0:02 Hello everybody and welcome to the full
0:04 build guide for my Cyclone Impale
0:06 Champion. This build is pure Cyclone.
0:07 We're literally just spinning and
0:09 winning. No shock wave, no General's
0:11 Cry, no caston crit, just good old
0:13 Cyclone and impale. While I explain the
0:15 basics, here's some footage of a T16.5
0:17 map with both offensive and defensive
0:19 mods on it. Run at level 94 with about
0:20 20 divines invested into the character.
0:22 So, we're playing the new and improved
0:24 champion who was already a solid choice
0:25 for cyclone builds due to master of
0:27 metal, but now given the changes to his
0:29 fortification and taunt nodes, he is an
0:31 absolute top tier choice right alongside
0:33 the slayer. Or the foe now only costs
0:35 two ascendency points instead of four
0:37 and grants taunt on hit to the node
0:38 itself rather than on the node leading
0:40 into it, which basically just means we
0:42 get permanent 100% hit chance forgoing
0:44 the need for accuracy entirely and 15%
0:47 more damage for just two points. Already
0:48 starting off strong. Now, the keenite of
0:50 you will have noticed that only monsters
0:52 that we taunt cannot evade our attacks,
0:53 meaning that we actually have to, you
0:54 know, hit the monster successfully
0:56 before we get that 100% hit chance.
0:59 However, even if we have a literal 15%
1:00 chance to hit something, which is like
1:02 the worst case scenario due to having
1:04 zero accuracy on gear and then some map
1:05 or rare monster mods giving them extra
1:07 evasion, uh, we're playing Cyclone.
1:08 Remember, we're hitting anywhere from 8
1:10 to 10 times per second, and all we have
1:12 to do is land just one successful hit to
1:14 then have a 100% chance to hit them from
1:16 that point going forward. Oh, it's a
1:18 non-issue. Worthy foe is an absolutely
1:20 stacked node. Furthermore, the new
1:22 fortitude and unstoppable hero, uh,
1:24 they're good. Really good. Always having
1:25 your maximum fortification means that
1:27 just from the passive tree alone, you're
1:29 taking 26% less damage from hits and
1:32 have 18% more armor and evasion plus a
1:34 nice little 18% attack speed on top of
1:36 it all. But the main draw is obviously
1:37 the damage reduction from Fortify
1:39 itself. However, once you invest a bit
1:40 in the character, which we'll talk about
1:42 momentarily, you will absolutely feel
1:44 the damage boost from that 3% attack
1:46 speed per Fortify as well. Last but not
1:48 least, Master of Metal gives us a ton of
1:49 damage. About a quarter of the overall
1:51 damage on my current character comes
1:52 from this node alone. The main draw of
1:54 the node is the impale's last one
1:56 additional hit, with the added fizz for
1:57 each impale being the icing on the cake.
1:59 Normally, impales only last for five
2:00 hits on an enemy with each stack of
2:02 impale dealing 10% of the original hit's
2:04 damage. Which means that without any
2:05 further modifications, you can simply
2:08 think of impale at maximum stacks as 50%
2:10 more damage. So, the master of metal
2:13 node takes that 50% up to 60% from five
2:15 total impales to six. Moving on from the
2:17 champion specific stuff, let's dive
2:18 deeper now into the damage side of
2:20 things. Starting with more impale, we
2:22 already have those six impales thanks to
2:23 the champion. So, we then grab a seventh
2:25 from this node. And with the addition of
2:27 this node, this mastery, and the impale
2:29 support gem, the final result is a 100%
2:31 chance to impale on every single hit
2:33 with 7.7 total impales on each enemy.
2:35 Remember that mastery? with each impale
2:38 having 54% increased effect. In other
2:42 words, 7.7 * 15.4, which equals 118%
2:44 more damage from impale alone. That's
2:45 more than doubling our damage. Pretty
2:47 sick. Past impale, we're using a sword
2:49 and scaling with crits. That's pretty
2:50 self-explanatory, I think. But something
2:52 that does need to be explained is the
2:54 overall speed and AOE of this build.
2:56 Basically, uh, how do we clear maps?
2:57 Well, Cyclone has this special line
3:00 which at 20% quality says 20% increased
3:03 area of effect per 0.1 m to melee strike
3:05 range. So, uh, we're stacking strike
3:07 range. To put the power of this special
3:09 cyclone AoE scaling in perspective, the
3:11 awakened increased area of effect
3:14 support gym gives 54% AOE. Meanwhile,
3:17 this singular passive point gives us 60%
3:20 plus 1% regen plus 10% damage plus 20
3:22 strength. In total, we are sitting at
3:24 300% increased area of effect from the
3:26 strike range modifiers on the passive
3:27 tree alone. And for speed, well, we're
3:28 using a unique belt that gives us
3:30 permanent onslaught, 20% move and attack
3:32 speed, and then grabbing this cluster of
3:35 nodes for an extra 12%, which totals 32%
3:36 movement speed before your boots and
3:38 your flasks. This means that while
3:39 mapping, we're sitting at about 70%
3:41 increased movement speed. That's after
3:44 taking into account Cyclones 20% less
3:45 penalty, and that's only with 20%
3:47 movement speed on the boots, of course.
3:48 And as with everything in Path of Exile,
3:50 all of these numbers can be increased as
3:52 you progress and more importantly invest
3:53 more in your character. But as a
3:55 baseline, uh yeah, we got plenty of
3:57 speed and AOE to make the Cyclone feel
3:58 great while mapping. And for single
4:00 target, uh all you have to do is swap
4:02 out the regular cyclone gem for the
4:04 transfigured version Cyclone of Tumults.
4:06 Now, you only need to do this really on
4:08 pinnacle bosses and especially tanky map
4:11 bosses such as with T16.5s and T7s. I
4:13 want to make it clear that you will not
4:14 be constantly swapping your gems in and
4:16 out if you play this build. Heck,
4:17 sometimes I even just straight up forget
4:18 or just don't even care to swap and I
4:20 just run regular cyclone for everything.
4:21 But the reason why you would want to
4:23 swap in the first place is that cyclone
4:25 of tumult gives you about 43% more
4:27 damage over the regular cyclone, but
4:29 also gives you about 40% less movement
4:31 speed and a little bit less AoE on top
4:32 of it. So obviously the speed and the
4:35 AoE are both far more valuable stats
4:36 when you're just clearing maps. So
4:38 outside of giga juiced content, we're
4:39 sticking to regular cyclone. Finally,
4:41 for the defenses, uh we're playing the
4:43 champion. Permanent fortify by itself is
4:45 pretty great. Patch that. We're running
4:46 armor and evasion on gear to synergize
4:48 with unstoppable hero and then
4:49 generating endurance charges paired with
4:51 a replica badge of the brotherhood for
4:53 even more damage reduction. And that's
4:54 about it for the overview. I'll hop into
4:55 the game now to go over specifics. But
4:57 if what I've said this far is enough for
4:58 you, check out the POB in the
5:00 description below. It has multiple build
5:01 variants for your different progression
5:02 points, including leveling. And of
5:03 course, check out my stream at to
5:05 wish.tv/wygaming. Other than that, let's
5:07 continue. All right, time to explain
5:08 things a little bit further about the
5:09 build. Starting with the mercenary, as
5:10 I'm sure a lot of you are wondering what
5:12 the setup is. Now, the main parts here,
5:14 I would say the Relentless Fury. This is
5:16 a, you know, one alk unique gives you
5:18 calling strike. Very powerful. It's 10%
5:20 more damage essentially. Then I also
5:21 have a hunter chest piece. This is for
5:23 the you can apply addition an additional
5:26 curse with a warlord's ring which gives
5:28 you vulnerability on hit. It's important
5:30 to note that when you get curse on hit
5:31 from a source, it applies a level one
5:34 curse. So not the maximum effect that a
5:35 player would have, but nonetheless it's
5:37 still very good. Also, you need the mod.
5:39 You can apply an additional curse
5:40 because normally if your curse limit is
5:42 one, which is the default, if I, the
5:44 player, am applying a curse and then my
5:46 mercenary is also applying a curse,
5:48 it'll just constantly be overwritten.
5:49 So, you need the mercenary to have an
5:50 additional curse such that when he hits
5:53 the enemy, he can apply his curse on top
5:54 of your existing curse, which we are
5:56 using assassin's mark, so it's very
5:57 important. Past that, the comb's binding
5:59 belt is very powerful. Nearby enemies
6:01 convert 25% of their fizz into fire
6:03 damage. that is just gives you more
6:05 physical damage, maximum hit, which is a
6:06 very valuable stat as most enemies are
6:08 dealing physical damage. Uh, ignore the
6:10 Legacy of Fury here. This is for another
6:12 build. They just basically have 30%
6:13 movement speed and I guess there's a
6:15 chance for the uh 8% of the killed
6:16 enemies life to deal damage and a little
6:18 bit of an AoE. Not a big deal, though.
6:20 Also, the Eldrich Implicits do work on
6:21 mercenaries. So, for the gloves here,
6:24 the 15% chance to extinguish. Extinguish
6:26 makes enemies cannot apply elemental
6:27 ailments. This actually does work on the
6:29 mercenaries. Then I have mim on hit as
6:31 well cuz why the heck not. uh anvil just
6:32 for some extra block chance given that
6:34 this is a shieldbased mercenary. And
6:35 then past that, you're just looking
6:37 really for a determination aura on the
6:39 mercenary. Uh the mercenary basically
6:41 never dies. I did uh all pinnacle boss
6:43 content outside of the ubers with this
6:45 build. He didn't die a single time, so
6:47 it's safe to say he's always up and
6:48 always giving you his benefits such as
6:50 determination, such as vulnerability on
6:52 hit. There are many things you can do
6:53 with a mercenary. This is just one
6:55 possible setup. The more you invest, as
6:57 with everything in Path of Exile, the
6:58 more powerful you can become. Uh,
7:00 there's a Kingmaker two-handed unique
7:02 axe. I'll put it on screen now. It gives
7:04 you 50% critical strike multiplier,
7:07 which is obviously a gargantuan damage
7:08 increase, but it's safe to say you can
7:10 do a lot of things with your mercenary.
7:12 Now, uh, I'll briefly go over my gear
7:13 here. Number one, the sword. You're
7:15 looking for physical damage only. You
7:16 don't want any elemental damage on
7:18 there. Also, you want as high attack
7:19 speed and as high critical strike chance
7:21 on the sword as possible. The exquisite
7:23 blade is the best in slot base type
7:25 because the 50% global critical strike
7:26 multiplier, as you can see right there,
7:28 is an implicit, meaning it always is on
7:31 the item. So, a free 50% crit multi.
7:32 Like, who's going to not want that?
7:34 Obviously, everybody wants that. Um, if
7:35 you can get plus one level of socketed
7:37 gems, it's nice. It's not necessary
7:40 whatsoever. It is a prefix modifier, by
7:41 the way. So, obviously, just getting the
7:43 percent uh increased fizz/ accuracy,
7:45 which is called hybrid fizz, would
7:47 probably be better than this plus one uh
7:48 socketed melee, but you know, it is what
7:50 it is. For all of your armor pieces,
7:51 you're looking for armor and evasion
7:53 rating, the hybrid stats, strength and
7:54 dexterity, because that can roll spell
7:56 suppress and then also give you, you
7:57 know, some armor on top of that. Spell
7:59 suppress is a very, very, very, very
8:01 valuable stat. Past that, you do need a
8:02 little bit of intelligence. This is for
8:04 your assassin's mark. I have 54 here on
8:06 the helmet. That is a T2 roll, so I
8:07 could, you know, squeeze out some more
8:08 intelligence here. My assassin's mark is
8:10 currently sitting at level 18. So, if I
8:11 got, you know, like five more
8:12 intelligence, I'd probably get that up
8:14 to level 20 and get a little bit more
8:15 damage, but not a big deal. Past that,
8:17 you're literally just looking for life,
8:19 resistances, and armor and evasion
8:20 rating on literally every other piece of
8:22 gear. For the gloves here, the implicits
8:24 matter quite a bit. The gain one rage on
8:25 attack, it saves you a passive point,
8:26 which you normally would have to put
8:28 down here for gain one rage on melee
8:30 hit. Now, only having one source of rage
8:32 generation is kind of bad because uh you
8:34 know, it takes 15 seconds at a minimum
8:36 to get up to maximum rage because you
8:39 can only stack rage every once, but not
8:42 a big deal. Um, also the hits have 37%
8:43 chance to ignore enemy physical damage
8:45 reduction is very nice, especially when
8:46 paired with Bastion Breaker, which gives
8:48 you an extra 50%. So you have a total of
8:50 87% chance to just straight up ignore
8:51 the enemy's physical damage reduction.
8:52 So that's pretty good. There's also some
8:54 other implicit you can get, such as
8:55 just, you know, flat physical damage to
8:57 attacks is quite nice. Going back up
9:00 here to the helmet, the 6% fizz taken as
9:01 any element, it doesn't matter. Probably
9:03 don't want to do chaos given that you
9:04 won't have capp chaos res for a while
9:06 until you invest in your character, but
9:07 taken as any element, that's very
9:09 important. Then the 20% reduced mana
9:11 cost of attacks is actually quite
9:12 important for Cyclone. We're currently
9:15 sitting at a two mana cost per second on
9:16 Cyclone, but that is only because we
9:18 have the channeling skills have minus X2
9:21 mana cost craft on both of our rings. So
9:23 that just reduces it by a flat six. Then
9:24 we have the 20% reduced here. And then
9:26 we have the node up here, Spirit of War,
9:28 for an extra 15%. So that mana cost
9:30 reduction, the 35% in total between
9:32 these two things is quite important. For
9:33 the body armor, you looking for
9:35 literally just armor and evasion rating
9:36 as high as possible. the additional
9:38 physical damage reduction. Yet again,
9:39 mitigating physical damage is very
9:41 important. And then for the implicits,
9:43 yet again, 10% fizz taken as cold
9:44 damage, fire damage, lightning damage,
9:46 doesn't matter. And then I've opted to
9:48 go for the 20% crit multi for attack
9:50 damage. You can also go plus 1% maximum
9:52 uh resistances, which is obviously very
9:53 nice as well. The boots are actually the
9:54 worst piece of gear that I have. I'll
9:56 probably upgrade these very soon. Just
9:58 has, you know, life two res including
10:00 the chaos res. Don't need the dexterity
10:01 whatsoever. And then I've crafted on uh
10:03 the 100% chance to avoid being chilled
10:05 just, you know, for quality of life
10:06 during mapping. And then for the belt
10:07 and the amulet, these are the two unique
10:10 items I'm running right now. The badge
10:11 of the brotherhood gives you your
10:12 endurance charges are equal to your
10:14 maximum frenzy charges. And we're also
10:15 specking into a bunch of frenzy charges
10:17 on the tree. We have literally all of
10:18 them on the tree. We have anointed
10:19 frenetic just so we don't have to, you
10:20 know, travel up here and grab it
10:22 ourselves. And that gives you a maximum
10:25 of six endurance charges, which gives
10:27 you a lot of damage reduction. That is
10:29 an extra 24% physical and elemental
10:31 damage reduction. Not to mention the
10:32 damage boost that you get from stacking
10:34 the frenzy charges as well. And then to
10:35 actually generate the endurance charges,
10:36 we have down here disciple of the
10:38 unyielding. 8% chance to gain an
10:40 endurance charge on kill. That is plenty
10:42 to sustain us during maps. However, and
10:44 now moving to the belt, the perseverance
10:46 belt. This is a insanely good belt. But
10:48 that one line right there that says
10:51 melee hits which stun fortify. Yeah,
10:53 that actually does remove our endurance
10:54 charges given the badge of the
10:56 brotherhood line which says 25% chance
10:57 to lose an endurance charge when you
11:00 gain fortification. So when you stun an
11:02 enemy, you get fortify even though you
11:03 already are at maximum fortification all
11:05 the time thanks to champion right here.
11:07 You have your maximum fortification,
11:08 that doesn't matter because this still
11:09 counts technically as you gaining
11:11 fortification, which then gives you a
11:13 25% chance only when you stun an enemy
11:15 to lose an endurance charge on top of
11:17 that. In practice, we still basically
11:19 have 100% uptime while mapping on the
11:21 endurance charges, but there is some
11:22 points in time where you go from like
11:24 six down to four, maybe to three, up to
11:26 five. It'll kind of wiggle back and
11:28 forth, but for the most part, it does
11:30 feel very nice. You are sitting, let's
11:31 just say, at five out of six of your
11:33 maximum endurance charges on average.
11:35 Just keep that in mind. Hopefully, this
11:36 is an interaction that gets addressed in
11:39 the future, but it is what it is. Also,
11:40 given that the Perseverance is literally
11:42 a 1C unique, you can get a corrupted
11:44 version of it for probably very cheap as
11:45 well. I think I bought this for like 20
11:48 25 chaos with the implicit 16% to all
11:50 elemental resistances. Absolutely helps
11:52 out big time. You can also get percent
11:54 max life as an implicit and some other
11:55 stuff as well. You don't have to get the
11:57 all res if you don't want to. But the
11:59 main draw of this belt is the 1%
12:00 increased attack damage per 200 of the
12:02 lowest armor and evasion rating. You can
12:03 see here in hideout, this is without my
12:05 mercenary, without any buffs whatsoever.
12:08 13k armor and 17k evasion rating. So
12:09 that means it's using the lowest armor,
12:12 13,000 armor. So per 200, we get 1%
12:14 increased attack damage. Let's do some
12:16 quick math here. 13,000 divided by 200.
12:18 That means the belt is giving us 65%
12:20 damage completely unbuffed. And I
12:21 guarantee you if we move into a zone
12:22 here real quick, and we now have our
12:23 mercenaries determination aura, and I
12:25 have my flasks up, which will be up 100%
12:26 while we're mapping, we now are sitting
12:29 at actually uh 34,000 armor. And now our
12:31 lowest is 27,000 evasants. So we're
12:35 looking at 27,000 divided by 200, a 135%
12:37 increased damage from the perseverance
12:39 belt. Quite good. Past that, it's
12:40 basically everything that I explained in
12:42 that overview section of the video.
12:43 Another thing here is the thread of hope
12:46 unique jewel. You want a very large
12:48 ring, not any other ring size, the
12:50 small, medium, massive, none of those.
12:52 You want very large specifically. Also,
12:53 if you don't know how to search for a
12:54 modifier like that, click on stat
12:56 filters, type the tilda key. That's the
12:58 key above your tab key. Go shift and
12:59 then the key above your tab key, tilda.
13:01 And you want to type in only effect
13:02 ring. It'll show up right here. Only
13:04 effects passes and ring. Click that.
13:06 Click this and go down to very large.
13:07 Now, when you click this, you will see
13:09 only threat of hopes with very large.
13:10 And you can sort by elemental
13:12 resistances. Just buy the cheapest one.
13:14 Obviously, don't pay 12 divines for a
13:15 10% roll. You can just keep going,
13:17 going, going, going. Look at that. 11%
13:19 still 13 divines. Holy crap. What if we
13:20 go down here to, you know, eight
13:22 divines? There you go. Hey, 16 divine
13:23 cell. Holy moly. I always get sales
13:25 during videos, dude. I got to record
13:26 videos more often, bro. What the heck?
13:28 So, once you do have a thread of hope
13:29 with the very large ring, you are of
13:30 course allocating both disciple of the
13:32 unyielding and disciple of the slaughter
13:33 because you will be running replica
13:34 badge of the brotherhood. I want to
13:35 clarify, you don't get this thread of
13:37 hope until you get replica badge of the
13:39 brotherhood. So, keep that in mind. And
13:40 then you also want to go up here and
13:42 grab Spirit of Ward. This gives you your
13:44 mana leech. So you can actually drop
13:45 this leech node right here on the
13:47 passive tree if you were running this
13:48 because blood rage, if you didn't know,
13:49 blood rage gives you uh your melee
13:51 damage physical leech right here. It
13:53 says uh 1.2% of attack physical damage
13:55 as life. So you got your life leech
13:56 covered by blood rage and then you get
13:57 your mana leech covered by spirit of
13:59 war. Spec into that and then allows you
14:00 actually to spec out of these two nodes
14:01 right here. Thrill of the battle and
14:03 that reduced mana cost going into it.
14:05 You don't need these anymore whatsoever.
14:06 Actually saves you a passive point to
14:08 get that as well. And then finally for a
14:09 watcher's eye here, the most important
14:12 mod by far is impales you inflict last
14:14 two additional hits while using pride. I
14:15 already talked about why impale is so
14:17 powerful with this build. So getting two
14:19 additional hits, it's really really
14:20 really good. That is the only mod that
14:22 you need. I got the intimidate on hit uh
14:24 while using pride as well just for 10%
14:25 extra damage, but you can get intimidate
14:27 from other sources such on those Eldrich
14:28 implicits on your gloves. You can give
14:29 them to your mercenary. You can also get
14:31 awakened melee physical damage. This is
14:32 obviously with higher investment which
14:34 gives you at level five at least 10%
14:36 chance to intimidate on hit as well
14:38 which opens up a bunch of modifiers for
14:39 Watchers Eye. You can also run
14:41 determination mods on the Watcher's Eye
14:42 such as additional physical damage
14:44 reduction while using determination
14:45 because your mercenary will be giving
14:47 you determination 100% of the time. And
14:49 then last but not least, the last big
14:50 ticket upgrade which I cannot afford
14:51 right now that I would go for on the
14:54 build is of course the celestial brace
14:55 gauntlets. But as you can see they are
14:57 quite expensive. Now, the reason why
14:59 these are expensive is because GGG hit
15:01 us with a all-time classic, nerfing the
15:03 drop rate without telling us. Yep, no,
15:05 it wasn't in the patch notes whatsoever.
15:06 They swapped the drop rate of the
15:08 celestial brace with the crystallized
15:10 omniscience. So, these are a 2% chance
15:13 to drop from uber Xark, not regular
15:15 exark. They only drop from the uber, the
15:17 hardest version of the fight, 2% of the
15:18 time. So, they giga nerfed the drop rate
15:20 of these, but make no mistake, they are
15:22 absurdly powerful. So, if you can't
15:22 afford these, you're going to be going
15:24 crazy mode once you do get them because
15:26 they go up to 10 maximum fortification.
15:28 Another major thing about this build is
15:30 stun immunity. Given that we are not
15:31 running unwavering stance because we're
15:33 using evasion rating and using cyclone,
15:34 uh you want to be as close to stun
15:36 immune as possible. The most important
15:37 thing here is to grab the soul of the
15:38 Brighten King. You do not need to use
15:40 any divine vessels to get the additional
15:41 mods. You just need the initial one,
15:43 which is you cannot be stunned if you've
15:44 been stunned or blocked a stunning hit
15:46 in the past 2 seconds. That plus the
15:48 flask mod which says a chance to avoid
15:50 being stunned during flask effect will
15:52 more or less give you complete stun
15:53 immunity. You'll occasionally get
15:55 stunned only by like the really tough
15:57 maps. You get hit very hard to get
15:58 stunned for like you know half a second
16:00 or something and it happens very very
16:02 rarely. But this flask mod plus the
16:04 pantheon is more than enough. It feels
16:07 fantastic. You will not be constantly
16:08 getting staggered from stuns. Don't
16:09 worry about that. And one last thing
16:10 here with the build. Uh when you are
16:12 progressing through the more difficult
16:13 content and you feel you need a little
16:14 more damage, you will swap to cyclone of
16:16 tumult. So, just literally take this
16:18 gem, put it in for the regular cyclone,
16:20 swap it out. But the most important
16:22 part, do not forget this, is go down
16:23 here to your hot bar. Look at this.
16:25 You're using a cyclone with no links.
16:26 That is this regular cyclone cuz you
16:28 still have it socketed in your gear. So,
16:30 you want to click this, find your linked
16:32 cyclone of tumult, and then swap over to
16:34 it. Now, you will be using the correct
16:36 cyclone. Do not forget that step. It is
16:38 absurdly important. And then, when you
16:39 swap back, obviously remember to do it
16:41 again. So, regular cyclone goes back
16:42 into my links. Go down here. Go to
16:44 regular cyclone. Obviously, if you
16:46 already have level 20 gems, you don't
16:47 need to worry about this. This was just
16:48 in here for gaining experience. So, you
16:49 can actually keep this gem in your
16:51 inventory like that. And then, I believe
16:52 when you swap it out, it should put it
16:54 in the right spot given that you tell it
16:55 to do that. So, now when I swap back,
16:57 boom, now it's regular cyclone. Boom.
16:59 Now, it's cyclone of tumult. So, if you
17:00 already have level 20 gems, you can just
17:01 keep it in your inventory and you can
17:03 avoid that. However, if you are still
17:04 leveling up your gems, keep in mind that
17:06 you're going to have to manually swap
17:08 down here the hot bar. All right. And
17:08 other than that, if you're looking for
17:10 gem links and whatever, it's in the POB
17:11 in the description below. There are
17:13 multiple build variants based on your
17:14 points of progression and the amount of
17:15 investment you want to do on the
17:16 character. Other than that, thank you
17:17 very much for watching. Check out my