3.9|Stress-Free PoE- ENDURING FIRE (RF) |SSF the Atlas w/ 1Button & Any Gear|Dungeon Crawl PoE!
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JCOH35 wrote:
You guys really, really should try
dear god, they are life changing.
Our summoner build also uses a cyclone mechanic and with these boots you cyclone at 150% of your movement speed, so its like permantley having a quicksilver flask of adrenaline up every second, even when you cyclone and you can annoint them for a total of 2 annointments so you could pick up breath of flames and growth and decay.
Awesome suggestion JCOH35!
Those are really nice!
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
can anyone check on my build pls ? My health keeps going down when I use RF. Thanks alot.
Hey neopetss!
At level 70, there shouldn't be any dependency on gear at all to sustain RF. As mentioned, it's hard to see what's going on without your shield equipped. So, unfortunately, the only thing I can offer is this section from the guide. It's how to sustain RF as early as possible without gear. (The Valako ascendancy point is huge for sustaining RF as well. So unless you respec your ascendancy points, with the path you took, you'll have to wait for your last ascendancy to get it.)
- Select all the nodes on the Passive Tree as they come. Get all the South nodes first, then work your way up. Don't skip any. (The Life Regen per Endurance Charge nodes are the MOST important.)
- Equip and start levelling your Stone Golem as soon as it's available.
- Equip and start levelling your Purity of Fire as soon as it's available.
- Equip and start levelling your Holy Relic as soon as it's available.
- Fight on Consecrated Ground.
- By the time you kill Arakaali (the Spider Boss in Act 7) you can select the Pantheon option that unlocks (Soul of Arakaali). Have that and the minor God, Soul of Abberath selected.
- Do the first 3 suggested Ascendancies.
- Get those Endurance charges up :).
Hopefully, that list helps to see what you may have missed.
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
Hey Everyone! My friend Tagz and I have started a new podcast called Forever Exiled - A Path of Exile Podcast! (The term "friend" is a bit generous though. I don't really like him honestly. I'd rather be friends with anyone else...but his parents pay me a lot of money to befriend him. Plus, he bought me some Celestial Cat Socks from ExileCon which means I'm now bound to him until the next ExileCon. (May it be soon so that I may be free of this wretched bond.)) ;-)
Seriously though, we talk all things Path of Exile. One normal PoE player (though he's way better than me at PoE which is another reason I don't like him) talking to another normal player about PoE.
Follow us on Twitter @ForeverExiled82 where we'll post our newest episodes when they're ready.
Sorry for the "self-promo" but if you listen, we'd love your feedback.
Thanks!
WELCOME to my ENDURING FIRE guide :)!
This Righteous Fire (RF) build doesn't require any specific items or mods to easily sustain RF. Just turn on RF, and walk (or spin) your way through the Atlas burning everything around you. Everything else in the build is automatic. You'll clear the Atlas with a yawn (and smile). It's easy 1 button fun!The build doesn't require any specific items or mods to play so you can just pick up and play like a good old fashion "dungeon crawler". Pure RNG fun :).
SHUT UP Wrecker! I JUST WANT TO PLAY!
Ok! Yikes...you could have at least said "please" or something...(Here's 3.9 build in a nutshell.)
If you're curious about any aspect of the title or why my builds are the way they are, I give the details here. The guides I post will easily clear the Atlas despite the limitations I play with.
*For those with similar limitations to mine, I can play this build on both PC and Console.
(Thanks Tagz for always being willing to figure out the Wiki with me.)
Here's 3.9's VIDEO EXAMPLE of gameplay and here's what MY GEAR looks like. (My character name doesn't match my build anymore...too many respecs. I play on Standard but I refuse to use Legacy Items/mods. My builds will always be just as the guide states unless I'm trying something out and forgot to switch back to the guide's setup prior to signing off.)
The Guts (Gems/Gear/Tree/Attributes)
Gem Links
PoE restricts which gems are available to each class until Act 3. Until then you can get some gems for free from quest rewards, purchase some from specific NPCs in each town, or find them as loot.
There are two NPC's that sell all purchasable gems: the first one is Siosa in the Library in Act 3 (you have to do his quest first (the Library is connected to The Imperial Gardens)), the second NPC is Lilly Roth in Act 6.
*If I have a level next to a gem, stop levelling that gem at that level. For example: "Cast when Damage Taken (Level 1)". Don’t level Cast when Damage Taken past gem level 1. Otherwise, fully level all gems.
5/6 Link - Righteous Fire (Socket in Chest)
-Righteous Fire - Creates a AoE around you that burns enemies. But it also burns 90% of YOUR life per second. (Increasing the damage of RF does not change how much damage you take from RF. It'll always burn the same % of life from you no matter the links you link to it.) (This skill won't be able to be used right away. You'll need high Fire resists and life regen to sustain it. Follow the tree and you'll be sustaining it in no time. I personally don't wait until I can sustain it. I try running it as soon as I can somehow keep RF up. There's a section under "For New-ish Players" that can help you SUSTAIN RF as fast as possible.)
-Burning Damage Support - Extra damage.
-Elemental Focus Support - Greatly increases damage at the cost of not being able to put an ailment on an enemy. This seems like it would negate RF...but RF doesn't inflict an Ailment. It skips the ailment and jumps straight to the effect, burning. Typically, if you were to throw, let's say a Fireball, at an enemy, it would have a chance to Ignite. If the enemy Ignites, they start to burn. So if you had this support with Fireball, you'd never burn an enemy. You'd only hit them with fire damage. RF simply burns enemies. It doesn't have a chance to ignite. It skips the "chance to ignite" mechanic and just burns (damage over time). So this is a damage boost with no consequence.
-Efficacy Support - Extra damage.
-Increased Area of Effect Support or Concentrated Effect Support - Do you want less damage with a bigger Area of Effect? Or less AoE with way more damage?
-If you get a six link:
The above gems are listed in order of DPS (Concentrated Effect is tied with Burning Damage Support but it comes with the AoE reduction). First decide how important maximizing AoE is to you. Then remove whichever supports you like and add whichever you like. Concentrated Effect Support is the strongest of any listed support gem for RF, but it decreases AoE. Both Arcane Surge Support and Swift Affliction Support can be added to the links but BOTH MUST be added to the links, neither of these two skills will increase RF's DPS individually. (Adding Arcane Surge to RF adds the Duration tag to RF which then makes Swift Affliction a possible support for RF.) The strongest combo that obviously ignores AoE is Righteous Fire-Burning Damage Support-Concentrated Effect Support-Arcane Surge Support-Swift Affliction Support-Efficacy Support. (Swift Affliction raises your Dex requirement to 111.) My personal preference is to increase RF's AoE and leave out Swift and Arcane.
4 Link - Bonus Damage and Life Regen (Socket in any 4 Link)
-Cast when Damage Taken Support (Level 8) - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.) Because this casts spells that hit with fire (which conflicts with EE and RF) we want it to fire less often than our Ball Lightning. So level 8 for this CwDT, level 1 for the Ball Lightning CwDT.
-Wave of Conviction (Level 12) - Every enemy this skill hits gets Exposure to Fire. Exposure lowers an enemy's resistance to the specific element by 25%. (Multiple Exposures do not stack. (The Flammability curse is not an Exposure and therefore "stacks".))
-Purifying Flame (Level 15) - Purifying Flame puts Consecrated Ground on the ground every time it casts. Consecrated Ground grants 6% increased Life Regeneration :).
-Combustion Support - This helps the linked spells Ingite an enemy. When the linked spells ignite an enemy, this support gem increases the fire damage for RF (it lowers the Fire Resists of enemies this skill hits).
4 Link - Defense and Life Regen (Socket in any 4 Link)
-Cast when Damage Taken Support - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.)
-Summon Stone Golem - A minion that provides life regen to you. The more life regen the better!
-Summon Holy Relic - Its perks don't get applied until we Hit an enemy with an Attack, not a spell. This minion will do some damage on its own, but we care more about the life regen it gives to its allies (us) when we Hit an enemy. The more life regen the better!
-Any Guard Skill you want. I'll be choosing Molten Shell.
4 Link - Elemental Equilibrium and Curse (Socket in any 4 Link)
-Cast when Damage Taken Support (Level 1) - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.)
-Ball Lightning (Level 4) - Ball Lightning is linked to a CwDT level 1, which means the second we are grazed by an enemy hit, we will cast Ball Lightning. Every enemy that Ball Lightning hits will provide us with the positive benefits of Elemental Equilibrium (lots of damage). It'll also apply the linked curses. We want this casting all the time, thus the CwDT level 1.
-Curse on Hit Support - This is needed to be able to apply your curse on enemies that Ball Lightning hits. (For this build, Gem order doesn't matter when linking spells to CoH.)
-Any curse you want - I personally prefer Enfeeble for the defense it gives. It makes enemies: less accurate with Hits by Attacks (not spells), deal less critical damage, and deal less overall damage as well.
3 Link - Elemental Equilibrium, Movement, Defense (Socket in any Weapon or Shield)
-Cyclone (Level 9) - This skill isn't for damage. We'll be using Cyclone to apply Lightning Damage to enemies and put Fortify on ourselves. We don't focus on Accuracy at all in this build so Cyclone won't hit every attack (less than 50%). But we'll be spinning non-stop and you'll find that you will feel like you do have 100% accuracy as a result. Also, a nice defensive perk to Cyclone is that it lets you "Phase" through enemies...so they can't get you stuck. Each hit with Cyclone also initiates Holy Relic's perks. You'll be able to see how often you Hit an enemy with Cyclone by how often Holy Relic's AoE goes off.
-Fortify Support - This skill gives gives us Fortify for 4 seconds when we hit an enemy with Cyclone. Fortify gives us damage reduction to ALL Hits (not Damage Over Time).
-Added Lightning Damage Support - This simply adds Lightning to all of our Cyclone hits further guaranteeing the positive effects of Elemental Equilibrium.
2 Sockets - Auras (Socket in Weapon or Shield) (These gems don't have to be linked)
-Purity of Fire - Our most important aura. This gives us Fire resistance! When coupled with Tasalio, Cleansing Water on the Ascendancy tree, it will give us all the Fire Resistance we need forever. It makes gearing so much easier. It also increases your Maximum Fire Resist. This is the most important part of using RF. Normally your Maximum Fire Resist would cap at 75%. This skill at level 20 will increase that max to 79%. That doesn't seem like much, but it's actually very substantial damage mitigation for both RF and receiving fire damage. (We'll end up with 81% max fire resist without items. There's are two nodes on the tree that gives us the extra max %.)
-Malevolence - Gives more damage to Damage over Time (RF).
***Note: If a skill has two triggers attempting to cast it, the skill will become inactive. Skills can only have one active trigger. So, for the link that has CwDT, CoH, and a curse, both the CoH and the curse will have to be outside the CwDT's requirement threshold (trigger range). So you'll only start seeing your curse applied once those gems require a character level of 39 or more.
Gear
ANYTHING YOU WANT! - I like having a shield and one-handed weapon instead of two one-handed weapons or a staff. It's just a preference; no right or wrong there.
If you’re new to PoE, check out the Tips for New Players link. It gives lots of help and tips on gear, mods, currency, levelling, and endgame mapping. Some good to know stuff that you'd hate not knowing.
- Weapon - Anything you like (except a Bow or Wand).
- Shield or Second Weapon - Anything you like.
- Head - Anything you like.
- Chest - Anything you like.
- Hands - Anything you like.
- Feet - Anything you like.
- Amulet - Anything you like.
- Ring - Anything you like.
- Ring - Anything you like.
- Belt - Anything you like.
- Jewel - Anything you like.
- Flasks - Anything you like. I simply use 4 health flasks (that bleeding) and a Quicksilver/Quartz Flask that removes Chill/Freeze.
Weapon Mods: RF benefits from:
- Increased Elemental Damage
- Increased Fire Damage
- Increases to Damage
- Increases to Area Damage
- Burning Damage
- Damage Over Time
- Fire Damage Over Time Multiplier
- "More" of any of the above. In PoE, the term "More" is much stronger than "Increased". So choose "More" over "Increased" when you can.
RF does NOT benefit from:
- Increased Spell Damage
- Adding Fire Damage
- Adding Fire Damage to Spells
Your goal on the rest of your gear is:
- Maximum life
- Cold and Lightning Resists (you can ignore Fire Resist)
- Movement Speed (Typically on Boots)
- Life Regen (Either a flat # or %)
- Ensuring you have high enough attributes for your skills.
- Any suggested mod you want on your weapon would be welcome on gear too.
***Make sure none of your gear in any way adds Fire Damage to Hits or we'll get the negative effect of Elemental Equilibrium (it's a node in the Passive Tree), not the positive part.
- Here are my customized loot filters for all platforms. They will make looting a lot more relaxing for those that play my builds. Just click the "Follow" button next to the filter(s) you want (make sure you choose the correct platform). The filters will automatically be added to your game! They auto-update with any changes I make too! Whaaaaat!?!?! I know right?!
This is my setup if you're interested. I play the same as the guide unless I'm testing something out.
Passive Tree
Here's 3.9's Passive Tree:
3.9's Pastebin - https://pastebin.com/2YeeTjje - Pastebin for Path of Building. (Copy the link, open Path of Building, click on “New”, then click “Import/Export Build”, click “Import from Pastebin…”, paste the link.)
Passive Tree Explained
The skill tree is easy to understand:
You'll start as a Marauder. We start as a Marauder because there is only one subclass in the game that greatly increases our natural life regen. That's the Chieftain subclass (ascendancy). And to get there, you must start as a Marauder. The Chieftain also had some very compatible nodes for easy caps to fire resist (for RF) and Endurance Charges for defense (and more regen).
Levelling Path:
This build really benefits from every node we'll select on the tree. I suggest taking every node as it comes up, not really skipping anything. If I was to level this build again, I'd start south and then get every node/section as you cross it, heading north. The Passive Tree I have for you takes you to level 90. That'll be easy to get to. I'll let you choose what to pick after that. There were many great nodes (life regen, max life, damage) that I had a really hard time excluding. Pick whatever you like! Have fun!
Tree Focuses: - Life Regen - The more the merrier. We want lots to sustain RF. Iit's awesome to see your life move up so fast without flask help.
- Maximum Life - Besides the obvious factor of "the more you have, the better...", the more life you have also improves the damage of RF.
- Endurance Charges - The tree gives us nodes that let us increase our maximum endurance charges from 3 to 7 :). It also gives us life regen per charge, increased AoE, and damage.
- Damage - Yup, damage :).
- Jewels - Jewel slots are amazing. Jewels are items you can find that you can actually allocate on your tree. They can give almost anything from health, damage, resists...anything. We will only have 1 jewel slot selected :(. What's really neat is you can swap jewels in and out of your passive tree anytime. As great as jewels are, I find managing them and remembering what I have exhausting. So I typically only have one jewel slot per character.
Don't forget about attributes. The tree almost provides all the attributes we need for our skills. You'll pass some nodes on the tree that give +30 Attributes. If you don't have items to cover what you're short in, feel free to select some of these as you pass them. You'll get respec points that will let you remove them later once you have better gear.
Now, feel free to modify this is anyway. This is just my preference for easy Solo Self Found.
Take your time to look at each skill as they come along. Some of the nodes are pretty dramatic.
Some quests earn you respec points in case you regret any decisions you made on the tree. You can also use Orbs of Regret for the same thing.
Ascendancy
As you go through the game you'll come across Trials of Ascendancy. Starting in Act 3 you'll see their value. Once you have completed all 6 of the first set of trails, you'll get to attempt your first Labyrinth (lab). Good luck! Upon completion Choose Chieftain. You get two ascendancy points per lab. There are four labs for a total of 8 points. (Redoing the same lab will not reward you with more ascendancy points if you've already completed it.)
You can spend your points in any order you like. This is my personal order:
- 1st Two Points - Tasalio, Cleansing Water. A busy node. You get life regen. You get lots more life regen if you've been hit by physical or fire damage from an enemy (not your RF). You can get ignited, but the ignite damage won't harm you (it does not affect how RF burns you). You gain 100% to your fire resist. (This is additive. You'll need 135% minimum for end game and Purity of Fire will take care of the rest :).) (This node is essential for running RF as early as possible without needing any items.)
- 2nd Two Points - Tawhoa, Forest's Strength. It gives a good chance to get an Endurance Charge whenever we use a Fire Skill, which cast automatically. It also gives us bonus damage per Endurance Charge.
- 3rd Two Points - Valako, Storm's Embrace. Gives bonus life regen per Endurance Charge and increases our Maximum Endurance Charge limit by 1.
- 4th Two Points - Ramako, Sun's Light. Damage. The only part of this node that matters is the multiplier to Fire Damage Over Time. But it's A LOT of damage.
Pantheon
- Major God: Soul of Arakaali - It's only for the first perk. The 5% reduced Damage taken from Damage Over Time means we take less damage from RF. - Minor God: Soul of Abberath - Only beneficial while we're moving. While moving, we take 5% reduced Fire Damage. So since it's safer to keep moving than to stand still, I chose it over the life regen of the Soul of Tukohama.
Bandits
With the Bandits in Act 2, I kill them all for the extra 2 skill points. You, of course, do what you like.
Attributes
You'll get most of the attributes that you require to use your gems from the tree. You'll need a little bit of Dexterity.
You'll Be Short:
Strength: 0
Dexterity: 24
Intelligence: 0
Needing 24 Dex isn't a lot. It'll be easy to make up the difference (though, 20 of our 44 Dex comes in the second half of the suggested tree). Amulets are an easy way to help attribute troubles early on while levelling. Though we don't need any Intelligence, it'll typically come late in the tree. So don't pass by Int. mods apathetically.
From the Tree You'll Get:
Strength: 392
Dexterity: 44
Intelligence: 134
Your Gems Need:
Strength: 155
Dexterity: 68
Intelligence: 111
Media and Extras (Videos/Tools/Filters)
- Videos? 3 options:
- My 3.9's example video above.
- My ENDURING FIRE playlist shows my most recent sessions with the build.
- My broadcast channel. Mixer keeps the last 14 days worth of broadcasts. I don't always play awake, but I'd rather play than not :).
- Software:
- PoEMate - The mobile planner I use (if the link doesn't work in your area, just search PoEMate in your mobile store).
- Path of Building - The desktop character planner I use.
- 3.9's Pastebin - https://pastebin.com/2YeeTjje - (Copy the link, open Path of Building, click on “New”, then click “Import/Export Build”, click “Import from Pastebin…”, paste the link.)
Loot Filters:
- Here are my customized loot filters for all platforms. They will make looting a lot more relaxing for those that play my builds. Just click the "Follow" button next to the filter(s) you want (make sure you choose the correct platform). The filters will automatically be added to your game! They auto-update with any changes I make too! Whaaaaat!?!?! I know right?!
For New-ish Players (How I Play/Build Mechanics/Newbie Tips)
How I Play This Build/How it Functions in Gameplay
This build is really easy to play. Sooooo easy.
Quick Version: Walk/spin to any enemy and everything burns to death...well, except you. :-) Everything else happens automatically! True story.
Detailed Version
- Turn on RF, Purity of Fire, and Malevolence.
- Get close to enemies and they will die.
- Everything else happens automatically.
- The curse that you choose will all be cast automatically when you hit with Cyclone.
- Purifying Flame and Wave of Conviction will be cast automatically for you. They will try and get a Critical Strike for you at least once every 8 seconds so you can get the bonus damage from Elemental Overload on the tree. Wave of Conviction will also lower enemy fire resists by 25% (increasing the fire damage they take from RF) even though the skill itself does little damage at the level we have it. Purifying Flame will be putting Consecrated Ground everywhere. The more Life Regen available, the happier we are.
- Hitting an enemy with an Attack will give you life regen from Holy Relic.
- Endurance Charges are gained as we use fire skills. We also have a chance to get Endurance Charges when we get Hit and when we Kill. The fire skills we'll be using will be the ones linked to CwDT Support. Your Endurance Charges will give you lots of physical damage mitigation, bonus elemental resistance, great life regen, extra AoE, and bonus damage.
- Your Stone Golem and Guard skill will be automatically cast for you and will give you life regen and nice defensive perks respectively.
- Elemental Equilibrium will give us HUGE damage. If we hit with Fire, which we'll do with some CwDT spells) we'll give the enemy resistance agianst RF. If we hit an enemy (with a separate hit) with a non-fire skill, we will lower the enemy resists against RF. So, our fire skills linked to CwDT are designed to go off only about half as often as our lightning skills, with CwDT. We have Ball Lightning is linked to a level 1 CwDT. I've also added Lightning to Cyclone so that the enemies are being hit even more with lightning. So the idea is that lightning will always be overriding Fire Hits so that we can get both the positive perks of EE and the positive perks of our fire skills.
- Purity of Fire reserves mana. This gives you fire resistance along with an increase to your maximum fire resistance. The latter is very important for sustaining RF.
- Malevolence also reserves mana and gives a damage boots to our Damage over time.
- So it's really easy! Lots happens but all you're doing is moving, moving, moving...Everything else is automatic.
Build Mechanics Explained for New Players
Cast when Damage Taken
Cast when Damage Taken (CwDT) is a gem that automatically casts linked spells (not attacks) when your character takes a certain amount of damage. The lower the level of CwDT, the less damage it needs to cast its linked spells. The higher the level of CwDT, the more damage it needs to cast linked gems.
CwDT cannot support ACTIVE spells with a higher player level requirement than that of the CwDT gem itself. For spells to be cast by CwDT, the spell has to be within the required level listed on the gem. As you level gems, you'll see that they all have certain player levels you have to be in order to use them. CwDT does too. You'll notice in the CwDT gem description that it'll only cast spells under a certain required level. That requirement level goes up as CwDT levels. Linked SUPPORT gems have no boundaries and can be fully levelled.
The benefit to a high-level CwDT at a high level is that we can have high-level gems attached to it (Stone Golem). The benefit to a low-level CwDT is that you can have spells being cast frequently. Good for utility spells (applying curses and such).
You can't manually cast spells that are linked to CwDT and within CwDT's gem requirement level.
For our build, the order of gems linked to CwDT does not matter.
Curses
Curses are debuffs that you can put on an enemy. There are quite a few curses in the game, not all of them are beneficial to every build. In this build, you can pick anyone you want.
By default in POE, every character can only apply one curse per enemy. There are ways to increase this limit, but we won't with this build.
Unless an enemy is "Hexproof" (curse proof), our curse will work. Curses are 33% less effective against Area/Map bosses and 66% less effective against the Shaper and his Guardians unless otherwise stated on the gem.
Elemental Equilibrium
Elemental Equilibrium (EE) is a node on the passive tree. It gives enemies negative resists to elements you don't hit enemies with...if you've hit them with an element.
So if I hit an enemy with lightning, the enemy now has 25% extra lightning resistance and -50% to both fire and cold resists. If my spell or attack hits an enemy with lightning and fire, the enemy is only now susceptible to cold damage.
Righteous Fire obviously deals Fire damage but is a DoT and NEVER Hits. We will have both Ball Lightning and Cyclone hitting with Lightning damage so that we have the positive impact of EE. So make sure that ANY item, jewel, or implicit mod from any Lab does not add fire damage in any way.
Endurance Charges
There are three types of Charges in the game. Each character has a default limit of 3 for each type. We'll be focusing on Endurance Charges. Endurance Charges give 4% physical reduction, elemental resists and per charge. Ours will also give us life regen, increased AoE, and Damage. We'll be picking up a few nodes on the tree that'll increase our max Endurance charge limit up to 7.
Charges have a duration. While you have Endurance Charges, earning any amount of Endurance Charges will refresh the duration for ALL Endurance Charges (they all share the same duration).
Don't be discouraged if your Endurance Charges Expire. I doubt they will...but if they do, remember that we get bonus damage for a little while per Endurance Charge we lost.
Exposure
Enemies can have their resists lowered in a few different ways. They all stack together. So if Spell A and Spell B both lowered an enemy resistance by 10, the enemy would be -20 to that resist. Exposure stacks with other sources of lowering resists, but it doesn't stack with itself. So if two skills that apply Exposure of the same element are applied to the same enemy, they won't stack. Only the strongest will be applied.
Righteous Fire
Righteous Fire(RF) can be over-thought quite easily. I will simplify it.
-It's a skill that, once it's turned on, is always on and can only be turned off in three ways: Dying, going through a loading screen, or using a flask that removes Burning (a flask of dousing).
-It does fire damage to all it touches.
-It is Damage Over Time, therefore it does not Hit. Many mechanics in this game require a Hit to be activated (such as Leech and Penetration).
-RF burns you with fire damage. To sustain it, you need the highest Fire resistance you can get. Normal Fire Resistance is capped at 75%. Increasing the Fire Res. cap decreases the amount of damage you take from RF. Life Regeneration takes care of the rest. -RF is a skill that typically can only be used late in the story. It can be sustained early-ish but you'll need to be attentive with it until later in the game. But once you get it, just socket it and start levelling it.
-While RF is on, it gives a damage boost to the spell damage of all your OTHER spells (not itself).
Vaal Skills
Vaal skills are super versions of normal skills that have a duration and cooldown given to them. We're hoping to use Vaal Righteous Fire. Early on in the game Vaal skills typically only drop in Corrupted areas (though as the game progresses you'll find them a little more often.) Corrupted areas can be randomly found attached to maps as a side area. Kill the boss inside these areas, loot their "stash", and hope you get the Vaal skill you want.
Vaal RF gives you both the RF skill and Vaal RF in one gem. Both skills require their own key bind/button. You can use RF like usual but the Vaal skill requires you to kill enemies, or damage Rare or Unique enemies. Once the skill is ready to use, you can use the skill anytime. But remember, any loading screen in the game automatically resets the Vaal skill and it needs to be refilled. So don't save it too long (boss arena doors don't have load screens (except for The Lord's Labyrinth). Once the skill has been used it'll have a short duration where the skill can't refill.
Vaal RF takes a chunk of your health to cast but doesn't constantly hurt you as the normal RF does. It then does insanely good damage for a duration, then expires and needs to be refilled.
In case you didn't notice, RF can't be sustained right away. Without life regen focused uniques, RF can typically be sustained after you've completed the story and are into mapping. To sustain it as soon as possible without needing any gear (except links), try the following:
- Select all the nodes on the Passive Tree as they come. Get all the South nodes first, then work your way up. Don't skip any. (The Life Regen per Endurance Charge nodes are the MOST important.)
- Equip and start levelling your Stone Golem as soon as it's available.
- Equip and start levelling your Purity of Fire as soon as it's available.
- Equip and start levelling your Holy Relic as soon as it's available.
- Fight on Consecrated Ground.
- By the time you kill Arakaali (the Spider Boss in Act 7) you can select the Pantheon option that unlocks (Soul of Arakaali). Have that and the minor God, Soul of Abberath selected.
- Do the first 3 suggested Ascendancies.
- Get those Endurance charges up :).
You can sustain RF with gear in other ways, of course, I just thought you'd like to know the soonest you can run RF no matter your gear.
Loose Ends (Map Mods/Gem Locations/Bandits)
Endgame Mods to Avoid
At the end of the game, the levels (maps) you try and clear will have random modifiers (mods) allocated to them. There are A LOT of mods that can go on a map.
There is only one mod that we can't run: The No Mana and Life Regen mod. We need mana for our Cyclone and we need Life Regen for RF. But that's it! Just the one mod!
Some mods will be inconvenient, but they won't be impossible to run:
- Negatives to maximum resists hurts RF.
- Slower mana and life regen also make life rough for RF but it's not impossible by any means.
You'll learn your personal preferences over time, but only No Mana and Life Regen should be avoided.
Levelling/Quests - Solo Self Found - Quick Reference
- I suggest doing every quest in the game. It doesn't take long. If you're too eager to get to mapping in the endgame, here is a link to all the quests that give Skill Points as a reward.
Bandits - With the Bandits in Act 2, I kill them all for the extra 2 skill points. You, of course, do what you like.
*Remember to prioritize. You may not be lucky enough to get the gear that'll let you play with all your gems as soon as they are available. So do what works best for you until the gear comes (don't be quick to sell your old gear in case something doesn't work out).
List of Gems in Order of Story Acquisition:
Act 1 - Breaking Some Eggs - Reward - Level 4 - Molten Shell
Act 1 - The Caged Brute - Purchase - Level 8 - Combustion Support Act 2 - The Root of the Problem - Purchase - Level 16 - Righteous Fire
Act 3 - Lost in Love - Purchase - Level 24 - Purity of Fire
Act 3 - Sever the Right Hand - Reward - Level 28 - Cyclone
Act 3 - A Fixture of Fate - Reward - Level 31 - Fortify Support
Act 3 - A Fixture of Fate - Purchase - Level 1 - Purifying Flame
Act 3 - A Fixture of Fate - Purchase - Level 4 - Summon Holy Relic
Act 3 - A Fixture of Fate - Purchase - Level 8 - Added Lightning Damage Support
Act 3 - A Fixture of Fate - Purchase - Level 16 - Wave of Conviction
Act 3 - A Fixture of Fate - Purchase - Level 18 - Concentrated Effect Support
Act 3 - A Fixture of Fate - Purchase - Level 18 - Elemental Focus Support
Act 3 - A Fixture of Fate - Purchase - Level 24 - Enfeeble
Act 3 - A Fixture of Fate - Purchase - Level 24 - Malevolence
Act 3 - A Fixture of Fate - Purchase - Level 28 - Ball Lightning
Act 3 - A Fixture of Fate - Purchase - Level 31 - Burning Damage Support
Act 3 - A Fixture of Fate - Purchase - Level 31 - Efficacy Support
Act 4 - Breaking the Seal - Reward - Level 34 - Summon Stone Golem
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Cast when Damage Taken Support x3
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Curse on Hit Support
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Increased Area of Effect Support
List of Gems in Order by Level:
Level 1 - Purifying Flame
Level 4 - Molten Shell
Level 4 - Summon Holy Relic
Level 8 - Added Lightning Damage Support
Level 8 - Combustion Support Level 16 - Righteous Fire
Level 16 - Wave of Conviction
Level 18 - Concentrated Effect Support
Level 18 - Elemental Focus Support
Level 24 - Enfeeble
Level 24 - Malevolence
Level 24 - Purity of Fire
Level 28 - Ball Lightning
Level 28 - Cyclone
Level 31 - Burning Damage Support
Level 31 - Efficacy Support
Level 31 - Fortify Support
Level 34 - Summon Stone Golem
Level 38 - Cast when Damage Taken Support x3
Level 38 - Curse on Hit Support
Level 38 - Increased Area of Effect Support
(Let me know if you see any errors in the list.)
- There are two NPCs that sell all purchasable gems: the first one is Siosa in the Library in Act 3 (you have to do his quest first (the Library is connected to The Imperial Gardens)), the second NPC is Lilly Roth in Act 6 (Do her quest in Act 6).
Awesome.So if you have any questions let me know and I'll respond the best I can. Don't feel embarrassed. Ask anything you like. It's easy to miss/overlook details in the guide or on the wiki. Likely someone else wants to know the answer too :). (I likely won't have time to evaluate characters (sorry!) but I've listed in general what mods to look for on your items so you know what to look for and improve upon. Don't forget to check the Tips section if you're new too.)
Replies: Feel free to respond to other players' posts! The more that's out there, the more we learn. Please be kind, respectful, and theoretical (not a Know-It-All) when helping others out. I will happily respond to questions but please note that I have multiple guides and I'd like to respond to each equally. I’ll do my best to get back to you as quickly as possible but set your expectations that I'll respond to each guide once a week.(Too much time responding to guides makes an unhappy spouse...an unhappy spouse means less time for guide replies...less time for guide replies makes an unhappy me...Unhappy spouse + unhappy me = an epic hockey fight with sweet uppercuts which I would obviously lose...a lost hockey fight against my spouse = busted hands that I can't type with, no teeth to voice type with, and black eyes that I can't read with. So one build a day, m'kay? K.)
Here's a list of my OTHER GUIDES if you're interested :).
OH! Don't forget, to support GGG by buying a skin for all your favourite skills you use. They last forever, you look rad, and it keeps PoE going too :).
Double OH! I make a new thread every league for every guide I do. So all the comments, questions, and answers you read are all relevant for this current expansion. (At the end of a league I post links in the previous guide to guide players to the newest rendition of the build.)
Hey Everyone! My friend Tagz and I have started a new podcast called Forever Exiled - A Path of Exile Podcast! (The term "friend" is a bit generous though. I don't really like him honestly. I'd rather be friends with anyone else...but his parents pay me a lot of money to befriend him. Plus, he bought me some Celestial Cat Socks from ExileCon which means I'm now bound to him until the next ExileCon. (May it be soon so that I may be free of this wretched bond.)) ;-)
Seriously though, we talk all things Path of Exile. One normal PoE player (though he's way better than me at PoE which is another reason I don't like him) talking to another normal player about PoE.
Follow us on Twitter @ForeverExiled82 where we'll post our newest episodes when they're ready.
Sorry for the "self-promo" but if you listen, we'd love your feedback.
Thanks!
WELCOME to my ENDURING FIRE guide :)!
This Righteous Fire (RF) build doesn't require any specific items or mods to easily sustain RF. Just turn on RF, and walk (or spin) your way through the Atlas burning everything around you. Everything else in the build is automatic. You'll clear the Atlas with a yawn (and smile). It's easy 1 button fun!The build doesn't require any specific items or mods to play so you can just pick up and play like a good old fashion "dungeon crawler". Pure RNG fun :).
SHUT UP Wrecker! I JUST WANT TO PLAY!
Ok! Yikes...you could have at least said "please" or something...(Here's 3.9 build in a nutshell.)
If you're curious about any aspect of the title or why my builds are the way they are, I give the details here. The guides I post will easily clear the Atlas despite the limitations I play with.
*For those with similar limitations to mine, I can play this build on both PC and Console.
(Thanks Tagz for always being willing to figure out the Wiki with me.)
Here's 3.9's VIDEO EXAMPLE of gameplay and here's what MY GEAR looks like. (My character name doesn't match my build anymore...too many respecs. I play on Standard but I refuse to use Legacy Items/mods. My builds will always be just as the guide states unless I'm trying something out and forgot to switch back to the guide's setup prior to signing off.)
The Guts (Gems/Gear/Tree/Attributes)
Gem Links
PoE restricts which gems are available to each class until Act 3. Until then you can get some gems for free from quest rewards, purchase some from specific NPCs in each town, or find them as loot.
There are two NPC's that sell all purchasable gems: the first one is Siosa in the Library in Act 3 (you have to do his quest first (the Library is connected to The Imperial Gardens)), the second NPC is Lilly Roth in Act 6.
*If I have a level next to a gem, stop levelling that gem at that level. For example: "Cast when Damage Taken (Level 1)". Don’t level Cast when Damage Taken past gem level 1. Otherwise, fully level all gems.
5/6 Link - Righteous Fire (Socket in Chest)
-Righteous Fire - Creates a AoE around you that burns enemies. But it also burns 90% of YOUR life per second. (Increasing the damage of RF does not change how much damage you take from RF. It'll always burn the same % of life from you no matter the links you link to it.) (This skill won't be able to be used right away. You'll need high Fire resists and life regen to sustain it. Follow the tree and you'll be sustaining it in no time. I personally don't wait until I can sustain it. I try running it as soon as I can somehow keep RF up. There's a section under "For New-ish Players" that can help you SUSTAIN RF as fast as possible.)
-Burning Damage Support - Extra damage.
-Elemental Focus Support - Greatly increases damage at the cost of not being able to put an ailment on an enemy. This seems like it would negate RF...but RF doesn't inflict an Ailment. It skips the ailment and jumps straight to the effect, burning. Typically, if you were to throw, let's say a Fireball, at an enemy, it would have a chance to Ignite. If the enemy Ignites, they start to burn. So if you had this support with Fireball, you'd never burn an enemy. You'd only hit them with fire damage. RF simply burns enemies. It doesn't have a chance to ignite. It skips the "chance to ignite" mechanic and just burns (damage over time). So this is a damage boost with no consequence.
-Efficacy Support - Extra damage.
-Increased Area of Effect Support or Concentrated Effect Support - Do you want less damage with a bigger Area of Effect? Or less AoE with way more damage?
-If you get a six link:
The above gems are listed in order of DPS (Concentrated Effect is tied with Burning Damage Support but it comes with the AoE reduction). First decide how important maximizing AoE is to you. Then remove whichever supports you like and add whichever you like. Concentrated Effect Support is the strongest of any listed support gem for RF, but it decreases AoE. Both Arcane Surge Support and Swift Affliction Support can be added to the links but BOTH MUST be added to the links, neither of these two skills will increase RF's DPS individually. (Adding Arcane Surge to RF adds the Duration tag to RF which then makes Swift Affliction a possible support for RF.) The strongest combo that obviously ignores AoE is Righteous Fire-Burning Damage Support-Concentrated Effect Support-Arcane Surge Support-Swift Affliction Support-Efficacy Support. (Swift Affliction raises your Dex requirement to 111.) My personal preference is to increase RF's AoE and leave out Swift and Arcane.
4 Link - Bonus Damage and Life Regen (Socket in any 4 Link)
-Cast when Damage Taken Support (Level 8) - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.) Because this casts spells that hit with fire (which conflicts with EE and RF) we want it to fire less often than our Ball Lightning. So level 8 for this CwDT, level 1 for the Ball Lightning CwDT.
-Wave of Conviction (Level 12) - Every enemy this skill hits gets Exposure to Fire. Exposure lowers an enemy's resistance to the specific element by 25%. (Multiple Exposures do not stack. (The Flammability curse is not an Exposure and therefore "stacks".))
-Purifying Flame (Level 15) - Purifying Flame puts Consecrated Ground on the ground every time it casts. Consecrated Ground grants 6% increased Life Regeneration :).
-Combustion Support - This helps the linked spells Ingite an enemy. When the linked spells ignite an enemy, this support gem increases the fire damage for RF (it lowers the Fire Resists of enemies this skill hits).
4 Link - Defense and Life Regen (Socket in any 4 Link)
-Cast when Damage Taken Support - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.)
-Summon Stone Golem - A minion that provides life regen to you. The more life regen the better!
-Summon Holy Relic - Its perks don't get applied until we Hit an enemy with an Attack, not a spell. This minion will do some damage on its own, but we care more about the life regen it gives to its allies (us) when we Hit an enemy. The more life regen the better!
-Any Guard Skill you want. I'll be choosing Molten Shell.
4 Link - Elemental Equilibrium and Curse (Socket in any 4 Link)
-Cast when Damage Taken Support (Level 1) - Automatically casts linked spells. (For this build, Gem order doesn't matter when linking spells to CwDT.)
-Ball Lightning (Level 4) - Ball Lightning is linked to a CwDT level 1, which means the second we are grazed by an enemy hit, we will cast Ball Lightning. Every enemy that Ball Lightning hits will provide us with the positive benefits of Elemental Equilibrium (lots of damage). It'll also apply the linked curses. We want this casting all the time, thus the CwDT level 1.
-Curse on Hit Support - This is needed to be able to apply your curse on enemies that Ball Lightning hits. (For this build, Gem order doesn't matter when linking spells to CoH.)
-Any curse you want - I personally prefer Enfeeble for the defense it gives. It makes enemies: less accurate with Hits by Attacks (not spells), deal less critical damage, and deal less overall damage as well.
3 Link - Elemental Equilibrium, Movement, Defense (Socket in any Weapon or Shield)
-Cyclone (Level 9) - This skill isn't for damage. We'll be using Cyclone to apply Lightning Damage to enemies and put Fortify on ourselves. We don't focus on Accuracy at all in this build so Cyclone won't hit every attack (less than 50%). But we'll be spinning non-stop and you'll find that you will feel like you do have 100% accuracy as a result. Also, a nice defensive perk to Cyclone is that it lets you "Phase" through enemies...so they can't get you stuck. Each hit with Cyclone also initiates Holy Relic's perks. You'll be able to see how often you Hit an enemy with Cyclone by how often Holy Relic's AoE goes off.
-Fortify Support - This skill gives gives us Fortify for 4 seconds when we hit an enemy with Cyclone. Fortify gives us damage reduction to ALL Hits (not Damage Over Time).
-Added Lightning Damage Support - This simply adds Lightning to all of our Cyclone hits further guaranteeing the positive effects of Elemental Equilibrium.
2 Sockets - Auras (Socket in Weapon or Shield) (These gems don't have to be linked)
-Purity of Fire - Our most important aura. This gives us Fire resistance! When coupled with Tasalio, Cleansing Water on the Ascendancy tree, it will give us all the Fire Resistance we need forever. It makes gearing so much easier. It also increases your Maximum Fire Resist. This is the most important part of using RF. Normally your Maximum Fire Resist would cap at 75%. This skill at level 20 will increase that max to 79%. That doesn't seem like much, but it's actually very substantial damage mitigation for both RF and receiving fire damage. (We'll end up with 81% max fire resist without items. There's are two nodes on the tree that gives us the extra max %.)
-Malevolence - Gives more damage to Damage over Time (RF).
***Note: If a skill has two triggers attempting to cast it, the skill will become inactive. Skills can only have one active trigger. So, for the link that has CwDT, CoH, and a curse, both the CoH and the curse will have to be outside the CwDT's requirement threshold (trigger range). So you'll only start seeing your curse applied once those gems require a character level of 39 or more.
Gear
ANYTHING YOU WANT! - I like having a shield and one-handed weapon instead of two one-handed weapons or a staff. It's just a preference; no right or wrong there.
If you’re new to PoE, check out the Tips for New Players link. It gives lots of help and tips on gear, mods, currency, levelling, and endgame mapping. Some good to know stuff that you'd hate not knowing.
- Weapon - Anything you like (except a Bow or Wand).
- Shield or Second Weapon - Anything you like.
- Head - Anything you like.
- Chest - Anything you like.
- Hands - Anything you like.
- Feet - Anything you like.
- Amulet - Anything you like.
- Ring - Anything you like.
- Ring - Anything you like.
- Belt - Anything you like.
- Jewel - Anything you like.
- Flasks - Anything you like. I simply use 4 health flasks (that bleeding) and a Quicksilver/Quartz Flask that removes Chill/Freeze.
Weapon Mods: RF benefits from:
- Increased Elemental Damage
- Increased Fire Damage
- Increases to Damage
- Increases to Area Damage
- Burning Damage
- Damage Over Time
- Fire Damage Over Time Multiplier
- "More" of any of the above. In PoE, the term "More" is much stronger than "Increased". So choose "More" over "Increased" when you can.
RF does NOT benefit from:
- Increased Spell Damage
- Adding Fire Damage
- Adding Fire Damage to Spells
Your goal on the rest of your gear is:
- Maximum life
- Cold and Lightning Resists (you can ignore Fire Resist)
- Movement Speed (Typically on Boots)
- Life Regen (Either a flat # or %)
- Ensuring you have high enough attributes for your skills.
- Any suggested mod you want on your weapon would be welcome on gear too.
***Make sure none of your gear in any way adds Fire Damage to Hits or we'll get the negative effect of Elemental Equilibrium (it's a node in the Passive Tree), not the positive part.
- Here are my customized loot filters for all platforms. They will make looting a lot more relaxing for those that play my builds. Just click the "Follow" button next to the filter(s) you want (make sure you choose the correct platform). The filters will automatically be added to your game! They auto-update with any changes I make too! Whaaaaat!?!?! I know right?!
This is my setup if you're interested. I play the same as the guide unless I'm testing something out.
Passive Tree
Here's 3.9's Passive Tree:
3.9's Pastebin - https://pastebin.com/2YeeTjje - Pastebin for Path of Building. (Copy the link, open Path of Building, click on “New”, then click “Import/Export Build”, click “Import from Pastebin…”, paste the link.)
Passive Tree Explained
The skill tree is easy to understand:
You'll start as a Marauder. We start as a Marauder because there is only one subclass in the game that greatly increases our natural life regen. That's the Chieftain subclass (ascendancy). And to get there, you must start as a Marauder. The Chieftain also had some very compatible nodes for easy caps to fire resist (for RF) and Endurance Charges for defense (and more regen).
Levelling Path:
This build really benefits from every node we'll select on the tree. I suggest taking every node as it comes up, not really skipping anything. If I was to level this build again, I'd start south and then get every node/section as you cross it, heading north. The Passive Tree I have for you takes you to level 90. That'll be easy to get to. I'll let you choose what to pick after that. There were many great nodes (life regen, max life, damage) that I had a really hard time excluding. Pick whatever you like! Have fun!
Tree Focuses: - Life Regen - The more the merrier. We want lots to sustain RF. Iit's awesome to see your life move up so fast without flask help.
- Maximum Life - Besides the obvious factor of "the more you have, the better...", the more life you have also improves the damage of RF.
- Endurance Charges - The tree gives us nodes that let us increase our maximum endurance charges from 3 to 7 :). It also gives us life regen per charge, increased AoE, and damage.
- Damage - Yup, damage :).
- Jewels - Jewel slots are amazing. Jewels are items you can find that you can actually allocate on your tree. They can give almost anything from health, damage, resists...anything. We will only have 1 jewel slot selected :(. What's really neat is you can swap jewels in and out of your passive tree anytime. As great as jewels are, I find managing them and remembering what I have exhausting. So I typically only have one jewel slot per character.
Don't forget about attributes. The tree almost provides all the attributes we need for our skills. You'll pass some nodes on the tree that give +30 Attributes. If you don't have items to cover what you're short in, feel free to select some of these as you pass them. You'll get respec points that will let you remove them later once you have better gear.
Now, feel free to modify this is anyway. This is just my preference for easy Solo Self Found.
Take your time to look at each skill as they come along. Some of the nodes are pretty dramatic.
Some quests earn you respec points in case you regret any decisions you made on the tree. You can also use Orbs of Regret for the same thing.
Ascendancy
As you go through the game you'll come across Trials of Ascendancy. Starting in Act 3 you'll see their value. Once you have completed all 6 of the first set of trails, you'll get to attempt your first Labyrinth (lab). Good luck! Upon completion Choose Chieftain. You get two ascendancy points per lab. There are four labs for a total of 8 points. (Redoing the same lab will not reward you with more ascendancy points if you've already completed it.)
You can spend your points in any order you like. This is my personal order:
- 1st Two Points - Tasalio, Cleansing Water. A busy node. You get life regen. You get lots more life regen if you've been hit by physical or fire damage from an enemy (not your RF). You can get ignited, but the ignite damage won't harm you (it does not affect how RF burns you). You gain 100% to your fire resist. (This is additive. You'll need 135% minimum for end game and Purity of Fire will take care of the rest :).) (This node is essential for running RF as early as possible without needing any items.)
- 2nd Two Points - Tawhoa, Forest's Strength. It gives a good chance to get an Endurance Charge whenever we use a Fire Skill, which cast automatically. It also gives us bonus damage per Endurance Charge.
- 3rd Two Points - Valako, Storm's Embrace. Gives bonus life regen per Endurance Charge and increases our Maximum Endurance Charge limit by 1.
- 4th Two Points - Ramako, Sun's Light. Damage. The only part of this node that matters is the multiplier to Fire Damage Over Time. But it's A LOT of damage.
Pantheon
- Major God: Soul of Arakaali - It's only for the first perk. The 5% reduced Damage taken from Damage Over Time means we take less damage from RF. - Minor God: Soul of Abberath - Only beneficial while we're moving. While moving, we take 5% reduced Fire Damage. So since it's safer to keep moving than to stand still, I chose it over the life regen of the Soul of Tukohama.
Bandits
With the Bandits in Act 2, I kill them all for the extra 2 skill points. You, of course, do what you like.
Attributes
You'll get most of the attributes that you require to use your gems from the tree. You'll need a little bit of Dexterity.
You'll Be Short:
Strength: 0
Dexterity: 24
Intelligence: 0
Needing 24 Dex isn't a lot. It'll be easy to make up the difference (though, 20 of our 44 Dex comes in the second half of the suggested tree). Amulets are an easy way to help attribute troubles early on while levelling. Though we don't need any Intelligence, it'll typically come late in the tree. So don't pass by Int. mods apathetically.
From the Tree You'll Get:
Strength: 392
Dexterity: 44
Intelligence: 134
Your Gems Need:
Strength: 155
Dexterity: 68
Intelligence: 111
Media and Extras (Videos/Tools/Filters)
- Videos? 3 options:
- My 3.9's example video above.
- My ENDURING FIRE playlist shows my most recent sessions with the build.
- My broadcast channel. Mixer keeps the last 14 days worth of broadcasts. I don't always play awake, but I'd rather play than not :).
- Software:
- PoEMate - The mobile planner I use (if the link doesn't work in your area, just search PoEMate in your mobile store).
- Path of Building - The desktop character planner I use.
- 3.9's Pastebin - https://pastebin.com/2YeeTjje - (Copy the link, open Path of Building, click on “New”, then click “Import/Export Build”, click “Import from Pastebin…”, paste the link.)
Loot Filters:
- Here are my customized loot filters for all platforms. They will make looting a lot more relaxing for those that play my builds. Just click the "Follow" button next to the filter(s) you want (make sure you choose the correct platform). The filters will automatically be added to your game! They auto-update with any changes I make too! Whaaaaat!?!?! I know right?!
For New-ish Players (How I Play/Build Mechanics/Newbie Tips)
How I Play This Build/How it Functions in Gameplay
This build is really easy to play. Sooooo easy.
Quick Version: Walk/spin to any enemy and everything burns to death...well, except you. :-) Everything else happens automatically! True story.
Detailed Version
- Turn on RF, Purity of Fire, and Malevolence.
- Get close to enemies and they will die.
- Everything else happens automatically.
- The curse that you choose will all be cast automatically when you hit with Cyclone.
- Purifying Flame and Wave of Conviction will be cast automatically for you. They will try and get a Critical Strike for you at least once every 8 seconds so you can get the bonus damage from Elemental Overload on the tree. Wave of Conviction will also lower enemy fire resists by 25% (increasing the fire damage they take from RF) even though the skill itself does little damage at the level we have it. Purifying Flame will be putting Consecrated Ground everywhere. The more Life Regen available, the happier we are.
- Hitting an enemy with an Attack will give you life regen from Holy Relic.
- Endurance Charges are gained as we use fire skills. We also have a chance to get Endurance Charges when we get Hit and when we Kill. The fire skills we'll be using will be the ones linked to CwDT Support. Your Endurance Charges will give you lots of physical damage mitigation, bonus elemental resistance, great life regen, extra AoE, and bonus damage.
- Your Stone Golem and Guard skill will be automatically cast for you and will give you life regen and nice defensive perks respectively.
- Elemental Equilibrium will give us HUGE damage. If we hit with Fire, which we'll do with some CwDT spells) we'll give the enemy resistance agianst RF. If we hit an enemy (with a separate hit) with a non-fire skill, we will lower the enemy resists against RF. So, our fire skills linked to CwDT are designed to go off only about half as often as our lightning skills, with CwDT. We have Ball Lightning is linked to a level 1 CwDT. I've also added Lightning to Cyclone so that the enemies are being hit even more with lightning. So the idea is that lightning will always be overriding Fire Hits so that we can get both the positive perks of EE and the positive perks of our fire skills.
- Purity of Fire reserves mana. This gives you fire resistance along with an increase to your maximum fire resistance. The latter is very important for sustaining RF.
- Malevolence also reserves mana and gives a damage boots to our Damage over time.
- So it's really easy! Lots happens but all you're doing is moving, moving, moving...Everything else is automatic.
Build Mechanics Explained for New Players
Cast when Damage Taken
Cast when Damage Taken (CwDT) is a gem that automatically casts linked spells (not attacks) when your character takes a certain amount of damage. The lower the level of CwDT, the less damage it needs to cast its linked spells. The higher the level of CwDT, the more damage it needs to cast linked gems.
CwDT cannot support ACTIVE spells with a higher player level requirement than that of the CwDT gem itself. For spells to be cast by CwDT, the spell has to be within the required level listed on the gem. As you level gems, you'll see that they all have certain player levels you have to be in order to use them. CwDT does too. You'll notice in the CwDT gem description that it'll only cast spells under a certain required level. That requirement level goes up as CwDT levels. Linked SUPPORT gems have no boundaries and can be fully levelled.
The benefit to a high-level CwDT at a high level is that we can have high-level gems attached to it (Stone Golem). The benefit to a low-level CwDT is that you can have spells being cast frequently. Good for utility spells (applying curses and such).
You can't manually cast spells that are linked to CwDT and within CwDT's gem requirement level.
For our build, the order of gems linked to CwDT does not matter.
Curses
Curses are debuffs that you can put on an enemy. There are quite a few curses in the game, not all of them are beneficial to every build. In this build, you can pick anyone you want.
By default in POE, every character can only apply one curse per enemy. There are ways to increase this limit, but we won't with this build.
Unless an enemy is "Hexproof" (curse proof), our curse will work. Curses are 33% less effective against Area/Map bosses and 66% less effective against the Shaper and his Guardians unless otherwise stated on the gem.
Elemental Equilibrium
Elemental Equilibrium (EE) is a node on the passive tree. It gives enemies negative resists to elements you don't hit enemies with...if you've hit them with an element.
So if I hit an enemy with lightning, the enemy now has 25% extra lightning resistance and -50% to both fire and cold resists. If my spell or attack hits an enemy with lightning and fire, the enemy is only now susceptible to cold damage.
Righteous Fire obviously deals Fire damage but is a DoT and NEVER Hits. We will have both Ball Lightning and Cyclone hitting with Lightning damage so that we have the positive impact of EE. So make sure that ANY item, jewel, or implicit mod from any Lab does not add fire damage in any way.
Endurance Charges
There are three types of Charges in the game. Each character has a default limit of 3 for each type. We'll be focusing on Endurance Charges. Endurance Charges give 4% physical reduction, elemental resists and per charge. Ours will also give us life regen, increased AoE, and Damage. We'll be picking up a few nodes on the tree that'll increase our max Endurance charge limit up to 7.
Charges have a duration. While you have Endurance Charges, earning any amount of Endurance Charges will refresh the duration for ALL Endurance Charges (they all share the same duration).
Don't be discouraged if your Endurance Charges Expire. I doubt they will...but if they do, remember that we get bonus damage for a little while per Endurance Charge we lost.
Exposure
Enemies can have their resists lowered in a few different ways. They all stack together. So if Spell A and Spell B both lowered an enemy resistance by 10, the enemy would be -20 to that resist. Exposure stacks with other sources of lowering resists, but it doesn't stack with itself. So if two skills that apply Exposure of the same element are applied to the same enemy, they won't stack. Only the strongest will be applied.
Righteous Fire
Righteous Fire(RF) can be over-thought quite easily. I will simplify it.
-It's a skill that, once it's turned on, is always on and can only be turned off in three ways: Dying, going through a loading screen, or using a flask that removes Burning (a flask of dousing).
-It does fire damage to all it touches.
-It is Damage Over Time, therefore it does not Hit. Many mechanics in this game require a Hit to be activated (such as Leech and Penetration).
-RF burns you with fire damage. To sustain it, you need the highest Fire resistance you can get. Normal Fire Resistance is capped at 75%. Increasing the Fire Res. cap decreases the amount of damage you take from RF. Life Regeneration takes care of the rest. -RF is a skill that typically can only be used late in the story. It can be sustained early-ish but you'll need to be attentive with it until later in the game. But once you get it, just socket it and start levelling it.
-While RF is on, it gives a damage boost to the spell damage of all your OTHER spells (not itself).
Vaal Skills
Vaal skills are super versions of normal skills that have a duration and cooldown given to them. We're hoping to use Vaal Righteous Fire. Early on in the game Vaal skills typically only drop in Corrupted areas (though as the game progresses you'll find them a little more often.) Corrupted areas can be randomly found attached to maps as a side area. Kill the boss inside these areas, loot their "stash", and hope you get the Vaal skill you want.
Vaal RF gives you both the RF skill and Vaal RF in one gem. Both skills require their own key bind/button. You can use RF like usual but the Vaal skill requires you to kill enemies, or damage Rare or Unique enemies. Once the skill is ready to use, you can use the skill anytime. But remember, any loading screen in the game automatically resets the Vaal skill and it needs to be refilled. So don't save it too long (boss arena doors don't have load screens (except for The Lord's Labyrinth). Once the skill has been used it'll have a short duration where the skill can't refill.
Vaal RF takes a chunk of your health to cast but doesn't constantly hurt you as the normal RF does. It then does insanely good damage for a duration, then expires and needs to be refilled.
In case you didn't notice, RF can't be sustained right away. Without life regen focused uniques, RF can typically be sustained after you've completed the story and are into mapping. To sustain it as soon as possible without needing any gear (except links), try the following:
- Select all the nodes on the Passive Tree as they come. Get all the South nodes first, then work your way up. Don't skip any. (The Life Regen per Endurance Charge nodes are the MOST important.)
- Equip and start levelling your Stone Golem as soon as it's available.
- Equip and start levelling your Purity of Fire as soon as it's available.
- Equip and start levelling your Holy Relic as soon as it's available.
- Fight on Consecrated Ground.
- By the time you kill Arakaali (the Spider Boss in Act 7) you can select the Pantheon option that unlocks (Soul of Arakaali). Have that and the minor God, Soul of Abberath selected.
- Do the first 3 suggested Ascendancies.
- Get those Endurance charges up :).
You can sustain RF with gear in other ways, of course, I just thought you'd like to know the soonest you can run RF no matter your gear.
Loose Ends (Map Mods/Gem Locations/Bandits)
Endgame Mods to Avoid
At the end of the game, the levels (maps) you try and clear will have random modifiers (mods) allocated to them. There are A LOT of mods that can go on a map.
There is only one mod that we can't run: The No Mana and Life Regen mod. We need mana for our Cyclone and we need Life Regen for RF. But that's it! Just the one mod!
Some mods will be inconvenient, but they won't be impossible to run:
- Negatives to maximum resists hurts RF.
- Slower mana and life regen also make life rough for RF but it's not impossible by any means.
You'll learn your personal preferences over time, but only No Mana and Life Regen should be avoided.
Levelling/Quests - Solo Self Found - Quick Reference
- I suggest doing every quest in the game. It doesn't take long. If you're too eager to get to mapping in the endgame, here is a link to all the quests that give Skill Points as a reward.
Bandits - With the Bandits in Act 2, I kill them all for the extra 2 skill points. You, of course, do what you like.
*Remember to prioritize. You may not be lucky enough to get the gear that'll let you play with all your gems as soon as they are available. So do what works best for you until the gear comes (don't be quick to sell your old gear in case something doesn't work out).
List of Gems in Order of Story Acquisition:
Act 1 - Breaking Some Eggs - Reward - Level 4 - Molten Shell
Act 1 - The Caged Brute - Purchase - Level 8 - Combustion Support Act 2 - The Root of the Problem - Purchase - Level 16 - Righteous Fire
Act 3 - Lost in Love - Purchase - Level 24 - Purity of Fire
Act 3 - Sever the Right Hand - Reward - Level 28 - Cyclone
Act 3 - A Fixture of Fate - Reward - Level 31 - Fortify Support
Act 3 - A Fixture of Fate - Purchase - Level 1 - Purifying Flame
Act 3 - A Fixture of Fate - Purchase - Level 4 - Summon Holy Relic
Act 3 - A Fixture of Fate - Purchase - Level 8 - Added Lightning Damage Support
Act 3 - A Fixture of Fate - Purchase - Level 16 - Wave of Conviction
Act 3 - A Fixture of Fate - Purchase - Level 18 - Concentrated Effect Support
Act 3 - A Fixture of Fate - Purchase - Level 18 - Elemental Focus Support
Act 3 - A Fixture of Fate - Purchase - Level 24 - Enfeeble
Act 3 - A Fixture of Fate - Purchase - Level 24 - Malevolence
Act 3 - A Fixture of Fate - Purchase - Level 28 - Ball Lightning
Act 3 - A Fixture of Fate - Purchase - Level 31 - Burning Damage Support
Act 3 - A Fixture of Fate - Purchase - Level 31 - Efficacy Support
Act 4 - Breaking the Seal - Reward - Level 34 - Summon Stone Golem
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Cast when Damage Taken Support x3
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Curse on Hit Support
Act 4 - The Eternal Nightmare - Purchase - Level 38 - Increased Area of Effect Support
List of Gems in Order by Level:
Level 1 - Purifying Flame
Level 4 - Molten Shell
Level 4 - Summon Holy Relic
Level 8 - Added Lightning Damage Support
Level 8 - Combustion Support Level 16 - Righteous Fire
Level 16 - Wave of Conviction
Level 18 - Concentrated Effect Support
Level 18 - Elemental Focus Support
Level 24 - Enfeeble
Level 24 - Malevolence
Level 24 - Purity of Fire
Level 28 - Ball Lightning
Level 28 - Cyclone
Level 31 - Burning Damage Support
Level 31 - Efficacy Support
Level 31 - Fortify Support
Level 34 - Summon Stone Golem
Level 38 - Cast when Damage Taken Support x3
Level 38 - Curse on Hit Support
Level 38 - Increased Area of Effect Support
(Let me know if you see any errors in the list.)
- There are two NPCs that sell all purchasable gems: the first one is Siosa in the Library in Act 3 (you have to do his quest first (the Library is connected to The Imperial Gardens)), the second NPC is Lilly Roth in Act 6 (Do her quest in Act 6).
Awesome.So if you have any questions let me know and I'll respond the best I can. Don't feel embarrassed. Ask anything you like. It's easy to miss/overlook details in the guide or on the wiki. Likely someone else wants to know the answer too :). (I likely won't have time to evaluate characters (sorry!) but I've listed in general what mods to look for on your items so you know what to look for and improve upon. Don't forget to check the Tips section if you're new too.)
Replies: Feel free to respond to other players' posts! The more that's out there, the more we learn. Please be kind, respectful, and theoretical (not a Know-It-All) when helping others out. I will happily respond to questions but please note that I have multiple guides and I'd like to respond to each equally. I’ll do my best to get back to you as quickly as possible but set your expectations that I'll respond to each guide once a week.(Too much time responding to guides makes an unhappy spouse...an unhappy spouse means less time for guide replies...less time for guide replies makes an unhappy me...Unhappy spouse + unhappy me = an epic hockey fight with sweet uppercuts which I would obviously lose...a lost hockey fight against my spouse = busted hands that I can't type with, no teeth to voice type with, and black eyes that I can't read with. So one build a day, m'kay? K.)
Here's a list of my OTHER GUIDES if you're interested :).
OH! Don't forget, to support GGG by buying a skin for all your favourite skills you use. They last forever, you look rad, and it keeps PoE going too :).
Double OH! I make a new thread every league for every guide I do. So all the comments, questions, and answers you read are all relevant for this current expansion. (At the end of a league I post links in the previous guide to guide players to the newest rendition of the build.)
Our summoner build also uses a cyclone mechanic and with these boots you cyclone at 150% of your movement speed, so its like permantley having a quicksilver flask of adrenaline up every second, even when you cyclone and you can annoint them for a total of 2 annointments so you could pick up breath of flames and growth and decay.
Awesome suggestion JCOH35!
Those are really nice!
INDEED! I Have two pair, one for this build and for my Trigger Happy build. Made my mapping much faster!
Our summoner build also uses a cyclone mechanic and with these boots you cyclone at 150% of your movement speed, so its like permantley having a quicksilver flask of adrenaline up every second, even when you cyclone and you can annoint them for a total of 2 annointments so you could pick up breath of flames and growth and decay.
Awesome suggestion JCOH35!
Those are really nice!
INDEED! I Have two pair, one for this build and for my Trigger Happy build. Made my mapping much faster!
Dang. Good for you! I think they'd make me puke ;).
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
After quite a few own builds for exiles with suicidale tendencies, i was more than ready for professional help.
Thank you very much for a build which is easy to handle and a guide that doesn't need a university degree in POE-Studies.
After quite a few own builds for exiles with suicidale tendencies, i was more than ready for professional help.
Thank you very much for a build which is easy to handle and a guide that doesn't need a university degree in POE-Studies.
Ha ha. Hey Tarsidae!
Great job trying out the game! This game is really tough and it takes a lot of effort to learn the terms of the game and what they actually mean. Started playing in the early 2.0's and didn't really learn how to make a good enough build until around the early 3.0's. So don't be discouraged. This community has some awesome people in it (just ignore the know it alls).
I'm glad you found the build easy to handle and that the guide helped you get there. I'm always up for feedback if you feel that the guide needs some improvement or if you think it needs a little more info on something.
I appreciate you taking the time to be encouraging. Please feel free to ask anything you like!
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
New POB link doesn't work. How does it do against new content in 3.9?
Hey LockedGoblin689!
Pastebin.com was down for a while yesterday. I tested out all my guide's PoB's then went to their site once I saw your message. It looks like it's back up and running now, so feel free to peruse.
This build is a tank. Its damage is on the weak side though. So you'll have the defence needed for longer fights, but you'll need decent offensive gear to progress further into the Atlas against bosses like Drox. Easy things to add are gear with damage implicits, dual wielding sceptres, using Flammability instead of Enfeeble...those types of easy things. Then you don't actually have to change anything major if you felt like following the guide without thinking.
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast