Anyway, the most efficent way to be able to do does map is just. You can found the same problem even if running Energy Shield, in wich case you can look for a Watcher Eye of Disciple with ES gained on hit. In both cases, you have to rely on your Flask or some way to have Life Gain on Hit ( Thief Torment, Watcher Eye Vitality, Poacher's Mark, Elder Influenced Ring ). The "No leech" and "no regen" works similar, as they are annoying depending on how you made the build. You can mix-up all of these depending of the type of build. Craft or buy one or more Ring with "-x to Total Mana Cost of non-Channeling Skill" Craft or buy a Body Armour with "-15 to Total Mana Cost of Socketed Skill" Decrease the cost of Flciker Strike with "% Reduced Mana cost of Skill" and/or Inspiration Support Have some Mana Leech and some non-reserved mana. Using a Thief Torment or otherwise any Mana Gain on Hit ring/tree points There are a lot of ways to mitigate the problem. All the others example are if you found yourself - for any reason - lacking Frenzy Charges and without getting in consideration the examples you borrow. Keep in mind that I actually played a Flicker Strike character with ONLY gem level 20 quality and Multrike, from level 38 to 90 without issues. With all of that, you will have no issues of Frenzy Charge at all.
#Flicker strike build poe mod#
To further prevent this, you can use a Body Armour with the mod "10% chance to Generate a Frenzy Charge on Hit" and again you can look for a Precursor's Emblem ring with the following mods :ġ0% chance to gain a Frenzy Charge on Hitġ5% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges It can happens that you finish all the frenzy charges, but it's rare. If used in conjuction with Multistrike and Blood Rage it will easily sustain during clearing and even bossing. Other than these, I can't really think off the top of my head if there's any other consistent ways of generating Frenzy Charges for Flicker Strike?įlicker Strike can easily be sustained by itself.įL has an innate 15% chance to generate a Frenzy Charge on-hit, wich can be boosted to 20% if the gems have 20 quality. Slayer can scale crit for Flicker but also runs into mana issues, and cannot run ele refl/cannot leech mods.Raider has easy access to Frenzy charge generation, so the question is answered, but it's seemingly tougher to account for the mana cost of Flicker Strike, and still has to avoid phys/ele refl and cannot leech.Trickster has access to Weave the Arcane for no issues with mana, but the skill tree starts considerably far away from the melee nodes I want to use the scale damage up.Each ascendancy has their own issue with the build.Since this does mostly fire damage I'd have to gear my entire build around essentially that, fire damage, and this does low phys to start off with so there isn't much to scale off of phys. A lot more restrictive on damage gearing.GGG has consistently made dual wielding 1h melees stronger than 2H weapons, and with the upcoming nerfs to Elder-influenced 2h melees getting a cheap 6-8L will be impossible. 35% mana reservation isn't exactly ideal for a Flicker Strike build when there are more auras out there that can carry this build into endgame. At later game stages, including end-game, Poacher's Mark becomes far less useful.My issue with this is similar to the Red Trail, only that it requires that I invest in %chance to Poison nodes/mods.This also includes taking on not as "useful" Slayer ascendancy nodes. My issue is that it requires either running a Malevolence + Watcher's Eye Bleed Immune mod, or speccing into the Slayer ascendancy to keep up its 100% uptime.Here are some methods that I've known work for a long time but I don't personally like, for various reasons: Flicker Strike Reference poe.Been trying to theorycraft a flicker strike build for the upcoming Metamorph league, but I've been running short on ideas to sustain Frenzy Charges for Flicker Strike.