[3.12] PoE Heist Chieftain Righteous Fire Mauarder Easy Build (PC,PS4,Xbox,Mobile)
This is a PoE 3.12 Mauarder Chieftain Righteous Fire Easy Build that doesn't require any items to easily sustain RF and tank the atlas! Endurance Charges are a big focus and a valuable support in both the offence and defence of the build.
Quick Jump
Skill Tree
Ascendancy: Cleansing Water -> Storm's Embrace -> Sun's Light -> Death's Fury
Pantheon:
Major God: Soul of Arakaali - It's only for the first perk. The 5% reduced Damage taken from Damage Over Time means we take less damage from RF.
Minor God: Anything you want.
Bandit: Do what you like.
Passive Tree & PoB
Path of Building Link (Community Fork version only): https://pastebin.com/dKdxHrr2
Gems Setup
5/6 Link - Righteous Fire (Socket in Chest)
Righteous Fire - Burning Damage Support - Concentrated Effect Support - Inspiration Support - Elemental Focus Support - Efficacy Support/Scorching Ray/Fire Trap
4 Link - Defence (Socket in any 4 Link)
Cast when Damage Taken Support - Summon Stone Golem - Immortal Call - Summon Holy Relic
4 Link - Buffs and Stuffs (Socket in any 4 Link)
Cast when Damage Taken Support (Level 8) - Purifying Flame (Level 15) - Wave of Conviction (Level 12) - Combustion Support
4 Link - Elemental Equilibrium and a Curse (Socket in any 4 Link)
Cast when Damage Taken Support (Level 1) - Ball Lightning (Level 4) - Curse on Hit Support - Any curse you want
3 Sockets - Auras and Warcry (Socket in your weapon)
Purity of Fire, Malevolence, Enduring_Cry
3 Link - More Defence and Damage (Socket in your shield)
Cyclone (Level 1) - Inspiration Support - Fortify Support
Gear Setup
Weapon Mods:
RF benefits from:
- **Damage Over Time Multiplier (the most powerful mod for DOTs. Don't be without it!)**
- - Increased Elemental Damage
- - Increased Fire Damage
- - Increases to Damage
- - Increases to Area Damage
- - Burning Damage
- - Damage Over Time
- - "More" of any of the above. In PoE, the term "More" is much stronger than "Increased". So choose "More" over "Increased" when you can.
RF does NOT benefit from:
- - Increased Spell Damage (this does improve your other spells though)
- - Adding Fire Damage to Spells (only applies to spells that Hit)
- - Fire (or Elemental) Penetration (only applies to Hits)
- **A mod that "Adds Fire Damage" without specifying Spells only applies to Attacks.
Your goal on the rest of your gear is:
- - Maximum life
- - Cold and Lightning Resists (you can ignore Fire Resist)
- - Increasing Maximum Fire Resist
- - Movement Speed (Typically on Boots)
- - Life Regen (Either a flat # or %)
- - Ensuring you have high enough attributes for your skills.
- - (Any Energy Shield you get on your gear won't help defensively (it'll burn away) but it's bonus damage for RF. It's not important, just a perk if it's there.)
- - Any suggested mod you want on your weapon(s) would be welcome on gear too.
Flasks
Divine Life Flask or (65) Eternal Life Flask:
Prefix: +(10–20) to Maximum Charges
Suffix: Immunity to Bleeding during Flask effect/Removes Bleeding on use
Implicit: Phasing/10% chance to Dodge Attack Hits/10% chance to Dodge Spell Hits
Prefix: +(10–20) to Maximum Charges
Suffix: Immunity to Freeze and Chill during Flask effect/Removes Freeze and Chill on use
Gameplay
Once setup, this build is really easy to play.
Quick Version: Walk/spin your way through enemies to burn them. That's it. Everything else is automatic!
The Detailed Version: After you turn on your auras you just go. Start moving with Cyclone. Whenever the long cooldown of Enduring Cry is ready to use, or whenever you notice it, hit the button. That's our primary source of gaining Endurance Charges. Immortal Call will get rid of all your hard-earned charges but that's a good thing. As mentioned above, we'll be constantly gaining and losing Endurance charges which gives us big offensive and defensive perks in both scenarios.
So besides Cyclone and Enduring Cry, you may (or may not) occasionally use Fire Trap or Scorching Ray instead of Cyclone for some big damage. As mentioned, you'll be sacrificing Fortify and Holy Relic's life regen when doing this so just pay special attention when you're standing stationary. But consider Stationary perks if you do use Scorching Ray a lot.
But really, every other skill is automatic. Their synergy may be pretty intertwined and hard to remember but it's pretty brainless to use. Just Cyclone everywhere ;).
Endurance Charges
Endurance Charges are the focus of this build. Why? Just cause I like charges and I think it's neat to revolve around them. Here is what we get from Endurance Charges (and "per" charge too):
- increased global damage
- life regen
- increased AOE
- Physical Damage Reduction
- Elemental Resistances
We'll have 7 Endurance Charges. So that's pretty cool :).
Also, you should read Immortal Call and see what we get (on top of Valako's node) when we lose Endurance Charges!
Elemental Overload (EO)
This is a Passive Tree node procs (turns on) when we hit with a Critical Strike. We don't focus on Crit's at all in this build but with all the skills that we have that Hit, it isn't an issue. Every skill we have has a chance to Crit except for RF. Every "tick" while Channelling Cyclone has a chance to Crit as well. Only our Golem 's crits don't count towards OE. You'll find that EO is almost always on. Our spells are constantly getting cast. If it's not, it's because we're barely getting touched and we don't need it on anyway.
Exposure vs. Lowering Resists
Enemies can have their resists lowered in a few different ways. They all stack together. So if Spell A and Spell B both lowered an enemy resistance by 10, the enemy would be -20 to that resist. Exposure stacks with other sources of lowering resists, but it doesn't stack with itself. So if two skills that apply Exposure of the same element are applied to the same enemy, they won't stack. Only the strongest will be applied.