Spell) wand, or see the PoB Notes for a powerful, cheaper alternative.
Shield: Aegis Aurora.
Body Armour: As much Life and ES as possible with the “Gain Life as Extra ES” craft mentioned above.
Helmet: Influenced Shaper AoE and Elder Burning Damage supports, Life, and Resists/Attributes if possible.
Boots: Life, Movement Speed, Resists/Attributes.
Gloves: Crusader base with Eldritch Fire Exposure on Hit and Fire DoT Multi implicits, Life, and Resists/Attributes.
Amulet: Ashes of the Stars.
Rings: Rares with Life, Life Regen, Resists/Attributes, and possibly influenced Hunter or Warlord’s Elemental Weakness or Flammability on Hit, respectively.
Belt: Stygian Vise with Life, Armour, Resists/Attributes, and possibly influenced Hunter % Maximum Life.
Jewels: Melding of the Flesh and Watcher’s Eye with relevant Determination, Malevolence, Purity of Fire/Ice, etc mods.
Large Clusters with Prismstic Heart, Smoking Remains, Widespread Destruction, or other good Notables. Medium Clusters with a combination of Cooked Alive, Smoking Remains, Vile Reinvigoration, and Brush with Death. Small Life Clusters with Sublime Sensation or Armour with Enduring Composure.
Ascendancy Points
Sanctuary -> Pious Path -> Augury of Penitence -> Righteous Providence
Bandit Reward
Kill all Bandits. Clarity and bench crafts make up for Alira’s buff, and the 2 points are extremely useful.
Keystone Passives
Call to Arms, Glancing Blows (Situational), Divine Shield, Unwavering Stance
Path of Building Link: https://pastebin.com/dzuf3rQ6
[Lake of Kalandra] PoE 3.19 Temple Reap Inquisitor League Starter Build
Pros:
- One button setup for easy mapping + Dash :)
- Inquisitor is the best for scaling & sustaining Reap
- Simple gear, we predominantly use Uniques so it's clear what to buy
- Easily interchangeable with other variations of the skill, or other strong meta skills if this isn't your flavour
Cons:
- New skill. These can always have randomly unexpected interactions occur
- My version lacks some damage mitigation, an easy aura swap to fix though
- The life costs are huge. We make significant costs to sustain this
- We don't get to play with any damage overtime sources of damage due to Avatar of Fire
Offense:
- 100% Critical Strike Chance without Flasks, and with Controlled Destruction
- Full fire conversion, focusing on very heavy spell hits
- Insane scaling thanks to so many %more modifiers and Reaps innate damage effectiveness
- I will put Predicted Total DPS here after we receive gem stats :)
Defense:
- 9,000+ Energy Shield on Week 1 gear
- Max Chaos Resistance + Ivory Tower MoM
- 2,000+ Net Energy Shield Regen with Spell Leech and Pious Path
- 2,000+ Net Life Regen which can sustain our huge Reap costs
Gems Setup
Reap > Added Fire Damage > Intensify > Spell Echo > Controlled Destruction > Fire Penetration
Vaal Discipline > Zealotry > Herald of Ash
Vitality > Herald of Purity > Enlighten
Arcanist Brand > Assassin's Mark > Wave of Conviction > Combustion
Summon Stone Golem > Dash > Arcane Surge Lvl 8 > Second Wind
Cast when Damage Taken Lvl 8 > Frost Shield Lvl 10 > Immortal Call Lvl 10 > Increased Duration
Leveling Gear
Use the following wands to level up until Battlemage. Making one at Level 8 and two at Level 20 will carry you until Ngamahu's.
Magic Wand + 1 Orb of Alteration + Ruby Ring = Level 8 Fire Damage Wand
Magic Wand + 1 Orb of Alteration + Magic Ruby Ring = Level 14 Fire Damage Wand
Magic Wand + 1 Orb of Alteration + Rare Ruby Ring = Level 20 Fire Damage Wand
Iron Ring + Red Gem = Ruby Ring
Ngamahu's Flame is insane. This bad boy is 1c on Day one and is the second best weapon we can get. This will tide us over perfectly until we save up enough for Vulconus, which I am predicting will be an Exalt.
Rare Helmet or Goldrim will be decent. Honestly a helmet you identify off the ground will probably be better as we really have no requirements. Look for Maximum Life, Maximum Energy Shield and any resistances you might need to help you cap out. Chaos resistance is a great stat to pick up here to reach that cap early.
Corrupted 6 Link is always a better option over Tabula. These provide some stats and are very cheap. I would recommend buying some of your other items before this as the 6 Link will be rough on your Life costs.
Meginord's Vise is a great set of gloves that I plan to use until I get my Shaper's Touch. These provide +100 Strength and Large life regeneration. With our Ascendancy that is 100% Increased Critical Strike Chance.
Wanderlust are your standard levelling boots. With increased Movement Speed and Cannot be Frozen these are great for the acts. I'd suggest switching to boots with Life, MS and some Resistance from Act 9 onwards.
Carnage Heart is a solid unique amulet with very good allrounded stats. I would recommend just using a Rare that you identify until you can buy an Astramentis, even just a lower stat one.
Le Heup of All provides us with up to 90% total Elemental Resistance as well as Attributes and Damage. These are pretty good but once you get into maps start looking to upgrade to Chaos Resistance rings with Life.
The Magnate gives big damage through Global Physical Damage, Strength and at minimum 60% total Elemental Resistance. A great addition and perfect to use until you pick up a Fire Damage Doryani's Invitation.
Path of Building Link
https://pastebin.com/YPvU1KD9
[Lake of Kalandra] PoE 3.19 Temple Mjolner CoC Inquisitor Starter Build
- Spells while moving: All the power of casting without having to stand still and cast. Your Ball Lightning will zap enemies quite far away while Arc chains around, you just focus on movement and flasks.
- + Smooth clear: Once you get into the endgame tree map clear becomes super smooth and safe. We have tons of leech, tons of regen, armour, nearly capped block and a choice between life on block or overleech.
- + Easy on mana: Mjolner is one of the only remaining triggers that don't have a mana cost, probably due to it's large stat requirement. We easily get the stats and save a ton of mana.
- - Bossing: It's not a oneshot bosser. You can kill 95% of stuff out there it just takes a bit.
- - Cost: Certain items like the shield/gloves/boots make the endgame PoB expensive.
CoC allows you to cast without casting, effectively. In exchange for having to stack melee attack speed, accuracy and crit you get to ignore cast speed and hit insanely fast with spells. You can do this while moving with cyclone as well which is a large buff on the defense side because standing still = death in PoE.
Path of Building Link
Leaguestart: https://pastebin.com/VGqUbCHA
CoC: https://pastebin.com/TXA5bH0X
Endgame: https://pastebin.com/huyaVKDi
Templar Hierophant
[Lake of Kalandra] PoE 3.19 Templar Siege Ballista Hierophant Easy Build
[Lake of Kalandra] PoE 3.19 Templar Archmage Ball Lightning Hierophant Endgame Build
[Lake of Kalandra] PoE 3.19 Templar Siege Ballista Hierophant Easy Build
This build is fairly simple to play once put together. Simply run around, dropping your Siege Ballista as you go, and use your Frenzy to generate charges and debuff enemies as needed.
Main Gem Setups
Primary damage links in order of relative priority:
Siege Ballista -> Inspiration -> Added Cold Damage -> Cold Penetration -> Hypothermia -> Elemental Damage With Attacks
For bossing where you need max single target possible early on, swap out your Hypothermia for Barrage support.
While Inspiration is one of the weakest pure damage links in this setup, it confers a very large mana cost reduction that means you'll want it into the link as early as possible. Similarly, while Elemental Damage With Attacks is one of the better damage gems in this link, it would probably be the first gem I had to cut to drop to a 5L, because we'll still benefit more from being able to swap Hypothermia over to Barrage for single target fights that we need max damage for.
Anomalous Siege Ballista deserves special mention here - this alternate quality gem grants an additional projectile per 10% quality, while also reducing attack speed by 1% per point of quality. This trade-off is certainly worth it; while it'll be a slight loss of mapping attack speed, the projectile significantly outweigh the lost attack speed when it comes to single target damage with Barrage support linked. The attack speed penalty means that the optimal gem here is very specifically 21/20; a 21/23 gem will cost you an additional 3% attack speed while not offering anything in return compared to the 21/20.
It's also worth noting that pushing either version of Siege Ballista to level 22 grants you +1 to maximum number of ballistae; this can be accomplished with either a 20/20 gem and a +2 to Socketed Projectile Gems corruption on your chestpiece, or a 21/20 gem with a +1 to Socketed Gems corruption. The latter is preferable as it will also increase the damage contribution of your linked support gems like Added Cold Damage, but is obviously more expensive to set up due to the need of a 21/20 Siege Ballista gem.
Offensive Support 6-link
Frenzy -> Cast on Critical Strike -> Sniper's Mark -> Greater Multiple Projectiles -> Increased Critical Strikes -> Frost Bomb
Your second six link should go towards this setup which you'll essentially use as your self-cast attack once your totems are down. Attack with Frenzy will build Frenzy charges on every hit, and Cast on Critical Strike will allow those hits to trigger Sniper's Mark and Frost Bomb for big single target damage increases against bosses. Greater Multiple Projectiles is there for QOL purposes so that you don't need to really aim to get your Frenzy charges, especially during mapping.
If you are extremely focused on mapping and not bossing, you can consider switching out your Sniper's Mark and Frost Bomb for Blood Rage and Frostbite, for even more mapping QOL.
Offensive Support 4-link
Blood Rage -> Ensnaring Arrow -> Greater Multiple Projectiles -> Culling Strike
This support setup gives you access to self-cast Blood Rage (if you haven't slotted it into your Frenzy links above) as well as Ensnaring Arrow, which essentially serves as a secondary Sniper's Mark debuff on bosses that makes them take more damage from projectiles until they move far enough to break the snare. Culling Strike fits in here to give you access to easy access to culling for bosses; if you're getting culling from somewhere else (like a Scourged bow this league), you can swap this link to whatever you want, such as Mirage Archer to add some automation to Ensanring Arrow during bosses
Utility 4-link
Vaal Molten Shell -> Cast When Damage Taken -> Dash -> Second Wind
Since we're reaching decent levels of armour in this build, Molten Shell makes sense for our guard skill as it will reach much higher shield levels than something like Steelskin. Using the Vaal version will give you an additional button to press pre-emptively to give yourself a large shield before going into a dangerous situation, like opening a Heist door or entering the Scourge hellscape. We also need a movement skill so this is the easiest link to fit it; feel free to replace Dash with the movement skill of your preference.
Reservation 4-link
Hatred -> Summon Skitterbots -> Enlighten -> Bonechill
Hatred and Summon Skitterbots are our offensive reservations, with Hatred supplying a huge amount of cold damage and enabling Watcher's Eye, and Skitterbots giving us access to a solid Shock for bossing. Enlighten is only really needed to fit Bonechill into this link for a single target increase through their Chill aura; even level 2 Enlighten should be enough provided you have an Elreon craft on one of your rings.
Awakened Gem Priority
Primary damage links
Awakened Elemental Damage With Attacks, Awakened Added Cold Damage and Awakened Cold Penetration are the Awakened gem variants we can currently utilize in this build.
Awakened Cold Penetration is often very cheap, and an easy to recommend first upgrade. At level 5 it will gain a chance to apply 10% Exposure on hit, which is decent for clearing and cases where your Frost Bomb isn't landing.
Awakened Added Cold Damage and Awakened Elemental Damage With Attacks are generally much more expensive. Added Cold Damage will offer more raw damage per level, but we can't make use of the +1 to Cold Skills, whereas Elemental Damage With Attacks will make your totems immune to Elemental Reflect at level 5, making running those reflect makes significantly easier (though you still need to be careful with your Frenzy shots). Personally I would probably favor Added Cold Damage before Elemental Damage With Attacks as these gems take a long time to level and you'll just reroll most of your Elemental Reflect maps before then anyway.
Ascendancy: Pursuit of Faith -> Ritual of Awakening -> Conviction of Power -> Divine Guidance
Pantheon: Soul of the Brine King and Soul of Yugul
Path of Building Link: https://pastebin.com/RDABttdR
This is a "standard" setup that extends up to level 96 with an example set of gear that should be reasonable to attain by that level in trade league.
[Lake of Kalandra] PoE 3.19 Templar Archmage Ball Lightning Hierophant Endgame Build
- + easy to gear
- + decent survivability
- + good single target damage
- + amazing clearspeed later on
- - clearspeed relies on an item
- - not made for facetanking
- - lacks layered defenses
- - not made for SSF
Gems Setup
Non-corrupted Lv20 Gems can be upgraded to Lv1 20% by vendoring them together with a Gemcutters Prism. Do this with all gems that are marked with a *
All gems are worth corrupting at Lv20 20%, for the ones not needing quality just do it at Lv20.
Ball Lightning - Archmage - Spell Echo - Lightning Penetration - Slower Projectiles - Elemental Focus
Ball Lightning* is our single target skill. It's an AoE projectile spell that damages enemies within its radius every 150ms, which we build around for great damage potential.
Due to its behaviour, it can gain additional hits depending on its AoE radius and the enemy hitbox size. Important tresholds for us are 11 hits at 28 radius, which the build reaches with relatively low investment, and 12 hits at 31 radius respectively 13 hits at 33 radius at high investment.
Anomalous Ball Lightning is an endgame option to gain additional cast speed.
Archmage* is the backbone of this build. It increases mana cost and adds flat lightning damage based on mana cost, in this case at 50% value because of Ball Lightnings damage effectiveness.
Spell Echo* substantially boosts our cast speed and repeats each skill use without consuming mana for the repeated cast, all at the cost of a minimal damage penalty.
Awakened Spell Echo is a very expensive option that adds a 25% chance to deal Double Damage to the final repeat.
Lightning Penetration* is a hidden damage increase - it doesn't affect our tooltip damage, but rather acts as a dynamic more multiplier by reducing the enemies lightning resistance during damage calculations, and can even drop it into negative values.
Awakened Lightning Penetration is an endgame option for maximum penetration.
5th Link: Slower Projectiles* gives a damage multiplier and reduces projectile speed, which translates into enemies staying within our Ball Lightning AoE for a longer time.
6th Link: Elemental Focus* gives a huge damage multiplier but prevents us from inflicting elemental ailments with the skill it's linked to.Awakened Elemental Focus as endgame option raises the damage even further.
Orb of Storms - Archmage - Lightning Penetration - Chain - Onslaught - Elemental Focus
Orb of Storms* is our clearing skill. It's an AoE spell that, once placed on the ground, damages enemies within its radius until its duration runs out. Casting it again while there's still an active Orb of Storms will replace it at your current location.
If we use a lightning skill, such as Ball Lightning within its radius, it unleashes additional bolts to provide additional single target damage.
Divergent Orb of Storms is an option with lots of cast speed at the cost of skill duration.
Archmage*, Lightning Penetration* and Elemental Focus* do the same as above.
Chain* amplifies our clearspeed by adding two additional chains at the cost of a damage penalty. It also allows our bolts to chain between an enemy and Hydrosphere, which effectively doubles its damage output during bossfights.
Awakened Chain takes this even further by adding another chain. Together with our Lightning Mastery, this also allows each bolt to hit three times during bossfights with Hydrosphere placed.
5th Link: Onslaught* has a chance to grant us the Onslaught buff upon killing an enemy or hitting a rare or unique enemy, which grants us a significant mobility and cast speed increase.
Divergent Onslaught can be used to let the orb gain even more cast speed.
We don't necessarily need the 6th link here, keep it at low priority.
Arcane Cloak - Arcane Surge - Increased Duration - Vaal Haste
Arcane Cloak* spends a percentage of our mana and temporarily grants us a damage absorbing buff and flat lightning damage based on mana spent. This is great for extra burst damage during bossfights or to soak up some incoming damage.
Divergent Arcane Cloak is an endgame option to maximize its effect.
Arcane Surge grants a temporary buff after spending a certain amount of mana, which grants a more damage multiplier and mana regeneration rate. Since Arcane Cloak spends lots of mana, we can proc a max level Arcane Surge which overrides the Lv1 version from Arcane Blessing.
Divergent Arcane Surge can be used to gain extra duration for the high level buff.
Increased Duration* increases the linked skills duration.
Vaal Haste is a Vaal Skill that temporarily grants us extra mobility and cast speed. It requires souls to be used, which are primarily gained by killing monsters or at certain tresholds during bossfights. After being used, it goes into Soul Gain Prevention for some time during which it can't be charged up for another use.
We don't use the regular Haste aura that it grants!
Cast when Damage Taken (Level 1) - Frost Wall (Level 10) - Flame Dash - Clarity
Cast when Damage Taken triggers linked spells upon reaching a treshold of damage taken from hits. The amount of damage it takes to trigger as well as the maximum required level of the linked spells it can trigger depend on the gems level. We keep it at Level 1 to keep the treshold low.
Frost Wall* places up to three walls between us and the enemies, which blocks their movement and most projectiles. This helps us to prevent getting rushed by large packs of monsters. It's the only spell we want to trigger with Cast when Damage Taken, so we need to keep it at Level 10 to be within the trigger conditions.
Flame Dash* is our movement skill. It has three charges which replenish after a cooldown, casts instantly and allows us to cross any gaps. It also prevents us from taking damage from damaging ground effects while dashing through them, which is very helpful in many endgame bossfights.
Clarity is an Aura that grants mana regeneration to help our sustain. Unlike most other auras, it reserves a flat amount of mana instead of a percentage, which doesn't hurt as that much.
Don't use Vaal Clarity, it would remove all damage granted by Archmage!
Anomalous Clarity is an endgame option for more recovery from our Mana Flask.
Arcanist Brand - Hydrosphere - Sniper's Mark - Increased Duration
Arcanist Brand* casts a Brand that, once attached to an enemy, triggers linked spells in sequence. We use it to keep up the following buffs/debuffs without having to manually cast them.
Hydrosphere debuffs enemies with Exposure for a 10% Lightning Resistance reduction.
Sniper's Mark* is a Mark curse that makes the enemy take increased damage from projectiles, such as our Ball Lightning. It also gives us additional Life- and Mana Flask charges while hitting, which is extremely good during bossfights.
Keep it at whatever level your Dexterity can support.
Increased Duration* increases the link skills duration.
Ascendancy: Conviction of Power -> Divine Guidance -> Arcane Blessing -> Illuminated Devotion
Path of Building Link: https://pastebin.com/2TWTQ5z3
Leveling Passive Trees
- Early Mapping w/ Low Budget Gear
- Level 80 w/ Medium Budget Gear
- Level 90 w/ Medium Budget Gear
- Level 100 w/ Medium Budget Gear
- Level 90 w/ High Budget Gear
- Level 100 w/ High Budget Gear
To change the Templar starting nodes, put two Skillpoints into the +10 Intelligence nodes first, then remove the 10% Elemental Damage and 12% Damage nodes.
Masteries
- Crackling Speed - Non-Projectile Chaining Lightning Skills Chain +1 times
- Deep Thoughts - Recover 10% of Mana over 1 second when you use a Guard Skill
- Prodigal Perfection - 10% of Damage taken Recouped as Mana
- Dynamo - Clarity has 100% increased Mana Reservation Efficiency
- Asylum - Corrupted Blood cannot be inflicted on you
Templar Guardian
[Lake of Kalandra] PoE 3.19 Templar Spiders Guardian Herald of Purity Easy Build
[Lake of Kalandra] PoE 3.19 Templar Dominating Blow Guardian League Starter Build
[Lake of Kalandra] PoE 3.19 Templar Spiders Guardian Herald of Purity Easy Build
- + Good clear
- + Good single target (Uber Elder and A8 Sirus down on a 5L)
- + Great survivability with multiple defensive layers: over 7K ES, over 65K armour, 75% chance to block attacks and spells, 1300 ES gained on block, huge ES regen every five seconds, 10K damage shield with Molten Shell, a lot of reduced effect of curses
- + Can do all map mods (although no regen is more comfortable with a mana flask and less armour/chance to block can be rippy versus strong physical bosses like the Minotaur)
- + The minions we use are immortal, or automatically (re)summoned, so there’s no need to worry about them dying
- + Since this build uses almost only unique items, it’s relatively cheap to min-max
- + I don't play hardcore, but I would assume that this build is definitely HC viable, even though leveling will require some classic HC measures
+/- It's a minion build, which feels clunky to some people and relaxing to some others
- - This build is quite bad at handling blighted maps, since it doesn't have screen covering AoE.
- - This build is not the best at handling Aul, the Crystal King, since his phases are time based and not %HP-based, and we have less damage than a pure glass cannon. I still manage to kill the Auls I find, but I never went past 500-ish depth, so I don't know about deeper.
Gems Setup
Your Herald of Purity setup should be the following (socketed in body armour):
Herald of Purity - Predator - Bloodlust - Ruthless - Empower - Awakened Minion Damage
If you don't have the mana to use HoP, Discipline and Determination yet, take out some HoP gems, not Determination! Check the FAQ for more info.
Your Raise Spider support gems should be the following: (socketed in weapon 1 (Arakaali's Fang))
Predator - Withering Touch - Awakened Melee Splash Damage
For hard boss fights, replace Melee Splash with Melee Physical Damage.
In order to summon Lake of Kalandras, we use Cyclone. We support it with Culling Strike for an effective 10% more global damage and help with summoning our minions during clear, Fortify to mitigate the damage we take from blocked hits, and Maim to increase the physical damage taken by enemies. (socketed in Helmet; for help on how to off-colour your items, please refer to the Off-colouring your items section in the FAQ)
Cyclone - Culling Strike - Fortify - Maim
We use a Carrion Golem for more damage, along with Feeding Frenzy support to make it grant us the Feeding Frenzy buff (10% more minion damage, and 10% increased minion attack, cast, and movement speed). Since we don't invest in minion life regen or leech, it tends to die every minute or so, which is why we use Cast when Stunend to summon it automatically. Since we're CI, we get stunned easily, so it's always up, and we mitigate the danger (and discomfort) of stuns through Soul of the Brine King. (See the Pantheon or Defensive mechanics sections for more info). (Socketed in Weapon 2 (Aegis Aurora))
Summon Carrion Golem - Feeding Frenzy - Cast when Stunned
As auras, we use Discipline and Determination for more ES and armour respectively. We socket them along with our movement skill (I use Shield Charge), and Desecrate to spawn corpses for spiders. (Socketed in Boots)
Vaal Discipline - Desecrate - Determination - Shield Charge
Finally, there are three useful gems that we socket in our gloves. Rallying Cry grants our minions a nice damage boost, Molten Shell gives us an extra layer of defense, and Spirit Offering gives a great damage boost. Since those three gems are duration-based, we support them with Increased Duration (which is much more important and useful than you might think!). (Socketed in Gloves)
Rallying Cry - Molten Shell - Increased Duration - Spirit Offering
Leveling Tips
This build can with Dominating Blow from lvl 28 reach Blood Aqueducts in about 6h fairly easily. However, I felt it to be faster to simply focus on Herald of Purity & Smite. This can easily be combined with a Holy Relic as well as with a pack of pack of Zombies which comes down to a matter of personal preference.
The idea is to link your Smite this way:
- Smite, Ancestral Call, Melee Physical Damage, Added Fire Damage
And your Herald of Purity like this:
- Herald of Purity, Melee Splash, Melee Physical, Minion Damage
This in combination with a Blind linked to our Holy Relic makes leveling extremely smooth & efficient.
Since the end-game gear for this character is solely focused on high life with capped resistances, so does the leveling! However, it is recommended to use a 1H weapon with proper damage during the lvling sequence till you hit about lvl 70 in which case you can easily switch to Dominating Blow and a Brightbeak. Obviously this can be done earlier if you so wish but without extensive knowledge and/or experience with this type of build I wouldn't recommend switching before that.
Ascendancy: Radiant Crusade -> Radiant Faith -> Unwavering Crusade -> Time of Need
Pantheon: Brine King and Ryslatha
Bandit: Kill All
Path of Building Link: https://pobb.in/gH8o7E2gSMk5
PoB without Melding of the Flesh (cheaper, can be used before transitioning to Melding of the Flesh): https://pobb.in/PrCunUYx0NOl.
Note that this version is only meant to be used as a stepping stone before the full Melding of the Flesh version if you can't afford it. It is not described in the guide; only the full Melding version is.
[Lake of Kalandra] PoE 3.19 Templar Dominating Blow Guardian League Starter Build
Is this build for you?
If you are looking for a top tier league starter build.
A build that is viable in both hardcore & softcore.
Extremely cheap build with TONS of upgradable options for end-game.
If you prefer a build guide that has a video linked to it.
Dominating Blow
Dominating Blow, Impale, Feeding Frenzy, Brutality, Melee Physical Damage, Multistrike
Note:
Multistrike is meant to be replaced by Melee Splash for the sake of smoother clearing.
Herald of Purity
- Herald of Purity, Impale, Multistrike, Brutality
Note:
Multistrike is meant to be replaced by Melee Splash for the sake of smoother clearing.
Mobility
- Dash, Second Wind
Utility Minions
- Carrion Golem, Raise Spectre, Animate Guardian
Note:
Raise Spectre should be linked with Blood Magic to have the Carnage Chieftain monkeys from Act 7 Ashen Fields spam their frenzy charges to your army.
When it comes to the Animate Guardian gear & mechanics I would suggest watching the video linked at the top of this thread!
Auras
- Dread Banner, Skitterbots
Utility
- Convocation, Desecrate, Flesh Offering, Punishment, Enduring Cry, Clarity (lvl 1),
Pantheon: Soul of Lunaris, Soul of Shakari
Bandit: Kill All
Path of Building Link: https://pastebin.com/FUGHMiij
HIGH BUDGET VERSION: https://pastebin.com/5PhgAZiy
Anyone are welcomed to redistribute, copy, quote, reference or perform content in this site, if and only if he/she attributed the work
Jan
A lot of people will try to defend Path of Exile as not beeing P2W
As for me, I feel Grinding Gear Games is one of the few companies out there who deserve the extra money they get with their free to play model. They do a really good job of providing updates and new content on a regular basis
Dec
Poe4orbs New Promotion, and this promotion
Gold to see you again. Poe4orbs appreciate that you had ordered on Path of Exile Currency on our site before.
Dec
Just a way from Grinding Gear Games to make you burn your poe currency
I love Path of Exile in the sense them Grinding Gear Games has made many good changes to the game along with it being free.
Dec
Path of Exile is not such a gamble
A newbie might see this video and think, Hey a HH is worth over a hundred poe exalts maybe i should spam chances on leather belts while using zana.
Apr
PoE 3.14 Ultimatum Top Ranger Starter Builds
Poe4orb has also prepared the latest PoE 3.14 Ultimatum Top Ranger Starter Builds collection. Check out these most popular ultimatum builds of Deadeye, Pathfinder and Raider now!
Mar
poe4orbs:PoE 3.10 Delirium Duelist Popular Starter Build
PoE 3.10 has arrived! Are you ready to take on new challenges? Take a look at the PoE 3.10 Delirium Duelist Builds(Champion, Gladiator, Slayer) prepared by R4pg for you!