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    Thursday, August 12, 2021

    Path of Exile Builds Admiral Thor: Tanky and smooth 1.5M DPS build for less than 2 Ex.

    Path of Exile Builds Admiral Thor: Tanky and smooth 1.5M DPS build for less than 2 Ex.


    Admiral Thor: Tanky and smooth 1.5M DPS build for less than 2 Ex.

    Posted: 12 Aug 2021 02:04 AM PDT

    Intro:

    I usually make my own niche build each league that I take to end game and this league is no exception. I tend to have a focus on survivability as a hate dying, which have been an effective approach this league. I have never shared an actual build guide before, but as there seem to be a thirst for cheap and tanky builds that can clear red maps, kill bosses and delve in the darkness, I thought I would make a little guide!

    This build is called Admiral Thor, as it uses Mjölner alongside The Admiral and Indigon to dish out some damage, while also being able to take it. The build easily reached 1.5M boss DPS and some respectable survivability for less than 2 Ex investment on a level 83 character, which much room to scale the power.

    Due to job/kid I have not been able to play that much this league, so I'm only just getting to by first Sirus fight, but the T16 conquerors have been pretty easy to handle so far. I also look forward to testing the build against the other endgame bosses.

    Why Trickster?

    While most Mjölner builds are played as a Hierophant or an Inquisitor, as these classes can scale more AoE, raw DPS and effective HP, the Trickster have several nice gimmicks that makes the build really smooth to play. I also league started as a Saboteur and couldn't be bothered to level up a Templar.

    First of all, it is very easy to scale avoidance mechanics as a trickster, which is the classic shortcoming of many mana scaling builds. It is also trivial to hit the attack speed cap for spell triggering as a trickster, which allows us to easily scale our DPS by using cooldown reductions in the late game. As movement skills always cost 0 mana, it is never possible to get blocked from cycloning or blinking away due to a high mana cost from Indigon. As long as we scale avoidance, Trickster also has reliable built in stun immunity and damage reduction from Ghost Shrouds.

    Offensive Mechanics:

    This build uses cyclone alongside Mjölner to spam a whole bunch of lightning spells, which are then scaled by our mana usage via Indigon, which is activated by Arcane Cloak. While the Mjölner setup accounts for most of our damage, the Cast While Channelling setup in the chest ensures that we spend plenty of mana for the Indigon buff. The Admiral is used alongside Elemental Equilibrium and cold damage jewels to reduce enemy fire resistance by 50%, which we will use for all elemental resistance calculations. Algor Mortis further increases lightning damage taken by monsters on chilled ground, which we activate by using Frostblink and Vortex. Due to the ailment changes, it is now possible to shock endgame bosses for significant amounts, so we also scale shock for a further damage boost. Late game, the damage is further scaled by getting cooldown reduction. The damage of the build ebbs and flows based on Arcane Cloak, so get used to DPS while the cloak is up and disengage/recover while the cloak is on cooldown.

    Defensive Mechanics:

    This build is a true hybrid build, which scale energy shield, life and mana (with Mind Over Matter) at the same time, while having tools to recover them all. This results in a pretty high effective HP pool, which is further bolstered by a large shield from Arcane Cloak. Indigon and a boosted mana flask are used to constantly recover a large amount of life and mana. We are also able to leech ES, life and mana at cap, while getting 2% mana on kill and a chunk of ES when hit, due to Ghost Shrouds. We ensure that we always have mana/life flask charges by using Snipers Mark. In the starter version, we scale evasion alongside Dodge/Spell Dodge and Blind, which gives us plenty of time to recover from any hit that gets through. Unlike a normal dodge build, we have a much larger effective HP pool, which makes one-shots a very rare occurrence. We further reduce the damage from bosses/tough rares by using Sap from Algor Mortis and Sigil of Power. We also chill enemies a bit with Frostblink and Vortex. Later, we drop dodge and scale EHP, recovery and damage reductions instead by using Glorious Vanity, a cluster jewel setup and dual curses. We also use The Stampede to ensure fast movement while cycloning. We handle stuns with the stun immunity from Ghost Shrouds, which will nearly always be up. Our mana flask removes an elemental ailment and a curse when pressed, but we still use a dedicated freeze immunity flask, as this is the deadliest ailment for us. Remember to use your movement to avoid monster attacks, as we do not ever need to stand still to do damage.

    Leech Sources:

    Leech can be obtained from quite a lot of sources, which makes the build rather flexible. Life leech is obtained from Doryani's Lesson notable from the large cluster jewel setup, but can also be obtained from a Watcher's Eye with a life leech mod and a level 1 vitality aura. A life gained on hit mod for vitality is also very strong. In the starter build, we also get a small amount of life leech from attacks from the skilltree. Mana leech is obtained from a Divergent Mana Leech support gem in Cyclone, which also increases the damage of cyclone by quite a lot. ES leech is currently obtained from the mana flask, which will nearly always be up. ES can also be obtained from an Energy Leech gem instead of the Elemental Focus gem in the Cyclone setup at the cost of some DPS. ES can also be obtained from the Storm Drinker notable from the large cluster jewel.

    Lightning Skill Choice:

    The build works best with Arc for clear in open areas or Shock Nova for clear in small areas and for the highest DPS. You do not need to change the build to use any of these skills, so feel free to swap based on the situation. Voltaxic Burst can also be used in the CwC setup for corpse explosions, but the monsters need to be tough for it to work, as weaker monsters will very often be killed before the debuff is applied. Ball Lightning does not work that well as we are not scaling AoE, while Manabond does not work that well, as we are not aiming to be at low mana all the time.

    Gear Setup:

    The build uses quite a few unique items, which requires the rare items to have a large amount of resistances and high life/mana rolls. Luckily it is very cheap to buy rare items like that, as they need no influenced mods. This also means that resistances can be swapped to other types with cheap harvest crafts. Below is a breakdown of the needed items and their price for the starter setup:

    Required Items:

    Mjölner (Corrupted): 5c

    The Admiral (5 link): 15c

    Indigon: 20c

    Astramentis: 10c

    Algor Mortis: 7c

    Essence Worm: 5c

    Efficient Training: 2c

    Cold damage/mana/life abyss jewel x2: 10c

    Anomalous Mana Leech Support: 10c

    Level 21 Arc/Shock Nova x2: 10c

    Total: 94c, leaving more than an Ex left for assorted rares, flasks and skill gems.

    Important Upgrades:

    Glorious Vanity (Doryani): 63c

    The Stampede: 50c

    Enduring Composure Cluster (2 passives): 30c

    Good lightning cluster: 1 Ex

    Flask clusters: 10c - 1 Ex

    Mana Recovery Watcher's Eye: 40c

    Big Money Upgrades:

    Fortify Mjölner: 9 Ex

    "Arcane Cloak uses 15% additional mana" Indigon: 3 Ex

    The Admiral (6 link): 6 Ex

    Well rolled clusters: Multiple Ex

    Stygian Wise with cooldown reduction: Multiple Ex

    Path of Building links and build benchmarks:

    Starter Setup (Level 83 and a 2 Ex budget):

    https://pastebin.com/EezFcZTf

    1.5M Boss DPS.

    7.2k EHP + Arcane Cloak.

    52% Evade chance (No Blind), 51%/41% Dodge and 20%/2% Block, Blind on bosses.

    Up to 9% less damage taken from Ghost Shrouds.

    10%ish less damage taken from Sap on bosses.

    Up to 19% less damage taken from Sigil of Power.

    588 ES recovered when hit from Ghost Shrouds.

    ES leech from mana flask.

    1.7k life/sec from mana flask and leech.

    2.2k mana/sec from mana flask and leech.

    Mid-investment Setup (Level 93 and a 10-15 Ex budget):

    https://pastebin.com/MnEifPkX

    3M Boss DPS .

    8.8k EHP + Arcane Cloak.

    54% Evade chance (No Blind), 5%/9% Dodge and 41%/9% Block, Blind on bosses/rares.

    Up to 9% less damage taken from Ghost Shrouds.

    20%ish less damage taken from Sap on bosses/rares.

    12% physical resistance from endurance charges.

    20% less hit damage from fortify.

    Up to 19% less damage taken from Sigil of Power.

    Enfeeble on hit.

    Non-chaos damage split between ES/Life.

    633 ES recovered when hit from Ghost Shrouds.

    ES leech from mana flask.

    2.8k life/sec from mana flask and leech.

    3.6k mana/sec from mana flask and leech.

    My Current Character:

    https://www.pathofexile.com/account/view-profile/Dingui/characters

    submitted by /u/Duodenal_Gnome
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    Negative Projectile Speed Shenanigans (Fireball / T14 map)

    Posted: 11 Aug 2021 07:01 AM PDT

    Why does pob say i have 714 milion dps? can someone check it out please?

    Posted: 11 Aug 2021 09:56 PM PDT

    POB in question: https://pastebin.com/gvh6tV13I changed my weapon enchant from accuracy per qual to ele dmg per qual. im fairly new and i got help with my pob recently idk what i should and should not tick. can someone please help? im confused.

    EDIT: FOUND THE PROBLEM!!
    The POB got fucked after i copy-pasted the sword with my new enchant. for whatever reason the sword values got bored of patchnotes and decided to skyrocket through the roof

    submitted by /u/Aldunas
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    General's Cry and misleading PoB numbers

    Posted: 12 Aug 2021 02:52 AM PDT

    I've been playing General's Cry berserker this league, starting with Blade Flurry and transitioning into Shield Crush for extra defenses. I've noticed something funny about the PoB numbers - they all seem insane. Here's my current PoB, it says that I have about 15.8m Sirus dps when 2 waves from the Shield Crush overlap (which is likely), with a reasonable setup and no flasks. This build is in no way super-optimised or ready for The Feared, but it's in a solid state.

    https://pastebin.com/QJmUH5ik

    Now, I have played builds with a shit ton of dps before and the General's Cry build doesn't feel like a 16m dps skill if I'm honest... it's good but not that good. It's a comfortable mapper and bosser but doesn't delete any content if I'm honest.

    So I realised the pob numbers are misleading, and here's why. They factor in attack speed but do not factor in the cooldown. The issue with that is that the mirage warriors attack once and once only, so attack speed is largely irrelevant. However the consistency of your damage is directly related to your cooldown, which is not factored into the dps numbers in any way right now.

    So my current stats are:

    • 15.8m sirus DPS
    • 1.52s cooldown
    • 2.66 attack speed

    The real numbers are more like:
    Normalise the DPS to a single attack 15.8/2.66 = 5.93m

    Factor in the cooldown. This is a point I haven't seen discussed often, the current top builds on PoE Ninja try to lower their cooldown but don't seem to make a point of it. In fact for a while I have experimented with a hunter influenced axe with a warcry cooldown mod which brought my cd to about 1.39 at the cost of malediction. I found that cooldown to give me very consistent damage, if less defensive.

    1s/1.52s = 0.65

    5.93 * 0.65 = 3.9m

    So the real DPS is far closer to 3.9m than 15.8m. Thats a HUGE difference in how the skill feels and PoB needs to factor this in. A lot of build guides mis-advertise the damage.

    Similar story with Blade Flurry - the top GC Blade Flurry build on PoE Ninja right now has about 28m Sirus dps. However this is channeled at 6 stages, with no cooldown factored in. With the mirages channeling for 0.6 seconds only, this is very attack speed dependant. A lot of builds will simply not reach the 6 stages and therefore their dps will be lower. Optimistically if they channel to 5 stages (0.91 multiplier) and you factor the cooldown in (1.52s), that 28m turns into 16m just from correcting the numbers alone.

    I think I've done the math right and welcome any discussion. Just wanted to put this out there so people don't get lost in the pob numbers too much.

    submitted by /u/piszczel
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    [3.15] Occultist Death Aura/Caustic Arrow - Walking Simulator - Perfect Simulacrum/5 Orbs Farmer- Low Budget Possible

    Posted: 11 Aug 2021 12:20 PM PDT

    Six Uniques That Were (Indirectly) Buffed in 3.15

    Posted: 11 Aug 2021 01:55 PM PDT

    Is The Saviour still good?

    Posted: 11 Aug 2021 09:34 PM PDT

    I played a saviour build a few leagues ago and enjoyed it, I'm wondering how it performs in 3.15 and what the best skills for it are

    submitted by /u/jimothyfromtheoffice
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    Slayer Build Can go for 40/40 challenge

    Posted: 12 Aug 2021 03:16 AM PDT

    Im finding a Slayer build that can do 40/40 challenge, ofc not siquishy, my budget: 30ex. Or should i choose the other ascendancy for better?

    submitted by /u/hohohohohohoaaa
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    General Cry Shieldmaster | Walking Simulator, Effortless Boss Killer | Medium Budget

    Posted: 11 Aug 2021 11:39 AM PDT

    Oni-Chieftain SSF

    Posted: 12 Aug 2021 02:45 AM PDT

    I quit league because I wasn't feeling trade league, plus work has been really busy and I'd rather spend my time doing other stuff. Now though, I have time. The itch has arrived.

    For some reason I'm hell bent on oni chieftain ssf. Think more than likely tectonic slam, since I haven't played it before. Also been looking at lacerate and infernal blow.

    Which of three would I have the easiest time scaling as a ssf chieftain? I doubt the dps will be much higher than 1-1.5 mill, which I'm okay with, as long as I'm somewhat sturdy. Is this feasible as a ssf chieftain?

    submitted by /u/zaccyp
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    Personal Goal for this League achieved. Any build you theorycrafters have in mind but never tried?

    Posted: 11 Aug 2021 10:57 PM PDT

    If i Like the Idea, I might Just try it since i dont really Care about the Outcome - Just Want a fun Playstyle after playing fr Totems to 91 and beating sirus (only A0, but whatever) thanks to the Help of this sub.

    submitted by /u/Shedix
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    Need Help with Storm Brand DPS

    Posted: 12 Aug 2021 04:14 AM PDT

    I'm playing a storm brand trickster, and I seem to have poor dps, even at level 99 in pob. Im very tanky, but i would love to reach atleast 1.5 mil dps. Could you guys please give tips on how to get more dmg.

    https://pastebin.com/Y4U1WaLp

    submitted by /u/SlateJupiter42
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    3.15 is kicking my butt hard...

    Posted: 12 Aug 2021 03:30 AM PDT

    I haven't been around for long, started during Heist and been learning mostly on my own. I could build decent starters in 3.13 and 3.14, getting as far as Sirus (though I haven't been able to beat him and then quit the league due to burnout). But in 3.15...I just can't get any build right. Every seemingly good idea just breaks when put into PoB, I'm getting usually under 500k DPS and quite crappy defenses on my budget, which is currently very low. All I have is my Shield Crush starter that works okay, but after the hiding I got from Baran (seriously, how can he nearly one-shot me through almost 7k life, fortify+5 EC and 75% resists with quick attack that doesn't give me much room to do actual damage) I'm feeling stuck.

    Right now I'm stuck with this: https://pastebin.com/1GS72DC4 and I don't see any room for serious improvement without spending at least 20 ex on 3k armour shield, Watcher's Eye, awakened support gems and new gloves to transition from critical to base damage stacking. And that's about ten times the funds I could scrounge...this league sucks when it comes to currency.

    So, any help how to make this work better? Or something else that I could work with...SC doesn't feel that good, the double hitting seems inconsistent and it is, after all, close range attack without movement. I'm open to suggestions, as long as I can use some of my gear, including the armour. And no minion, totem, trap or mine builds. I don't like the gameplay.

    submitted by /u/NoNameLivesForever
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    127 million Forbidden Rite Totems DPS Scaling further with soul eater.

    Posted: 12 Aug 2021 03:23 AM PDT

    https://pastebin.com/phpZuyX6

    I made a post a few days ago about my build and this is where I'm currently looking to upgrade to.

    Changes include swapping to forbidden shako and adding atziri's reflection.

    Acquiring the helmet will be very difficult if near impossible but hopefully can grab something similar to it. Also a better rolled weapon.

    After that I'd like to improve upon my ring/gloves.

    Is this much damage necessary? No. Is that going to stop me from trying to do it? Also no.

    submitted by /u/Whatisthisplaceim4
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    In Path of Exile 3.15 Expedition, Make Bosses EXPLODE! | EA Ballista Hierophant Build Guide

    Posted: 11 Aug 2021 09:06 AM PDT

    In Path of Exile 3.15 Expedition, Make Bosses EXPLODE! | EA Ballista Hierophant Build Guide

    https://preview.redd.it/06qy65ae5rg71.jpg?width=1920&format=pjpg&auto=webp&s=30f29620e955b28537c88916255051981eec35cb

    YT Build Guide : https://youtu.be/bEKnVlgI3ZM

    Build Pastebin : https://pastebin.com/J9gER8WK

    Written Guide :

    Hello, this is Dr3ad from Epoch Builds. In today's video topic we will go over my build that I just finished, Explosive Arrow Ballista Totem Hierophant. Overall I enjoyed the build a lot and was amazing from start to finish. I didn't have anywhere near as many problems that I had vs the Berserker or the Chieftain before that. I have so far done with this build, Sirius 8, Shaper, Elder, the Formed, The Twisted, and a lot of Expedition bosses, and I can safely say that it was a smooth ride the entire time.

    I did try to do Maven herself, but as I failed the memory game a few times and couldn't do it. Now I am entirely sure the build could do Maven but I mostly blame my lack of experience in the fight and not the build itself.

    I have plenty of damage, which is something I don't know how much I exactly have as Explosive Arrow DPS and PoB is like oil and water. All I can say for DPS metrics is 4 words. "Enough to kill bosses".

    Mechanics :

    So Explosive Arrow sticks arrows to the target, which explodes after 1.2 seconds (with quality). Now you can have a max of 20 arrows on a target, for which they automatically explode if they reach it. Each arrow gives you 5% more damage per attached on the target, allowing our explosions to deal 100% more damage if we have the 20 arrow cap. Now reaching this cap is not particularly easy. Through a large assortment of mods and items, I have 9 arrows per totem (which are shot at the same target thanks to Barrage) and I have 8 totems. So we have 84 arrows per second if we take into account our attack speed on our totems. That is about 4 explosions per second. Now Path of Building makes it hard to calculate this exactly, but as you can see in the footage it's plenty to deal with most of the endgame content in the game. One important thing is since our arrows have to stick into the target to deal damage, we cannot run any source of pierce, chain, or fork as that would brick the build, as the arrows would fly through the target and stick in the last place it hits, so you have been warned.

    Ascendency

    So we go Hierophant for the obvious Totem benefits. Pursuit of Faith and Ritual of Awakening is insane for us, allowing us to stack up to 8 totems that give us a total of 40% more damage, 4% of mana regen, and 8% life regen, as well as a nice quality of life with totem placement speed, as getting 8 totems out without multi totem without placement speed would be terrible.

    Conviction of Power is a good last notable for us, as gaining 4 endo charges forever makes us feel way tankier, and opens up gearing slots thanks to the inherent resistance they provide. The power charges don't do much, except keep our uptime of Elemental Overload a bit better, which is all you can ask.

    So for our last one, we just take Arcane blessing. Doesn't do much for us except gives us 60% mana regen, but it's better than the other 2 options.

    Keystones

    For major keystones we grab, we grab Elemental Overload for 40% more elemental damage, as I am not investing into crit so we can just grab the more damage and move on.

    Elemental Equilibrium is just free damage for us, as we grab a little bit of flat cold/lightning to attacks on gear, and since Explosive Arrow doesn't do its damage till either the duration ends or it reaches the 20 arrow limit, it means that for our explosions we will always have EE up.

    Divine Flesh is just simply a strong amount of defensive power, allowing us to convert our elemental damage taken into very small numbers, making the only thing that kills us often as physical damage, which we take a little bit of phys taken as to combat that.

    We also take Point Blank on the tree, as it's free damage as long as you put your totems right on the boss, which is usually what you do with totems anyways.

    Cluster Jewels

    For our cluster jewels, we just grab 2 large damage clusters for elemental/fire damage, if you have the currency you can also get free exposure, a thing I had to cut out for now as the cluster to replace one of these would break the bank, so I just kept with these simple ones.

    For our medium cluster jewels, we grab one totem cluster, as giving us onslaught on totem summon is an insane amount of DPS and movement speed. we also grab a towering threat as extra % of life is good, although I am not sure if this is worth it or not.

    For our small clusters, I take 4 surging vitality, as giving 40% of our life regenerated every 4 seconds is an insane amount of sustain, since we are a totem build we do not inherently leech from enemies, meaning we need to find our sustain elsewhere. It's not the best solution to this problem, but sadly it's the best we have at our disposal.

    One funny thing to note, Cremator works for our totems, meaning that we get free corpse destruction, making Porcipines a thing of the past!

    Totems

    So we get our 8 max totems through multiple means. First, we have the ballista support gem, which gives us 3 to start with, then 1 from our Skirmish Quiver, 1 from Panopticon, 1 from Watch Towers, and then 1 from Ancestral Bond, and the last coming from Hierophant.

    Projectiles

    Projectiles we gain, are 2 from our bow, one from a corruption on our quiver, 2 from Rain of Splinters, and 3 from Barrage and 1 base. This allows us to proc our explosions enough to deal damage. Without this many projectiles, you won't reach the 20 max arrows often, which would make your build feel terrible. Now for clear we use GMP and go up to 10 arrows, but they all cannot hit the same target often, making us have to swap for Barrage for bosses, which isn't that bad tbh.

    Important Skill Gems :

    A swap of Barrage/GMP on your main six link is important, allowing us good clear on top of good bossing dps.

    We run Steelskin on our left click for extra chonk, as well as an Enduring Cry as pretty much an extra life flask.

    We run Infernal Cry for the Ash debuff, giving enemies 20% increased fire damage taken, as well as Frenzy with GMP for Frenzy Charges as that gives us attack speed as well as More Damage.

    Blood Rage with quality gives us a good amount of % attack speed, definitely worth to run.

    We use Blink Arrow for movement as all the other options got nerfed into oblivion.

    Reservations :

    For the build, we reserve Flesh and Stone for the reduced damage taken from ranged enemies and makes nearby enemies blinded, reducing their chance to hit us by 50%.

    Skitterbots we run for the free 17 shock and chill % as we have no other way of getting these as we can't deal damage ourselves.

    Precision is really important, as a lot of our flat accuracy comes from it, as well as giving us crit to make our Ele Overload uptime better. We also get the 15% increased attack speed watcher's eye, but I'm not entirely sure what we should run as the second mod yet.

    For the last reservation, we have Defiance Banner. I was struggling to find the last thing to run, as I had one slot free. But since I am running a small armor package with a Basalt and a Granite Flask, having the increased armor is nice, as well as having enemies having reduced crit chance. Maybe War Banner or Dread Banner is better, not entirely sure tbh.

    Uniques :

    For uniques we run a Skirmish that is corrupted for +1 arrow, you can also opt in for Point Blank for budget until you can get the +1 arrow.

    Kaom's Heart is a nice item for us, as it gives us 40% increased damage and also 500 flat HP, helping us reach large amounts of life for our Surging Vitalities to function. The possible corruptions we can get, % life, and increased damage give us more investment opportunities as well.

    Taste of Hate is an obvious option, as it gives us a lot of phys damage reduction for free.

    Forbidden Taste is the main reason we go Divine Flesh. More info about using this flask in the video in the description by Tenkiei. It gives us insane amounts of survivability for little cost.

    We use a Thread of Hope to save passive points going up to Ancestral Bond.

    We use a Glorious Vanity to get access to Divine Flesh, also ingame I have some of my resistances from the jewel as well, so try to get a decent one to help that out.

    Rain of Splinters is insane for our damage scaling and clear, as +2 projectiles far outweigh 30% less damage.

    We also have a Watcher's Eye with Precision attack speed. I am sure you can make this way better than I have.

    Important Rares :

    For our bow which is the most important part of the build, we want +1-2 to socketed bow gems, +1-2 socketed support gems (especially when you get the empowered setup), attack speed % as this is local, providing us with a better base attack rate and then of course +2 projectiles with bow attacks. This bow on screen cost 12 ex at the recording and making of this video, but a decent +3 bow with attack speed and no extra proj is very cheap and easy to make yourself. I will be linking a video in the description on how to craft your own +3 bows easily.

    For our helmet, we want the Explosive Arrow Attack speed enchant, and some phys taken as elements.

    Our boots we get cannot be frozen, and mine I got cannot be chilled (which is not necessary as we get enough reduced effect on the tree to make it trivial).

    We want one flammability on hit curse ring, as that gives us a lot of damage.

    Our amulet gives us +1 to dex and +1 to fire skill gems, giving us even more flat damage for our explosive arrow.

    Ailments :

    So for our freeze we get the cannot be frozen boots. You can use a flask of heat quicksilver, as I did until then.

    For Ignite we grab the Soul of Abberath and Anointed Flesh for a total of 70% reduced ignite duration which makes most ignites do no damage.

    For Shock we grab Soul of Gisale Thought Thief to give us 30% reduced Shock Effect, Along with anointed flesh and Ash Frost and Storm, giving us a total of 100% reduced shock effect, making us completely immune to the ailment, making stuff like shocked ground and Sirius's ailments completely negated.

    For Poison we just have a max of 80% chaos resistance, I have not died of poison since capping my poison res and running some life regen.

    For Bleed which is a tough one, we run just a Flask of Staunching. You could also get a corrupted blood jewel and put it somewhere on the build, especially if you can get it on Rain of Splinters (which will be expensive because of thanks to all the Forbidden Rite Totem builds). You could easily run an extra anti bleed flask instead of armor %, or a life flask with staunching, but it wasn't too much of an issue outside of Expedition logbooks. Just don't take Bleed on the remnants and ignore vulnerability you should be fine.

    Closing Thoughts :

    So overall I loved the build, not many problems I experienced, especially after I the cluster jewel setups, as surging vitality made us a lot tankier than we would have been. I didn't go MoM cause I wanted to see if it was possible, and investing into mana as well on this build would have raised the costs significantly, so I am happy with the results. I am sad I couldn't do Maven but that's because I am bad, not because the build itself is bad. I plan on moving onto the next build soon but I will be not dismantling this one, as it was an overall success in my eyes. Thank you all for coming out and watching, have a wonderful rest of your day!

    submitted by /u/ApprenticeCorner
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    Need help with Ice Shot Deadeye

    Posted: 12 Aug 2021 03:20 AM PDT

    https://pastebin.com/nURTNcYQ

    Currently having issues with DPS/survivability, not sure how to proceed..... Many thanks in advance..

    submitted by /u/ricmond123
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    General Flask setup?

    Posted: 11 Aug 2021 10:59 PM PDT

    What is the go to flask setup now that we can have triggers only one i know of is forbidden taste with savage hit trigger.

    submitted by /u/Corvenos
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    What are some good builds for endgame bosses in SSF

    Posted: 11 Aug 2021 08:35 PM PDT

    I've played forbidden rite totems, got to A8, but I'm really fed up with the playstyle.

    I have gathered a pretty good ammount of uniques (shavs, call of the brotherhood, inpulsa, probably a few more) pretty much every cluster, etc

    I want to try and tackle 36 challenges being SSF only, as this is my first SSF league. What build would you recommend that is easy to build/start and can scale up a bit as I'm able to craft or find more gear? I know the answer will be FR totems, but I want to have fun while farming the challenges and that build is done for me.

    I don't mind minions, traps, etc, I'm open to everything BUT totems.

    submitted by /u/thedjaros1
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    How much damage needed for endgame bosses

    Posted: 12 Aug 2021 01:45 AM PDT

    Like Sirus A9, Maven, etc.

    I normally play with builds, other people created, and I am either at like 250k dps and struggling or I am at 3 Mil dps and kill the bosses in 3 sec.

    Now.. I am thinking about creating my own build. So, assuming that I want to clear the late game bosses, how much dps should I aim for? (Not necessarily the feared; that is a bit too far off the table)

    submitted by /u/Alpha272
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    Help with Armageddon Brand damage

    Posted: 11 Aug 2021 09:34 PM PDT

    https://pastebin.com/9CdFw230

    Here's my build, Armageddon Brand Ignite Elementalist. Can somebody please help me get some damage back? I lost like 70% of what I had, from almost 3 mil to 400k on a good day.

    I've got around 45ex to play around with but basically can't buy shit because the market on Console standard is dead. Anything I'd need to buy would be something I'd go farm up in league and hope to acquire. I've also got a lot of different cluster jewels I could roll.

    Please, can somebody advise me on getting some more damage without sacrificing any more defense? I've thought about trying to make a +2 spell gem amulet, I have a fractured +2 Fire gem staff that I've been trying to harvest +3 spell gems onto.

    Could I make better clusters of a different type? I know there is still some generic DoT multi cluster affixes, but I don't think they outweigh the benefits of -5 fire res stacking from cooked alive.

    I really love this build and don't want to abandon it. It's so comfortable to play, even with how much it lost this patch. I just need more damage so I can outpace Maven heal and actually kill 10way boss fights before timers.

    I just want to get back my comfortable mapping. I don't care about being able to down uber elder/maven/the feared or any of that. I just want to blow up 10 way boss fights and maps.

    submitted by /u/Barnyard_Pussy
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    Ele Hit Wander Question

    Posted: 11 Aug 2021 05:42 PM PDT

    Considering rolling an Ele Hit Wander Deadeye as my next build. From everything I've seen, the clear seems fantastic. Single target seems pretty respectable as well, so figured I should be able to do A9, Maven, etc.

    My question is, how does this build feel mapping? Is it prone to getting one-shot a lot, or pretty safe with how quickly you kill packs?

    Other question is about the Arcanist Brand setup for WoC and Power Charge on Crit. Is it clunky to use?

    And finally, the only other build I'm really considering is a Lightning Strike Raider since I crafted a pretty good claw for it earlier. Thoughts on if this is a better route? I have about 50ex to get started.

    Thanks in advance!

    submitted by /u/Mr_McGibblits
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    Which unique bow for ele hit?

    Posted: 12 Aug 2021 01:06 AM PDT

    Hey guys looking for advice which unique bow to use until I can afford a good one which +gems modifier etc

    Im using chin sol atm but I'm wondering if xophs nurture might be better? I'm open for all opinions/ideas

    submitted by /u/kathars1s-
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    Help choose Next build!!!

    Posted: 12 Aug 2021 12:52 AM PDT

    Hi guys!! Im playing in ssf and i think in the Next build and i need help.

    I think between 2 builds..

    Cold spectral Helix with White wind, +1 frenzy gloves, +1 frenzy boots

    Or..

    Dominating blow guardian. Have a good helmet with +1 sentinel, good claw with high attack and Minion damage...

    Help meeee plzzzz

    submitted by /u/wisconsinpoee
    [link] [comments]

    Have about ~50 Exalt to play with. Fun build that can boss? Switching off totem

    Posted: 11 Aug 2021 08:51 PM PDT

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