[3.25] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Melting all content.
" You are missing the crit armour we use in early crit build, also the flask is missing diamond flask. Your body armour needs to have the attack block chance craft in order to cap block at 50/50. Once you do that, things should improve quite a lot. [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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" Nice to see the progression. By the way, you can consider my flask setup in mid-budget POB. Or if you have the budget, get a bottled faith and siwtch to the minmaxed end-game flask. [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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"Yeah, I neglected the flasks since I got to the maps, lol. Though I really don't want to lose Silver/Onslaught one as it stacks with the Onslaught from the boots according to the guide. Also not sure why there's Freeze immunity flask if we're using Brine King pantheon - just because of the Chill (which admittedly is quite deadly when the slams aren't super fast)? And will "Used when become Frozen" enchant even activate if we have Freeze immunity? Last edited by MrCinos#7558 on Jun 4, 2022, 10:30:04 AM
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" The freeze immunity in flask is outdated, you can refer to the new POB for flasks. [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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Tried to do the end-game weapon crafting, failed two times, probably could try the 3rd time if I didn't unknowingly tried to remove fracture via beastcrafting and ruined both 2 ex bases I've bought with T1 phys dmg. I actually had a chance to remove fracture via recombinator. Well, lesson learnt. But yeah, blew everything I had on that so decided to stop with the league.
The one thing I feel that needs the biggest improvement for the build is survivability as the current stuff just isn't enough for running even non-corrupted yellow maps without rerolling them half a dozen times every time as any kind of direct damage increase of the monsters leads to oneshots or very sudden bursts here and there. If I could turn time back I'd love to try a 100% spell supression of the build with some higher than usual res caps. Though I know that it's already tight with the passive points + having no shield makes it harder to use melding, etc. Either that or hope archnem rares are nerfed even harder next patch. The block (even if it was 75-80%) near 7k HP, Determination, Leech, etc certainly don't help much even with take 25% less damage atlas keystone. I barely felt the difference as an earlier 90 character with <10ex investment and ~100 ex investment 95-96 version build when it came to feeling safe in regular alch'd t16 maps. In both cases you had to play very carefully offscreening stuff or run magic maps with simple easy mods to actually gain experience and not play a roulette until suddenly something just ends you. The block just isn't reliable enough when the rares are much harder now and more often can onetap or burst you very quickly so it didn't feel like a very valuable defense layer to me. Or at least it felt like a night and day difference from my block cap experience last league on another build/class with the aegis. You need better layer of defences for the block and associated life recovery from mastery to feel good from now on IMO as it doesn't help much from somewhat frequent oneshots which I felt like the main problem now. So once again, going back in time I'd have either tried 100% spell suppression + block or just go full glass cannon with no block at all to offscreen monsters even better. Still, I did love the build playstyle and did feel the sense of progression, but mostly in my damage output and general equipment upgrades. More importantly now I'm not very scared of trying the builds that have a lot of active/usable skills and I'm glad this has been the first build that was button press heavy in my history. Last edited by MrCinos#7558 on Jun 7, 2022, 4:11:57 PM
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" glad you tried, and thanks for sharing the experience. In end game lots of the defense come from gaining immunity to game mechanisms. For example, reducing 90% of extra crit damage is the biggest factor that can prevents being oneshotted. (You can find it in minmaxed POB ) Also immune to shock is another important one too. If you ever try again, remember to have those two defense in place. [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 making an easy to follow guide and you're right, I should've tried going for those. For some reason I thought of needing crit resistance only for those maps that have % increased crit modifier. The only other time I got to end-game I had AG with the chest that just made me just immune to crits so I kinda forgot about them even existing, lol. A bit too late for that now, but I'll definitelly be looking out for that more next time. |
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Just wondering what level is best to transition to early crit build and which nodes should be prioritized last on the pob?
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" I suggest upgrading to early crit at least level 92. You can allocate the fortify nodes (3 points) last. [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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"Didn't want to leave on a somewhat sour note and tried getting and playing a bit with 90 (well, 89% to be exact) crit reduction / shock immunity (via flask). What a world of difference or so it felt like. I've run like ~10 rare maps with 0 issues or being anywhere close to death and definitely felt like it's a game changer for survivability. So much that I'd get that crit reduction watcher's eye as soon as one able to run determination. Trying a certain experimentational juice made me die quite a few times again though, but it wasn't too surprising especially when I was dying vs 3+ of possessed rogue exiles under 50+ empowered apex sentinels. For general mapping and especially in a non-sentinel league I should've felt very comfortable from now on I think. P.S. Had some more deaths from bleeding too, enough to consider running Steelskin just because of that. At least it didn't felt that bad in a +3 socketed gems unset ring that I used last league for it. And the annoyance from inevitable bleed deaths in some situations makes me think it's worth it. Then again it was probably an issue only because it was those souped up posessed/sentinel'd rogue exiles as a source of it. Last edited by MrCinos#7558 on Jun 8, 2022, 11:24:16 AM
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