[3.25] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Melting all content.
Welcome Exile! Jenno here.
Are you looking for a non-meta build that can be both a good league starter and a strong end-game character? Are you looking for a fun build with a unique play style, fast clearing speed, and satisfying experience of slamming bosses? Then this build might be perfect for you. Latest Build news: Finished my end-game build for 3.25, the build is revived. Check my POB and character :) 09/29 POB
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Budget Version - 2 div budget, 2.4M max damage per hit on pinnacle boss.
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https://pobb.in/Y6DyPKsg8jmg Early Crit Version - 8 div budget, 11.3M max damage per hit on pinnacle boss.
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https://pobb.in/JlTNsOLyCHk6 End Game Minmaxed Version - 60 div budget, 62.4M max damage per hit on pinnacle boss.
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https://pobb.in/HhSSx3s6XKbd [3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build. [3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Last edited by JennoJoyce#0789 on Sep 29, 2024, 2:52:49 PM Last bumped on Nov 17, 2024, 5:06:10 AM
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Old Content
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Pros
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High Damage : Great damage output with hybrid damage sources
Tanky :90% phys reduction, 50% attack & sepll block, full fortify all the time, 6k+ life, 1k+ life regen Insane Clear Speed :clear the screen with one hit Safe :long range damage makes it safer than other melee builds, you don't need to be near the boss to kill it Enjoyable Play Style :slam skill has very satisfying visual and sound effect Cons
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Can't do reflect until end-game
Not a Lazy Build May not be new player friendly, managing charges may be overwhelming Pantheon, Ascendancy, Bandits
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Major: Brine King Minor: Shakari if chaos resistance is negative, otherwise Garukhan Ascendancy nodes: Valako -> Ngamahu -> Tawhoa -> Tukohama As for bandits, kill them all. Leveling + Tree Progression
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Leveling
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Leveling with this build is quite easy, please open the league start POB in community fork then you just equip the skill gem in the POB skill section whenever you reach the level. For main skill, I used ground slam till I can start using tectonic slam. Feel free to use other skills that you are comfortable with to reach level 28. For aura, you can use herald of purity, herald of ash and blood and sand during leveling. If you have mana sustain problem during leveling, I suggest to get a -mana cost ring (like praxis) and anoint mana leech nodes like Thrill Seeker or Spirit Void on amulet. For leveling gears, it's the same as any other build. You know, the usual suspects like tabula rasa, wanderlust and so on. Buy any unique 2H weapon during leveling. Tree Progression
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We are leveling with the league start version of the build. You can easily re-spec your tree after you reach a good level. Make sure you have the league-start POB ready (you can find it in the POB section). 1. Go to Unwavering Stance for stun immunity 2. Go up, to Resolute Technique for 100% hit chance. 3. From Resolute Technique, go up, grab all the nodes in the upper region. 4. From Resolute Technique, go down, get all nodes below resolute technique 5. From Unwavering Stance, get to Lust for carnage 6. From Unwavering Stance, get to Life and Mana Leech 7. Go down to the bottom, get to Wrecking Ball and Lava Lash 8. Grab rest of the nodes POB
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Please note that POB cannot calculate the damage of Tawhoa, but from my testing it offers 30~40% additional damage. The additional damage by Tawhoa is not included in the DPS calculation. But you can measure it in-game by allocating Ancestral Bond. If you are playing the build in 3.18 and found inconsistency between the build guide and POB, please refer to the 3.18 POB as the correct one. League Start Version for 3.18 - 2.72M DPS with 1ex budget
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https://pastebin.com/eHavN0Y9 Early crit version for 3.18 - 8.12M DPS with 6ex budget
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https://pastebin.com/7EYncuKb Mid-budget Crit version for 3.18 - 12.90M DPS with 15ex budget
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https://pastebin.com/DmXifYri Early End-game Crit version for 3.18 - 30.47M DPS with 50ex budget
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https://pastebin.com/mp3QFZcL Minmaxed End-game version for 3.18 - 52.49M DPS with X budget
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https://pastebin.com/Fs4rSBp5 Q&A MUST READ
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Q: How to download POB community fork? Q: Why use staff as weapon?
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1. the base crit chance of warstaff is the highest among all 2h weapons, the staff-specific crit nodes are strong too which makes it easier to reach 100% crit chance and scale our critical damage with crit-multi. 2. warstaff has good defense implicit (i mean block chances), combining with staff-specific block nodes, we can get ~50% block chance for both attack and spells. Q: Is attack speed important?
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Short answer is: while fast attack speed does not give us much benefit, slow attack speed greatly harms our clearing speed and survivability. By default, our attack speed is pretty slow due to pulverise (-25%), tectonic slam (-20%), and Melee physical (-10%). as a result, the attack animation takes more than 1 second. Slow attack speed INDIRECTLY affects our damage output as well as clearing speed, because attack cycle is usually postponed due to the need of refreshing warcries and dodging attacks. Moreover, slow attack speed makes us vulnerable too. Imagine a big mob coming into our way but we have to stand still, face tank them all for more than one second to perform the attack. Not fun, right? Not to mention the increased chances of being stunned due to longer exposure to enemies. To summarize, a decent attack speed gives us: 1. better clear speed therefore more damage outputs 2. more room to dodge enemy attacks, more survivability. That's why we improve our attack speed whenever we can in our build. For example in end-game, we get attack speed from: weapon, glove, boots enchans, frenzy charge, and mods like tailwind and onslaught etc. Make sure your attack time in hideout is no more than 1 second. (you can move your cursor to the skill and see attack time). Also learn to pre-fire your tectonic slam during mapping so that exposure to mobs is reduced. Q: how do you feel about investing heavily into Damage Over Time? Is it not worth, in comparison with the standard crit multi stack?
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Personally I'm not a fan of scaling fire damage over time, because it doesn't scale as well as crit multi. Also watching mobs/boss slowly burning isn't as satisfying as hitting them directly. Q: The build is incredibly slow, first you have to cast 3 warcries which make you stand still for 1-2 seconds, then tectonic slam which takes 1-2 seconds to cast as well. How do we "speed up" this process?
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the warcries are pre-casted, not cast during encounter. Once the fight starts, you only need to cast 1 warcry in between attack. You can refer to the video section as reference. Also make sure your attack time is less than 1 second. You can find some faster weapon like 2h axe. Also, if needed, you can delay using -%attack speed gems like melee phys and pulverise to a later game, and use gems like fire penetration, fortify instead. I'm playing this build in SSF, is this build SSF friendly?
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Our gear won't rely on any specific unique item for all budget levels, and we will craft most of the gears in end game. Therefore it should be SSF friendly. For league start weapon, even though tidebreaker is used, you can use any high phys 2H weapon instead. Just make sure the attack speed is decent enough so your slam time is less than 1 second. What warcries are used? How do I use warcries efficiently?
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Depending on the budget level, here are the warcries you might use: infernal cry, intimidating cry, enduring cry, rallying cry. To ensure both efficiency and damage, different warcries are only used in specific situations. Infernal Cry: This is the warcry that you will always use, you are able to perform 6 attacks per usage. This allows us to maintain endurance charge while benefiting from additional damage & buff granted by combust effect and its links. Intimidating Cry: This is a warcry that you will use before/during boss fight, and once in a while during mapping to help maintain endurance charge. You next 2 attack's damage is doubled after this warcry. Rallying Cry: This is a warcry that I will ONLY use before/during boss encounter. Upon encounter, I will deploy my 3 totems and perform a rallying cry to get at least 15% more damage buff. Most of the time you also have extra purity minions during combat, then it can give you a 25% more damage buff instead. Enduring Cry: This is a warcry that I will ONLY use if my HP is low. In fact, I'm considering dropping this warcry because the mastery node "recover 15% of HP per warcry" is a much better option in end-game because of its instant recovery and the fact that it can work in situations that prevents regen(like no regen mod in map or maven's beam in the final phase). To sum it up, during mapping you mostly just need to use infernal cry per 6 slams so your mapping can stay efficient. During boss, you would simply rotate different warcries between attacks. This might take some practice, but once you master the flow, bossing is in fact very enjoyable. There are a lot of active skills, can you share your skill bindings and how to properly use bindings for skill interaction?
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Skill binding depends on your own preference, I personally use: left click for molten shell right click for flame dash middle click for phase run Q for infernal cry W for tectonic slam E for intimidating cry R for enduring cry T for rallying cry ctrl + T for warchief totem ctrl + R for vaal warchief totem ctrl + Q for vaal molten shell Here are some note-worthy details for about using some bindings: Molten shell/Vaal molten shell
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We put molten shell on left click, therefore molten shell will be used while moving whenever available. This is a pretty good quality of life binding so you don't need to worry about activating molten shell. As for Vaal molten shell, you can use it before big encounters like map boss/breach/legion/expedition/metamorph etc. The vaal molten shell lasts for 20+ seconds, giving you 6K+ damage mitigation in end-game whenever you need it. Just remember to pop up your flask before activating the skill for maximum effect. Phase Run
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Phase run will make you enter phasing upon usage, it also gives increased movement speed and additional damage buff during phasing. However, there is a catch to it: if you perform an attack during phasing, the phasing breaks, and the damage buff will only last for additional 0.2 seconds from the moment you initiate the attack. Since our attack takes ~0.9 seconds in hideout, using phase run normally won't help us at all. Fortunately, our low attack frequency play style becomes an advantage here if we use phase run in a slightly different way. Here's how: Initiate slam -> Activate phase run before slam lands on ground -> damage dealt with buff applied. By doing this, the attack action is done before phase run therefore won't break the phase run, in the meantime, the damage is calculated after the phase run so we gain the additional benefit of attack buff. Furthermore, using phase run this way has another major benefit: we get to keep the phasing buff. If you consumed 3 frenzy charge, the buff will last ~7 seconds with increased duration. This phasing buff will give you stealth mode which can protect you from mobs/bosses so that they will target your totem/minion instead of you. The phasing buff will also give you up to 50% increased movement speed for a long time so you can find your next position to slam or simply move forward to the next pack of mobs without them noticing you. Overall speaking, the usage of phase run in maps/bosses opens up lots of potential possibilities. If you practice it well then you can move in high speed in maps and deliver high damage in boss fights while avoiding being hit by enemy. Totem + Rallying Cry interaction
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As stated in the warcry related answers, rallying cry is only used in boss encounters. Rallying cry's damage buff depends on the number of allies nearby, therefore, it needs to interact with our totem skill for maximum effect. Before big boss fight, I will do either of the following: a) If vaal totem is available: quickly press ctrl+T(totem) and ctrl+R(vaal totem), then T (rallying cry) b) if no vaal totem is available: quickly press ctrl+T(totem) two times + T (ralling cry) If there are at least 5 allies around you, there's a visual effect of sword rising up when you use the rallying cry. Then your next 5 slams will benefit from the 25% more damage buff. To see these skill interactions in combat, please check out the simulacrum video. Q: Why not use Abyssus?
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Only reason: It makes us squishy. The goal of the build is to achieve a good balance between offense and defense, therefore, Abyssus is not used for defense reasons. Q: Why not Oni Goroshi?
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biggest issue with oni goroshi is that it does not have much base damage as a weapon, as a result, we can't scale our damage effectively. Also, the passive nodes of sword isn't as good as staff's nodes, please refer to "Why use Staff as weapon" Q&A for more detail. Q: Why not Marohi Erqi?
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attack speed is too slow to be useful. Check out "attack speed" in Q&A. Q: Why not use leap slam as movement skill?
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Leap slam is considered as slam, which means it will consume our exerted attacks. As a result, it is likely that our actual slam attack won't get any buff because leap slam has consumed them all. Q: How to deal with elemental reflect?
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Before minmaxed end-game gear, our build does not do elemental reflect as illustrated in Pros and Cons section. However, in a situation that we have to do elemental reflect for game content, here's how you do it: 1. If the elem reflect mod is on a map, then the easiest way is to use the sextant mod: "player and minion can't take reflected damage". 2.If you need to do Atziri or uber Atziri, then you can change your pantheon minor to Yugul, then use two hunter or shaper rings with % reduced elemental reflect damage taken. Once you acquire the awakened ele damage gem and level it to max, then you can start doing reflect maps without issue. Remember to disable infernal cry in those maps. Q: Why am I not dealing damage in boss fights even with the same gear as yours?
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Chances are you are not playing the build right. To deal good damage in boss fights, you need to make sure the following conditions are met during boss fights: (a) boss is intimidated(through intimidating cry in front of boss), and refresh intimidating buff after it expires (b) boss is covered with ash (through infernal cry), refresh after it expires (c) totem or vaal totem is active (can boost damage through buff, totems can ignite which reduces boss fire res) (d) you are exerting all 3 warcries(intimidating cry, infernal cry's combust, rallying cry) (e) you are reasonably close to boss (to apply exposure) (f) if possible, have flask active. If using bottled faith, make sure boss stands on consecrated ground (g) whenever phase run is available, use phase run in the correct way (more detail in Q&A about skill binding) (h) endurance charge full ALL time These conditions stack up damage exponentially, a player who only meets 3-4 of the condition can only deal less than one third of the damage of meeting all conditions, even with the same gear. It certainly takes lots of practice to play the build in an optimal way, and in my opinion that what makes this build fun to me. If you are experiencing damage issue with similar gear, you can observe these conditions in your next boss fight and see how many of them are met. You can also check out boss fight videos (e.g. simulacrum 30) to see the buff management in action. Q: What character levels do I need to upgrade to each budget level?
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Budget Gear: 68-95 Early Crit: 92-97 Mid Crit: 94-98 Early Endgame: 96-100 Minmaxed Endgame: 98-100 It's very important to at least meet the minimal character level requirement to upgrade to certain budget level, otherwise you'll be missing key mechanics and the build wouldn't function properly. [3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build. [3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Last edited by JennoJoyce#0789 on Sep 1, 2024, 1:30:15 PM
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3.18 Updates
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Thought 1: Self-cast assassin's mark, replacing elemental weakness.
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Assassin's mark can improve the build's damage significantly. After GGG made assassin's mark permanent in 3.17, it is worth it to self-cast assassin's mark during boss fight. You only need to cast it once at the beginning of the combat and get to enjoy the damage benefit until the boss phases or dies. Thought 2: Forbidden flesh and flame with War Bringer ascendancy node
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This is something I already tested in game. War Bringer will give this build a big damage boost. To sustain rage, change warcry master node as "warcry has minimum 10 power". Once we do that, we never run out of rage and almost always benefit from the nice stats boost by rage and more damage mod by warbringer. Thought 3: Echoes of Creation Helmet (the warcry helmet)
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I am not able to test this helmet in new league, and there are both promises and concerns with the item, but I encourage you to give it a try. In terms of promises, it provides 45% more damage since we exert 3 warcries in boss fight. It also removes the need of second wind support, giving us one more gem socket for assassin's mark. For concerns, the most obvious one is how much the 45% life taken as physical damage will affect us in-game. I know we have good endurance changes and life regen/leech that can counter the physical damage taken. But if this becomes really undesirable, then we need to mitigate its side effect. One way to mitigate the downside is through petrifed blood, with petrified blood we gain over leech, such that the life we lost when performing the attack can be leeched back to us immediately, reducing the time window of being caught low in life. Warcry recover life mastery mod can also be helpful too, but i will leave it to you to see whether these are necessary. At the end of day, remember this is only one helmet option. If it starts to feel not worthy of many changes for the helmet, you can always go with crown of inward eye. new update: I tested the helmet in standard, and found that using the helmet together with determination can improve the build significantly. Check out the new 3.18 end-game POB for detail Showcase
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Video
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Simulacrum Wave 30 Maven's Invitation: The Feared (Simultaneous Challenge) Cortex (with Early End-game Gear) Shaper Maven Maven's Invitation: The Hidden Gears
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Budget league-start version - 50c investment, 2.82M DPS
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Intro
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The league-start version of the build is to provide easy leveling experience and to get you into red maps to farm currency comfortably with minimum investment. The gearing & skill choices focus on getting a good balance between offense and defense rather than chasing pure damage. As an example, you will see that fortify is used instead of shock wave despite shock wave gives significant better damage boost. The choice of passive tree nodes also prioritize achieving build-enabling capability without major investment on gears. Such as the choices of life & mana leech nodes to resolve mana problem, mana reservation nodes to avoid using more expensive enlighten support. Hope you enjoy the leveling and early mapping. Keep in mind, this budget build is only the start of something much more exciting. Weapon
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We use tidebreaker because it has good physical damage, and it scales well with our 7 endurance charges. If you are in trade league, you can buy 5 The Deep Ones card, or buy a tidebreaker directly (whichever option is cheaper). Don't worry about the links and sockets if the 5L price is more than 10c higher than usual item. If you are in SSF, then you can grab any 2H weapon (rare or unique) with high physical damage. Also make sure your attack time is less than 1 second in hideout without flask. Once you have acquired the weapon, here's how to do 5 link + 6 sockets easily: improve the quality of the weapon to 20%, then use jeweler orb (or crafting bench) to get 6 socket. It should take 300 jeweler orb on average. Then use fusing or harvest craft to link 5 socket. If you do not have enough jeweler, you could simply go for 5 socket, and use unset ring to get the extra socket. Armour
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For body amour, we need one with 6L and decent life and resistance. Here's how you can get one: If you are in trade league, you can do 3 of the following and choose the cheapest option: 1. Search for 6L non-unique body armor corrupted and with 6 red sockets. Apply some filters like 90 life, 20 resistance. 2. Search for 6L non-unique body armor uncorrupted, apply filters like 90 life, 20 resistance. Then look for armors that requires strength (a hybrid of str-dex, str-int is ok too), because it will make changing socket color easier. 3. Search for non-unique 6L body armor uncorrupted, don't apply any stats filter this time. But still look for armors that requires strength. After buying it, put it in your stash. Then during your harvest encounter, apply chaos craft on it until you get one with decent life and resistance. You can also craft life using crafting bench if you get one with good resistance only. This body armor needs 2 harvest encounter at most, and don't be greedy :) If you are in SSF, you can use any 6L body armor you can find. If 6L isn't available, 5L works too. Amulet
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Amulet is where you can fill your attribute requirement. On top of that, getting an amulet with decent life, resistance is good enough. You can anoint Panopticon once you get into red maps. It's not necessary to go for dexterity at lvl 20 phase run, running lvl 1 phase run with 79 dexterity works equally fine. Rings
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One Profane Proxy to apply flammability with skitter bot. Remember to put it on your left ring spot so your skitterbot can still apply shock. For the other ring we simply look for life and resistance. If you are not able to get 6 sockets on your weapon, then use an unset ring here. Gloves
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We need Spiked Gloves with attack speed and decent life. Here's how you get them cheap: 1. buy spiked gloves with life and empty/crafted suffix, then craft attack speed 2. buy spiked gloves with attack speed (more than 10%), then craft life 3. buy spiked glove base (lvl70+ is fine), then in your harvest encounter apply chaos craft on it until it hits good life or attack speed. Then benchcraft the other. Helmet
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Get one Hrimnor's resolve, it's pretty cheap. Its stats - life, resistance, and fire damage are all useful to us. Most importantly, it also provides freeze and chill immunity, because our character heavily uses fire skill (tectonic slam, molten shell, infernal cry, flame dash etc). Therefore, we are basically immune to freeze and chill all the time. Before you open a strongbox, remember to use a flame dash first so you won't be frozen there. Boots
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Get one with 30% movement speed and good life and resistance. Nothing fancy here. Belts
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life, resistance are all we need. Nothing much here either. Jewels
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In this budget build, I'm suggesting to skip the jewels because the budget build is only a temporary setup to farm more currency. We are better off spending that currency later when we convert to crit version. Flasks
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Lion's roar and wise oak to improve our damage. Make sure your fire resistance is the highest among the all. Quick silver and silver to improve our clearing speed and movement speed. Sulphur flask to increase damage and life regen. Put Sulphur flask in the last spot, so that when you press 1 2 3 4 5 then slam, you are standing on your consecrated ground. In terms of utility mods, you need %increased armor, %movement speed, %attack speed. You can put distribute those mods among the utility flasks. Early Crit Version - 4ex investment, 5.12M DPS
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Intro
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The goal of this build is to help you progress further into more challenging game content like A8 Awakener, Shaper, Elder, Uber Elder etc. Comparing with budget build, early crit variant offers more than 2 times more damage and survivability. Most importantly, it also marks a new starting point of our build journey. From now on, our overall damage will begin to scale with critical strike. Defensive-wise, we start to leverage block as an additional defensive layer, with the help of new keystone, we can get 50% attack & spell block chance during mapping and most boss encounters. At last, hope this build can help many of you with more challenging yet more rewarding end-game adventures. Weapon
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When deciding the early crit weapon, here are the requirements I considered: 1. The weapon needs to be a staff to leverage crit nodes. 2. The weapon needs to have good attack block chance (to leverage the 50%/50% block chance keystone) 3. The weapon needs to have good base damage 4. The weapon needs to be accessible by players without major investment Disintegrator is an option that fits all descriptions above. In addition, the siphoning charge can provide lots of extra damage boost. Since our build has many active skills to use, maintaining siphoning charge is extremely easy. Disintegrator's side effect(150 physical damage per second taken per charge) is negligible to us, because our phys reduction is extremely high, taking some minor phys damage per second is nothing. Armour
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Body armor is the most expensive item in early crit build. Having said that, this item will be reused for end-game crafting. In other words, we are gradually building towards end-game gear now, therefore the currency you spend now won't be wasted later. What you need is lvl86+ astral plate that is uncorrupted, hunter or elder influenced, and 6-linked. Ways to acquire this item base
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If you are in trade league, depending on the current market any one of the following can be cheaper: 1. Go to trade, search for astral plate that is lvl86+, 6L, non-unique, uncorrupted, hunter or elder influenced, not both. 2. Same as 1, but this time look for any influenced. Then use harvest crafting - randomise influence of armor to change its influence. It has 1/3 chances to getting either elder or hunter. 3. Buy 8 "The White Knight" card, it will give you level 100, 6L, crusader influenced astral plate. Then use harvest craft same as step 2. If you are in SSF, you can use any 6L base and slam a conqueror's exalted orb, then change its influence through harvest. After you get the item base, use harvest craft: reforge attack / reforge attack more common on the item, so you can guarantee a critical attack chance mod. In addition, it must meet the following condition: 1. Must have an empty prefix so we can craft block chance later. 2. Must have 80+ life (you can go higher if you are willing to gamble) 3. You can go for t1 crit chance (>1%), but if other mods are too good to lose, then you can settle with t2 crit (like the one I used). Again, don't be greedy, then you can get a decent body armor within 10 reforge. In the end, craft attack block chance so we can cap spell block chance easier with the help of new keystone. Amulet
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Amulet is the main source of dexterity and intelligence in gears. Our target dexterity is 118 (for lvl20 precision) and target intelligence is 113 (for disintegrator). Among all the gears, you should get amulet only after you finalize other items, so that you can search for amulet with missing attributes directly. In addition, you can also try getting some extra life, accuracy (if needed), resistance(if needed) from amulet too. Don't forget to anoint the Panopticon Rings
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One flammability curse ring is needed. Please replace the shaper ring displayed above with a ring that has the mod: "Curse Enemies with Flammability on Hit, with #% increased Effect". For the other ring, you can go with unset ring if your curse ring isn't. Look for accuracy, resistance, and life. Use crafting bench for any mod you need. Gloves
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We need life, accuracy, attack speed and if possible, resistance on it. Find a spiked glove with at least 3 of the mods above and craft the 4th mod. Helmet
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Crown of the inward eye is very cheap and gives us lots of life, damage, and armor. Focus on getting a good roll >= 19% of the item. Boots
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I personally prefer getting a boots with chill immunity. Luckily, there are plenty on the market because of the veiled mod. A boots with 25% movement speed, chill immunity, 70+life and 30 total resistance only cost less than 5c. You can use this link to search for the item, and feel free to adjust the criteria: https://www.pathofexile.com/trade/search/Scourge/LL8WW6BHn Belt
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Get stygian vise with good life and res on it. Then acquire a corrupted blood immune abyss jewel. Jewels
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Use thread of hope with very large ring, and put it in the following position:
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Flasks
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Diamond flask increases our crit chance therefore giving big damage boost. Cinderswallow gives the "15% damage taken leeched as life" mod to improve survivability during mapping. The other 3 are the same as before. As for utility flask's mod, we need to distribute freeze immunity, %armor, and %crit chance among the utility flasks. Mid-budget Crit version - 12ex investment, 9.93M DPS
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Intro
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The mid-budget crit version is a progression of early crit build as we level up further. The main purpose of this build is to pave the way for end-game build by setting up the end-game build mechanic in absence of end-game gears. As a result of this, the build focuses on investing on items that have a good long-term return rather than exploiting short-term gain. Despite that, our damage still increases by almost 2 times just by getting end-game damage mechanics in pace. Here's a summary of the change: 1. Start to leverage cluster jewel to gain necessary offense/defense mechanic. For example, Overlord to gain fortify, Master of Fire to gain fire exposure (especially when pairing up with exposure mastery). 2. Drop several non-essential nodes, and use jewel as a mean to acquire better stats with more flexibility. 3. Invest in awakened gems like Melee Physical, Elem attack, and alt quality gem like pulverize. Our attack speed will be reduced by -20% because of this, that's why we need the jewel to mitigate the attack speed loss. 4. Since we longer need to use foritfy support in main skill, we can now use shockwave to significantly improve DPS and clear speed. 5. Start to use two -mana cost of skill craft on amulet or rings, so we can drop the mana reservation nodes. To conclude, you should know that almost all gears in this build are still from early-crit version, which means there is huge potential that is yet to be unlocked. We will upgrade all gears in the end-game build. Important Notes
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Here are several important notes about this mid-budget build: You should only consider transitioning to mid-budget build if you are at least level 92.
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This is because the build requires several important nodes and at least 3 free jewel location for attack speed. Otherwise, you will be missing key mechanics and the build won't function properly. Always make sure you attack time in hideout is less than 1 second.
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This is the most common mistake people make, especially when upgrades involve attack speed changes due of use of new support gems. If your attack speed is slow, it doesn't matter how much extra damage you will get because you won't be able to dodge attack quickly and quality of life is miserable. As an example, suppose your attack time now is 0.95s in hideout. But you are considering an upgrade of divergent pulverize, which will incur 10% attack speed loss. Before you make the upgrade, you must ensure that you can make up for that amount of attack speed loss in jewel. If for any reason you cannot, then don't make the upgrade. Weapon
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Same as before, details in early-crit gear section. Armour
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Same armor as early crit, but there are 4 new skill gems: Awakened Ele Attack, Awakened Melee Phys, Shockwave, and Divergent Pulverize. Remember, only upgrade Awakened Melee Phys or Divergent Pulverize if you can meet attack speed requirement stated in the important note section. Amulet
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Same Amulet as before, but if you have issue matching required attributes, then you can change the amulet. Rings
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Same ring as before (remember we need flammability instead of assassin's mark). In addition, we need two -mana cost of skills crafts on amulet and rings. I crafted them on amulet and one ring, you can choose to craft them on two rings if you prefer. Once you have the two crafts, you can level up your flame dash to level 10 without costing any mana. Gloves
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Same as before, detail in early-crit gear section. Helmet
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Same helmet, there's no need to get tectonic slam enchant at this budget level yet. You will have plenty of chance to hit the tectonic slam enchant later in end-game when we run labs for boots and gloves. Boots
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Same Boots as before, you can drop the chill immunity if you find it difficult to meet resistance and life requirement. Belts
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Stygian vise and corrupt blood immune abyss jewel. Jewels
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Large Cluster Setup:
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Ideally, we need large cluster jewel with at most 8 passives, and with Overlord + 2 other skills so that overlord will show up in the correct location. Keep in mind that there is no need to get the exact skill combination as mine, getting overlord in the correct location is all we care about. Remember to simulate the jewel in POB before buying one. If the budget is limited, it is ok to buy a jewel with overlord skill only. Then you will need to temporarily allocate 2 extra skill points. If you are in SSF, you can alteration-craft the jewel for overlord skill. Or try your luck by applying harvest craft: reforge with attack more common on it. I bought a base after campaign then I kept applying reforge attack more common craft on it, I got mine this way. Medium Cluster Setup:
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We need a medium cluster jewel with at most 5 passives and master of fire. Master of fire gives us a reliable source of fire exposure which reduce fire resistance of nearby enemy by 10%. This can pair up with elemental mastery node for even better result - exposure you inflict applies at least -18% to affected resistance. Other than master of fire, you can choose any other skill based on your preference and the cost. If you are in SSF, you can alteration craft the jewel for master of fire only. Thread of Hope
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Thread of Hope setup is same as early-crit build. Normal Jewels
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Jewels are the place where we compensate for missing stats, therefore we need to be flexible when choosing jewels. Here are the rules you should consider: 1. No matter what jewel you choose, make sure it has % max life (not necessarily max roll). 2. If you are missing accuracy, get jewel with accuracy 3. If you are missing attribute, get jewel with attribute 4. If you are missing attack speed, get jewel with attack speed. 5. If you are missing resistance, get jewel with resistance. 6. Do not spend more than 30c on a jewel at this phase, it's not worth it. You should only care about the overall stats, not stats of single item. Sometimes just by shuffling around the stats on different items, you can achieve the equivalent outcome of 5ex jewel by spending 5c. 7. After meeting the requirement of 1-6, if you want to get some extra damage. Go to POEDB to find out jewel stats that can benefit you (like crit multi, crit chance, and many other). Flasks
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Same flask as before, details in early-crit section. Early End-game Version - 50ex investment, 18.99M DPS
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Intro
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The early end-game build is a non-minmaxed version of the build that can clear all end-game content. Comparing with the prior budget level, this build features a large variety of upgrades and therefore providing significant quality of life improvement along with damage increase. All gears are craftable, therefore I will provide detailed crafting guides for every craftable item to help players acquire the item independent of market. In addition, since end-game gear requires quite a good amount of farming and grinding, there will be upgrade order guide in the end of this gear section to help you navigate through the upgrading journey. Weapon
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We need a rare Maelstrom staff with 250-500+ phys damage and "hits can't be evaded" on it. The reason to go with Maelstrom staff is because of its attack block chance and its interaction with Versatile Combatant keystone. As a result, we can get close to 50% attack block and 50% spell block chance. As for hits can't be evaded crafted, this is to solve our attack chance problem once and for all. Prior to this, we have been using precision + accuracy in gear + tree to get attack chance. However, as we are upgrading gears for different influenced mods, getting accuracy will eventually become a big burden which will put limits in our damage and defense. Also, having the hits can't be evaded craft can allow us to remove those accuracy related nodes in the tree so we can focus on getting more jewel sockets for both damage and life. Finally, we can start using herald of ash for additional damage and clearing speed. Crafting Instruction
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Crafting a weapon that can meet our requirement is extremely easy and the cost is almost only the crafting bench cost. Here's how: 1. Get a lvl83+ non-influenced Maelstrom staff base. 2. Use deafening essence of contempt on it for either 2 prefixes + 2 suffixes, or 1 prefix + 3 suffixes. It only takes like 2 trials. 3. Use annulment orb to remove 1 mod so that you end up with flat phys damage prefix + 2 other suffixes. If you failed, go back to step 2. 4. apply multicraft(2ex), then % increased physical damage (1ex), finally hits can't be evaded(3ex). 5. Use harvest reroll or divine orb to get the damage range above 250-500, Done. During step 2, I suggest getting a good suffix. you can look for t5+ attack speed or crit chance. It only takes 6 essences on average to get that. Since the crafting bench cost is realdy 6ex, spending another 60c to get a good damage boost through decent suffix is a pretty good deal. Armour
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Remember the astral plate that we invested in early-crit build? We will upgrade the item in a slightly different way this time. We will go for T1 life + T1 %life + double curse + t1 attack crit chance. After hearing about these mods, you might be concerned about the item being overwhelmingly expensive to craft. It's not. In fact, it takes much less than you think to craft these mods when comparing with other body armors. Crafting Instruction
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0. If your armor's influence is elder, then convert it to hunter through randomize influence armor harvest craft. 1. Apply pristine fossil to the armor to get T1 life + T1 % life. It only takes ~64 tries to hit it. 2. Now that you got double T1 life, make sure you have one empty prefix and one empty suffix. Apply annulment orb when necessary, if removed any life mod, then go back to 1. 3. craft prefix cannot be changed, then use reforge caster more common harvest craft. You have about 1/2 chance to get the additional curse mod. If you didn't get the mod but there's still empty prefix, then repeat 3. If you didn't get the mod and prefix is filled, then use annulment orb to remove the redundant prefix, go to step 1 if failed. 4. Now that you have double T1 life + additional curse, craft prefix cannot be changed then reforge attack to get T1 crit attack mod. It takes 2 trials on average. 5. Congratulation, you now get 4 T1 mods on body armor now. simply craft some resistance suffix and it is done for now. In the final min-maxed gear, I plan to get a veiled hybrid resistance suffix on the armor. You can see my current item has a failed veil mod on it. Amulet
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Amulet is where we get the missing attributes. I prefer a dex/int amulet since our build needs it a lot. For this amulet, you don't need to craft it because there's nothing too special about it. What you can look for is T1 life + fire res penetration or % Physical Damage as Extra Fire Damage. I suggest you get the amulet only after you finalized the source of attributes from other gears. If you are in SSF, you can simply find a T1 life amulet with some crit chance or crit multi on it. Similar to what we used in prior build budget levels. The amulet will be upgraded in the min-maxed gear. Rings
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Search for unset rings with flammability, if you prefer, you can also search for resistance and life on it. Now that we can run double curse we need an elemental weakness ring too. Please replace the shaper ring displayed above with a hunter ring that has the mod: "Curse Enemies with Elemental Weakness on Hit, with #% increased Effect". Crit multi isn't necessary on the flammability ring yet, I will provide crafting instruction in min-maxed gear to craft a good flammability ring. Gloves
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We need a spiked gloves with good attack speed and at least one of the following mod: attack block chance, culling strike, melee damage. See crafting instruction for detail. As for glove enchants, choose commandment of spite. It will give you lots of survivability. When you are hit, the enchanted skill will emit ice projectiles around you, killing mobs nearby so you are safe. It also leaves chilling ground which will slow down mobs that come after you. I don't have the enchant yet, therefore I still need to run labs to get that. Crafting Instruction
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1. Prepare a lvl80+ warlord influenced spiked gloves as base. You can use warlord's exalted orb and slam on a normal glove to get the influence. I used warlord+elder because I went with a different direction earlier and just simply reusing the item here. 2. Apply essence of zeal until you find one of the following stats: T1 block chance, culling strike, or T1 Melee damage. It only takes ~20 essences to hit one of the above mods. 3. Craft life or resistance. Done. Helmet
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Crown of Inward Eye with tectonic slam enchant. I suggest running labs when you are ready to target-farm the enchant for helmet, gloves, boots all together. Boots
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For Boots, you will need a tailwind + elevated onslaught boots. Normally I am not a fan of elevated mod because most of elevated mods provide limited benefit comparing to its investment. But this isn't the case for elevated onslaught. It provides 10% attack, cast, and movement speed. Most importantly, it works with your silver flask too. This together with tailwind will give you an insane amount of clearing speed boost, therefore this item is the first gear I recommend upgrading. For enchantment, the 16% attack and cast speed when killed recently is the top choice, if you like running labs you can go for penetrates elemental resistance if you haven't killed recently. But that enchantment is extremely rare. Crafting Instruction
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1. Find a lvl80+ redeemer influenced two-toned boots of your choice. 2. alt-spam it for T1 onslaught mod, then regal it. 3. craft suffix cannot be changed, then use reforge crit harvest craft to get elusive 4. use maven's orb hoping for an elevated onslaught mod. If you failed, then you can either sell the item or scour it then go back to step 2. 5. Find another boots with tailwind as the only influenced mod. You can usually buy it from trade. If you are in SSF, find a lvl75+ hunter influenced boots then alt-spam for tailwind. 6. Use awakener's orb, destroy the tailwind boots and merge tailwind into the two-toned boots. 7. craft movement speed on it. In the min-maxed gear, I plan to use veiled mod to get movement speed so I can craft life as prefix. Belts
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We need a double T1 life belt, and it is very easy to craft. For suffix, any resistance is fine for now. Crafting Instruction
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1. Find a lvl86+ stygian vise, apply a hunter's exalted orb on it to make it hunter-influenced. 2. Apply pristine fossil, on the belt until double T1 life mod. It takes ~92 fossils on average. 3. Craft resistance if you have open suffix, craft elemental attack if you have open prefix. Done. Jewels
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Cluster Jewels
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Same as before, check out mid-budget gear's jewel section for detail. Thread of Hope
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Same position as prior budget level. Detail in early-crit buid's jewel section. Normal Jewels
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Jewels are a major source of damage, life, resistance, and attributes. The selection of jewels can be quite flexible. In general, the only thing you need to guarantee is each jewel has %life and at least one crit multi mod on it. In addition to that, if you need additional resistance, or attributes, simply search for them. Remember, there is diminishing return in pursuing the best jewel, and I do not suggest doing that unless you have mirrors to spend. For example single crit-multi jewel with life and resistance costs 10c. Double crit-multi jewel with life and resistance costs around 3ex. Tripple crit multi jewel costs 15ex. You need to ask yourself: is 15% additional crit multi worth 12ex to me now? If not, don't go for it, spend the currency on something else that matters more. Flasks
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Starting end-game gear, we start to use Brine King to get freeze immunity, therefore we get to keep the %crit chance and %armor mod on utility flasks. Bottled faith is what we will need ultimately , it gives us huge damage boost especially during bosses and it provides additional life regen to help with defense too. If you cannot afford one yet, use a overflowing chalice. Upgrade Order
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Before talking about upgrade order, there are three things you need to make sure during the upgrade process: 1. Always make your elemental resistance 71%+ in hideout. This is so that once you enter the map with ele weakness curse, your resistance can still be capped with 7 endurance charges. 2. Always have a working gear during the upgrade so you can continue to farm. I've seen people getting stuck during the upgrade, and have no currency to go forward or backward. 3. Use jewel socket as a safe heaven to make your build viable. Suppose I messed up the body armor during upgrade, and lost 40% fire resistance and cold resistance. To get back to the game, I simply took out 3 jewels that provided crit multi and spend 5c each for 3 resistance + life jewels. Now the gear is working again and I can continue to farm currency despite the failed craft. Now that you get the essence of upgrading gear, here's the upgrade order I used: 1. Gloves 2. Boots 3. Belt 4. Weapon 5. Body Armor 6. Flammability Ring 7. Amulet 8. Bottled Faith Jewel upgrade can happen during any time between 4-8. It's not something you will buy all of them at once, it is a progression. Minmaxed End-game Crit Version - X investment, 53.80M DPS
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Intro
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The true power of our build is defined by its minmaxed version. Clearing the most difficult end-game content with minmaxed build is a truly enjoyable and satisfying experience. Comparing the build with the previous budget level, the minmaxed version features more than 2 times of the damage by unlocking the biggest damage potential in gears - weapon. In addition, the build's defense is also upgraded to another level through the additional defensive layers and immunities. Just like before, the journey of minmaxing the build starts from the prior build budget level. I will provide detail crafting instruction for all the upgrades. Happy Slamming! Overview
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Damage-wise, the main source of the additional damage comes from weapon. A finalized weapon provides more than 2 times of the damage than before when considering its additional physical damage, critical chance and attack speed. Defense-wise, the build becomes more tanky because of the following new defensive mechanisms and improvements: Elusive: This is mainly available during mapping and during mob-intensive end-game encounters (like simulacrum). It grants up to 15% dodge chance and 30% movement speed. Immune to Shock: This is achieved by Pantheon GaruKhan (60%) and 3 x 15% jewel implicit. It helps significantly when encountering mobs/bosses that deal lightning damage or entering places that have shocking ground. Immune to Chill: This is achieved by Pantheon Brine King(50%) and 4 x 15% jewel implicit. Getting immunity against chill is also a big deal because the build becomes vulnerable when the action speed is slowed down by chilling effect. This also enables a much better quality of life throughout the game. Immune to Elemental Reflect: This is achieved by level 5 awakened elem attack support. This means we can do all reflect mods now. Higher Chaos Resistance: With help of gear, the chaos resistance isn't negative anymore and it can reach 26%. Chaos resistance in end-game is extremely important because many times the extra chaos resistance is the reason why you can one-shot enemy instead of enemy one-shotting you. 30% Reduced Critical Damage Taken: This is helpful when you go in a map or have a simulacrum level that has mod: 300% critical chance + X% to critical multiplier. A hit that deals 3k damage becomes a more than 6k under critical strike with the mod. Mitigating that damage by 30% means you are able to a hit then recover to full HP rather than death. Others: There are many minor but worth-mentioning upgrades that provides defensive benefits. For example, the flask enchant (used when full) + flask mod (gain charges when hit) can sustain your flask much better, keeping us tanky. We also get more HP from gear upgrades. Weapon
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The minmaxed weapon is a triple T1 (%phys, #phys, and attack speed) Maelstrom Staff with hits can't be evaded craft. You can refer to weapon section of prior budget level on why we choose the base and need the hits can't be evaded mod. On top of that, we need to multi-craft the crit chance and attributes too. Crafting Instruction
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There are two ways of crafting this weapon, either through harvest fracture or through beast crafting. Depending on the current market and availability, you can choose either one of the two. Harvest Crafting Instruction
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1. Prepare uninfluenced lvl83+ Maelstrom staff, then alteration craft for T1 merciless %phys (170% - 179%) mod. You can also use harvest reforge physical whenever you see one. Alternatively, you could also go to trade and buy a maelstrom staff with this mod directly. 2. Divine / Reroll the merciless mod to 179%. 3. Use harvest craft: fracture 3 prefix or fracture 5 mods on the item. Keep trying until you have the merciless mod locked. You can add mod through crafting bench when the number of mods isn't enough. When you don't have enough prefix, you can use the beast craft: add prefix remove suffix on the item. 4. Once you have the merciless mod locked, use perfect fossil or T4 Hillock syndicate bench to make the weapon 30% quality. Then 6L through fusing. 5. Spam Deafening Essence of Contempt, until you get T1 attack speed. 6. Use Annulment Orb until you are left with T1 attack, T1 merciless and essence #phys mod. If you remove any one of those mod, go back to step 5. 7. Multi-craft the item, then hits can't be evaded, and crit chance and attributes. 8. Harvest reroll all, then prefix/suffix for a good roll. Done. Beast Crafting Instruction
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1. Prepare uninfluenced lvl83+ Maelstrom staff, then alteration craft for T1 merciless %phys (170% - 179%) mod. 2. Make sure the item is magic and only has T1 merciless mod. If your item has 2 mods, imprint it and use annulment orb on it. If removed the merciless, simply restore it and repeat. Then craft prefix cannot be changed on the magic item 3. Imprint the Item 4. Whenever you see harvest craft: reforge physical, use on it. If T1/T2 flat phys didn't appear, go back to 3. If T1/T2 flat phys appeared but there's no empty prefix, use annul, go back to 3 if failed. 5. Now your item should have double prefix: T1 %phys and T1/T2 #phys. Muticraft + prefix cannot be changed + suffix cannot be changed. 6. Use harvest craft reforge speed, hoping for T1/T2 attack speed. If failed, remove the speed with prefix cannot be changed + scour. Go back to step 5. 7. Now your item should have T1 %phys, T1/T2 #phys, T1/T2 attack speed. Multi-craft, hits can't be evaded, finally crit+attributes. Done Armour
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Comparing the armour used in prior budget level, this armor has an additional veiled suffix for hybrid+chaos resistance. Crafting Instruction
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0. Make sure you have an astral plate with T1 life, %life and double curse as prefix, and T1 %crit chance as suffix. Follow the armour crafting section of prior budget level if you don't have one. 1. prefix cannot be changed 2. Use T4 aisling syndicate bench on the item. We need to make sure after aisling we are left with T1 crit, a veiled mod, and empty suffix or crafted suffix. 3. Unveil the item, hoping for hybrid resistance. If failed, prefix cannot be changed + reforge attack until you hit T1 crit again. Then go back to 1. 4. Now your armour should have T1 life, % life and double curse and prefix, T1 crit, veiled hybrid as suffix. Craft some resistance. 5. Reroll all, then reroll prefix/suffix to get good roll. Done. Amulet
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We need an amulet that has T1 %Physical Damage as Extra Fire Damage, T1 fire resistance penetration mod, and T1 crit multi. Crafting Instruction
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1. Pick an amulet base of your choice, use awakener orb to craft the double T1 prefix. 2. If there's empty prefix, craft prefix cannot be changed then reforge life for at least T3 life. Annul it if failed. Repeat 1 again if any of the T1 mod is removed. 3. prefix cannot be changed, then reforge crit until you get T1 crit multi. 4. craft resistance if you want. Then apply elemental damage catalyst. 5. Reroll values, Anoint Panopticon, Done. Rings
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Our build needs many skill sockets, therefore we need unset ring for both rings. In terms of mods, we need one with flammability and one with elemental weakness. Then we need crit multi as suffix, veild life+mana regen, and crafted mana cost on both rings. The shaper ring displayed above is before GGG removed assassin's mark mod on ring, please replace the shaper ring with a hunter ring. Replace the assassin's mark mod with elemental weakness. Crafting Instruction
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1. Use Awakener orb to craft T1 curse(elemental weakness or flammability) and T1 crit multi as suffix. 2. If there is empty suffix, use beast craft - remove prefix add suffix to fill all suffixes. 3. Make sure there's no #life mod, you can use reforge keep suffix harvest craft if there is. Then craft suffix cannot be changed, and use T4 aisling bench to get veiled prefix. 4. Unveil, hoping for veiled life mod. Reforge keep suffix if failed. Then go back to 3. 5. Craft -mana cost, use T3/T4 leo slam to fill any missing mod. apply catalyst of your choice, done. Gloves
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For minmaxed glove, we need a spiked glove with essence life, veiled crit/elemental suffix + T1 block chance + crafted attack speed. Use commandment of spite as enchantment.For details of enchantment, refer to prior gear section. Crafting Instruction
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1. Prepare elder influenced lvl80+ spiked glove. 2. Spam Deafening essence of greed until you hit T1 block chance. 3. Use beast craft: add prefix, remove suffix until you have Essence life + 2 prefixes and T1 block as suffix. . If you have extra mod, try annul it. Return to 2 if failed. 4. prefix cannot be changed, then use T4 aisling bench. Unveil for elemental + crit mod. If you removed the block chance or didn't get the veil mod, go back to 2. 5. craft attack speed, reroll, done. Helmet
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Same Helmet as prior budget level. Nothing much here. Boots
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In previous version we crafted an elevated onslaught + tailwind boots. Now we are going to add elusive and veiled movement speed to it. Crafting Instruction
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0. Refer to boots crafting instruction in prior budget level, make sure your suffixes are filled. 1. suffix cannot be changed, then reforge crit to get elusive. Make sure elusive is the only prefix. 2. suffix cannot be changed, use T4 aisling bench to get a veiled prefix. Go back to step 1 if removed the elusive. 3. Unveil, go for movement speed + onslaught. Go back to 1 if failed. 4. craft life, reroll, done. Belt
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Minmaxed belt is a stygian vise with double T1 life, T1 elem attack, T1 chaos, T1 hybrid, and crafted suffix. Crafting Instruction
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1. Get lvl86+ hunter influenced stygian vise, use pristine fossil to get double T1 life mod. 2. Make sure the belt has 1 open prefix and 1 open suffix. Use annul if necessary, go back to step 1 if any of life mod is removed. 3. prefix cannot be changed, reforge attack, aiming for T1 elem attack. If you missed T1 elem attack, try annul the mod. Go back to step 1 if any of life mod is removed. 4. Now you have triple T1 prefix, do prefix cannot be changed, then reforge chaos for T1 chaos res. Keep repeating until you get T1 chaos res. Make sure T1 chaos res is the only suffix. 5. prefix cannot be changed, use T4 aisling bench on belt. If removed T1 chaos res, go back to step 4. 6. unveil for hybrid resistance, go back to step 4 if failed. 7. craft resistance, reroll, done. Jewels
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Cluster Jewels
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Same cluster jewels as before. Thread of Hope
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Same position as before. Normal Jewels
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All jewels must have 7% life, 2 crit multi mod that can benefit us. Other than that, you can choose resistance/ crit multi/ attack speed depending on your needs. Remember to get 4 x reduced chill effect and 3x reduced shock effect implicits to gain immunity against chill and shock. You only get 6 implicits from normal jewel, the rest can be put on thread of hope or any cluster jewel. Flasks
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enchant lion's roar with 70% increase effect for more damage. Enchant other flasks to be used when full. For diamond and quicksilver flask, get the "gain 7 charges when hit" and T1 % armor and T1 crit chance on them. Simulacrum Flask Adjustments
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I farm simulacrum extensively in end-game. There are 2 adjustments for Simulacrum farming: 1. Change lion's roar flask's enchant to "used when full" to increase up time in simulacrum. 2. Use silver flask with crafted mod: "15% damage leeched as life" and T1 charges gained when hit to replace cinderswallow, to increase flask up time. [3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build. [3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Last edited by JennoJoyce#0789 on Sep 1, 2024, 1:32:46 PM
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Boots + Belt are not in the Gear section atm
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Thanks! Just added them.
[3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build.
[3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. |
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Thank you for your hard work on this build, good Sir!
By now I'm experimenting with some variations of it for leveling till red maps, to get cheap SSF league-starter with two Oni-Goroshi blades. Feel free to check it https://pastebin.com/980kLiBr I am not that good at POB management, but I hope to see your point of view on budjet variation of your build for SSF. |
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I wanna try this build but I need some help in crafting all this stuff. I'm pretty bad at crafting :|
I got the chest and boots for now cuz those are pretty easy to craft. |
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" What specific item do you need help with? I can provide some guidance on the crafting. Since harvest crafting won't be in core, I will just respond in comments. [3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build. [3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Last edited by JennoJoyce#0789 on Aug 16, 2020, 12:39:10 AM
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" I took a look at your build, one small comment I have is the flask, since I noticed you have corrupted blood immunity and 87% phys reduction, then life flask with bleeding immunity is not not necessary. I recommend using enduring call as a way to recover life, especially when your war cry is instant. [3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build.
[3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game. [3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability. |
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" Thank you for your advice, much appreciate it, Sir! Any chance to see global leveling section with tree variations, and crafting guide for beginner and mid-tier gear? |
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