[3.10] OneShotKill Elemental Hit Ballista Hiero - 9.6 million DPS - EZ Boss Killer + budget friendly
Hey, i Start with this Build again. Loved it ;)
Harvest was done in 2 weeks.... love you and Big kisses @vei 😘😳😂😂 |
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Spoiler
My 3.15 take/update to Lunasicc187's OneShotKill Elemental Hit Hierophant Guide https://www.pathofexile.com/forum/view-thread/3005581 Last edited by Vei on Sep 5, 2020, 11:53:33 AM
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BTW does Kaom heart increased damage corrupt make a big effort on this build. Just corrupted my 25th kaom and made it 44% inc damage.
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" Hi, congrats on the corrupt! It definitely is a nice DPS increase. Enjoy your Kaoms :) My 3.15 take/update to Lunasicc187's OneShotKill Elemental Hit Hierophant Guide
https://www.pathofexile.com/forum/view-thread/3005581 | |
the very first Shaper kill I ever got was from this build. I loved it. Harvest I did not even try as it did not appeal to me at all, but Heist is looking like it will be very fun and I intend on going with this one again this go around. I've never seen Sirius but here is hoping.
Vei, Poe is all about the gear, so when I saw the Replica Shroud of the Lightless I thought it looked absolutely sick for this build. What do you think about it? Does it look like a chase item for it or no? (or what about a corrupted version of it) To me, unless I am off my rocker it looks like even more dps than a corrupted kaoms potentially. | |
" Hi there, You can the next post for my comments on it :) Cheers My 3.15 take/update to Lunasicc187's OneShotKill Elemental Hit Hierophant Guide
https://www.pathofexile.com/forum/view-thread/3005581 | |
3.12 Initial Thoughts/Comments
*This post will be updated as GGG releases more info that I find worth mentioning(i.e. related to our build)*
21st Sept 2020 - Alternate Quality(Inc Range) Ballista Totem Test
So we wanted to find out if the "Increased Range" of the new alternate quality Ballista Totem(Called Divergent Ballista Totem by the way) is referring to the Max Range that the totem can "see" for the purposes of targeting enemies with attacks. To test this out I looked for an Enemy Totem since Totems can't move, which is perfect for the Test and tested the Maximum Range of both Ballista Totem. Here's a picture showing a 14% Quality(which means 14% increased range) Divergent Ballista Totem shooting at the Enemy Totem And Here's a picture showing the Original Totem shooting at the Enemy Totem with added notes/drawings highlighting the Maximum Range of each totem Base on the Test Results, it shows that indeed, the "Increased Range" is referring to the Max Range that the totem can "see" for the purposes of targeting enemies with attacks which means this alternate quality is the best Ballista Totem option for us. Lastly here's a link to the Divergent Ballista Totem Gem for those want to take a look
17th Sept 2020 - Alternate Quality Gems Comments(Last Update: 21st Sept)
These are the few that we will go for(For Ballista Totem, assuming it is as what I expect it to be) - Frenzy - Alternate Quality 1: Fires an additional Projectile We can then remove GMP and free up a Gem Slot. (Update: 21st Sept 2020) - Name of Gem is Anomalous Frenzy - Cast When Damage Taken - Alternate Quality 1: Supported Skills have 20% increased Skill Effect Duration Longer Immortal Call, fantastic! (Update: 21st Sept 2020) - Name of Gem is Anomalous Cast when Damage Taken Support - Combustion - Alternate Quality 2: Supported Skills deal 20% increased Fire Damage, Ignites from Supported Skills deal Damage 10% slower We don't deal much ignite damage so a slower ignite in exchange for 10% Increased Fire Damage is a great deal. (Update: 21st Sept 2020) - Name of Gem is Divergent Combustion Support - Ballista Totem: Alternate Quality 2: 20% increased Totem Range This is different wording compared to the Ancestral Reach Notable which says "25% increased Totem Placement range" which by the way I tested it before it doesn't increase the range that we can place our Ballista Totem. If this quality refers to the aggro range which determines how far they can "see" for the purposes of targeting enemies with attacks, then this is awesome! (Update: 21st Sept 2020) - Name of Gem is Divergent Ballista Totem and it's confirmed that it increases the "Aggro Range"
16th Sept 2020 - Patch Notes Comments(Last Update: 20th Sept)
Overall not too much changes to this build, main ones are the changes to curses and maybe a new skill implementation to our build. New Skill Flame Wall looks like it could work well with our build, will wait for Gem Info on the 17th to evaluate again. (Update: 17th Sept 2020) - Tested the numbers with a 20/20 Flame Wall Gem, doesn't provide a big DPS increase, might be better if the Gem is linked to some Support Gems, but we might not have gem slot for that. Not implementing it for now. Curses Outlook
Spoiler
Single Curse Setup Considering we don't really need to Curse normal/magic mobs as they die pretty fast, this mean Curse for us are usually used versus Bosses or sometimes rares when they take a while to be killed. In this case we would like to maximize the effect a Curse provides for us which means going for Marks as they have 100% effect compared to 66%/33% effect Hex have on Bosses/Shaper respectively. As for Mark choices, we have 2, Sniper's Mark and Assassin's Mark. Sniper's Mark looks to be a clear winner since Cursed enemies take 35% increased damage from projectile hits at gem level 20 taken is HUGE since it's multiplicative damage. Nevertheless I'll verify with POB in case I miss something. Going for Mark also means we no longer need Curse on Hit gem as that doesn't work with Marks so we free up a Gem Slot for us to use. (Update: 20th Sept 2020) Refer to Announcement dated 25th Sept Double Curse Setup This will mean using 1 Mark(Sniper) + 1 Hex(Flammability) and that means an additional Gem Slot required. I'll have to play around to see if it's worth the Gem Slot cost. (Update: 17th Sept 2020) This is worth going for. (Update: 20th Sept 2020) We will be using either - Flammability Hex + Elemental Weakness Hex or - Flammability Hex + Sniper's Mark Other Curse Related Info There are some new "areas" in the Passive Tree for Curses, specifically - Marked for Death(southeast of the Duelist) - Mark the Weak(southeast of the Ranger) Mark the Weak seems to be very strong as Marked enemies have reduced accuracy, take increased damage and cause hits against Marked Enemies to have increased Critical Strike Chance. Mark for Death provides increased Effect of our Curses, Culling Strike against Marked enemies, and increased damage with Hits and Ailments against Enemies Marked us. Both look very strong and definitely something I will look further into. (Update: 17th Sept 2020) - Both not good enough to be worth pathing to. Other Changes
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Precision Gem
With these considered - Nerfs to Crit Multiplier Precision mod on Watcher's Eye - We are using Precision mainly for mods on the Watcher's Eye Jewel - We don't have any spare Jewel Socket in our current Passive Tree for Watcher's Eye(Nearest costs 3 Passive Points) My current plan is to drop it and replace it with Vaal Haste(Just for the Vaal Part) assuming there is no better options for the Gem Socket. We currently have Berserk and when we use it, its also usually the time we will want to use Vaal Haste. Berserk multiplies the Speed provided by Vaal Haste so I think they synergizes very well with each other when both are used together. On the other hand, if you manage to lay your hands on a Double/Triple Precision Watcher Eye, it's definitely still worth using a Precision Gem for it. We just don't use it by default. (Update: 17th Sept 2020)I will be dropping Precision for Vaal Haste but will put a note to swap Vaal Haste for Precision for those who are using a Precision Watcher's Eye or just prefer 1 less button to press. Glancing Blow Keystone Nerf For those who are interested in the Iron Reflex Version of this build which uses this Keystone, I am not sure how good Glancing Blow will be after the nerf so I will label the Iron Reflex version as "Experimental" for now for those who are still interested in exploring it. Ultimately we are not a tank build and the default build is still the Dodge version so this nerf doesn't affect us as much.
10th Sept 2020 - Replica Shroud of the Lightless
So GGG released this armour preview a few days back. This armour is very interesting because we don't use any Gems on our Body Armour slot so we can replace Kaom's Heart with this Armour easily. My first impression is, it definitely will do a lot more Damage(With decent Abyssal Jewels) compared to Kaom's, but by how much? Since it will not be easy to get 6 decent Abyssal Jewels. I did a comparison to see and here goes... The below comparison is using the Default 7 Totems EV Pastebin(Pre 3.12 Patch Notes) with some slight modifications(To get the 6 Jewel Sockets for the Abyss Jewels) I will be comparing between: A. Kaom's Heart with 40% Fire Damage B. Kaom's Heart with 40% Fire Damage and 50% Increased Damage Corrupted Implicit C. Shroud of the Lightless with 6 "Reasonable" Searching/Murderous Eye Jewel Jewel stats as follows: - +30 to maximum Life - +10% to Global Critical Strike Multiplier - +5% increased Attack Speed This should be a Reasonably Obtainable Jewel that we can get 6 of in Heist(Assuming Trade Leagues) D. Shroud of the Lightless with 6 Perfect Searching Eye Jewel Jewel stats as follows: - +40 to maximum Life - Adds 18 to 32 Fire Damage to Bow Attacks - +12% to Global Critical Strike Multiplier - +5% increased Attack Speed Just to see how the best case scenario looks like cos why not. This actually is definitely possible with Harvest League but unfortunately not quite with Heist(At least not 6 of) Shaper DPS(Per Totem without Berserk active) A. Kaom's Heart (40% Fire Damage) - 513k B. Kaom's Heart (40% Fire Damage) with 50% Increased Damage Implicit - 541k C. Shroud with 6 "Reasonable" Abyss Jewel - 630k D. Shroud with 6 Perfect Abyss Jewel - 682k Life A/B. Kaom's Heart - 500(1300 with *160% Inc Life) C. Shroud with 6 x 30 Life Jewel - 210(468 with *160% Inc Life) D. Shroud with 6 x 40 Life Jewel - 240(624 with *160% Inc Life) *From Passive Tree Definitely quite a big increase in DPS with Shroud if you can get 6 decent Abyss Jewels but also quite a big tradeoff with the 832(1300 minus 468) less life. Obviously we can get even more DPS from a corrupted Shroud with **% Increased Damage Implicit like the Kaom's. Overall I think it's definitely something to go for if one wishes to min max their DPS and don't mind the much lesser life. LINK BACK TO MY WRITEUP AT PAGE 173(For those coming from there) https://www.pathofexile.com/forum/view-thread/2224772/page/173#p22791192 My 3.15 take/update to Lunasicc187's OneShotKill Elemental Hit Hierophant Guide https://www.pathofexile.com/forum/view-thread/3005581 Last edited by Vei on Oct 2, 2020, 5:36:05 AM
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" Thanks. I also got 2 new personal achievements. I managed to kill Sirus 8 without dying I actually got all 154 maps with Awakening Achievements including HOGM with this build. I had to tweak it a little but I did it. One more I forgot, I finally got Farrul. 7 days to next league & I took a week off. I am not Anti-Social, I am just selective on whom I wish to be social with. Last edited by Ahewaz on Sep 11, 2020, 6:03:02 PM
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" Grats on the 2 achievement and Farrul. I did HOGM before a while back, doable but definitely need some tweaks, Block Reduction Gem, Balefire, Frost Bomb, etc for it. " Nice! Have a good time with Heist then :) My 3.15 take/update to Lunasicc187's OneShotKill Elemental Hit Hierophant Guide
https://www.pathofexile.com/forum/view-thread/3005581 | |
The question I have is, since I originally played this build with totems and it was a really quite different than this iteration is the weapon swap you have in your pastebin. Why do you have a second weapon swap item and how do you utilize it as I do not see any section of your writeup on combat flow (aka what to do first, second and so on.. or a 'how to actually play this build' section if you will).
I am guessing that you are just firing off your curse attack and then switching over so the fire pen and elemental focus affect your dps of the turrets you have up that are now auto firing? I was not aware that those gems would affect turret skills they were not actually connected to in your gear. Is that right? Also, (and this is just a little feedback on what imho makes a good writeup) I also do not see anything on flask usage (such as which ones are the most important or necessary for defense and dps and why as well as when specifically to use them) Again, that goes back to a "How to play this build" section. Last edited by Apostolos on Sep 15, 2020, 5:26:39 PM
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