and every jewel slot has
- +% Total Energy Shield
- +3 Energy Shield Gained for Each Enemy Hit By Attacks
- % Crit multi of some sort.
- Each jewel cost 1c
Total Cost for T15 smooth mapping - 421c
Leveling process was a breeze, only done up to merc lab but it was also a breeze, facetank everything.
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and every jewel slot has
- +% Total Energy Shield
- +3 Energy Shield Gained for Each Enemy Hit By Attacks
- % Crit multi of some sort.
- Each jewel cost 1c
Total Cost for T15 smooth mapping - 421c
Leveling process was a breeze, only done up to merc lab but it was also a breeze, facetank everything.
recorded last phase vs shaper deathless . im using the normal setup, not even optimised for uber elder yet, but yeah its so easy lol .looking forward to upgrade my gear and all. #roadtouberelder x))
Essentially thats were the two red sockets in the 6-link frenzy come into play. The two most expensive (in terms of mana!) support gems in the game are red gems.
Its melee splash and multistrike.
They do *NOTHING* for frenzy (fired from a wand) itself. They can stay at lv1 and have no quality. They are *ONLY* there to make the Frenzy more expensive.
We can afford to do something like that - useing support gems soley because they increase manacost - since our frenzy is just there to trigger the Poet's Pens. Frenzy doesn't deal any significant amount of damage in this build.
Thats why we can get away with a lot less mana-increase investment then other Builds who need to put supports into their skill that actually make sense - but do not increase the manacost as much.
The other point is that we use Voidbringers - which can roll with up to 80% increased ManaCost. That means they are almost worth as much as a Fevered Mind Jewel - which is propably one jewel you see other builds use as well.
Last but not least: We do not build 'around' Indigon. A lot of people/buildguides *focus* on this Item - they play a Hierophant, with lots of mana increases - 3 Grand Spectrums, fevered Minds etc etc.
But they tend to forget that Investment has diminishing returns - meaning: Its easy to go from 1k Mana to 2.5k Mana. (For us thats basically just the Healthy Mind) But its really costly to go from 3k Mana to 5k comperativly.
So I simple did not do that with this build. I instead snatched up other multipliers - like Frenzy Charges, CritMultis, Crit, LightningPenetraion, Curses, Pain Attunment, Shock and PowerCharges... - it was always on the back of my mind to make 'efficient' choices - not to overcommit to one mechanic or another. Thats why this build works without an Indigon and just with a Vertex for example.
Thats also why it works with an Indigon without crazy commitment to it - even though we do not get that much out of an Indigon as other builds - we still get enough out of it to be efficient with our nodes and other mechanics to outperform other builds overall. Even if we only get 700% increased SpellDamage out of Indion - we have like a *10 overall Multiplier due to other stuff. Meaning we effectivly get 7000% increased Damage out of our Indigon. Even though on paper we 'waste' indigon compared to other builds who get 5000% increased SpellDamage out of Indigon but have no other Multiplier going.
Last but not least: It makes us fairly nerf-proof. Though we obviously never know on that front. :P
So thats my basic Idea behind this build and its relationship with Indigon.
Very very informative, I think it deserves a place on the first page build guide as it explains really clearly how the build works with, and without, indigon.
Last edited by ZzzZZzzZZZZ#2205 on Sep 21, 2018, 8:04:03 AM