Stress-Free PoE |RIGHTEOUS INCINERATOR: No Required Items, 1-Button Play, SSF League Start-End| 3.15

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Moose93 wrote:
Spoiler
do i need the skitterbots? im trying to see what i can take away with little loss so i can use shield charge instead of walking around
Hey Moose93! Ya. The build is pretty low on damage until you get a sweet weapon. So Skitterbots is required. If you're following the guide to a "T" but want a movement skill added, you can use an unset ring...as long as you aren't hoping for a support to be linked to your movement skill.
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
https://www.pathofexile.com/account/view-profile/Moose93/characters


this is what i have so far im still leveling
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Moose93 wrote:
Spoiler
https://www.pathofexile.com/account/view-profile/Moose93/characters


this is what i have so far im still leveling
Nice Moose93! Your stuff is way better than mine! Nice gear!
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
how does skitterbots help dps? malevolence seems better
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Moose93 wrote:
Spoiler
how does skitterbots help dps? malevolence seems better
Yup. Skitter is better for THIS build. If you were doing a pure DOT build, Malevolence would be stronger (though, not by too much unless you had AMAZING damaged mods on gear). But because we deal damage with both Hits and DOT, Skitterbots does more global damage for our build. (Skitterbots makes enemies take 15% increased damage.)

Another thing to keep in mind is your mana requirements. That extra 15% that Malevolence needs is quite a lot when thinking of CwDT.)
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
Last edited by Wrecker_of_Days#7691 on Oct 2, 2021, 6:52:58 PM
On top of that, Skitterbots also indirectly increase defence as enemies around are chilled (15% less action speed). All in all, skitterbots really are better than Malevolence for this build, and for any that doesn't entirely relies on DoT.
After getting to where I wasn't really using life flasks any more on this build, I set up all of the slots with use-when-charges-reach-full mods.

Quicksilver
Granite (+1500 armor)
Ruby (+50% fire res is useless, but 20% less fire damage taken means extra life regen for damage)
Quartz (6% attack+spell dodge, but more importantly, phasing)
Silver (attack speed from onslaught doesn't help, but movement speed does, and so should cast speed for incinerate)

If nothing else, the added double movement speed boost makes this feel a LOT better. I delve with it, and when there's enough density to keep them up full-time, it's freaking brilliant. Granted, I gave up my "oh shit" backup plan life flask, but it's been kind of worth it.

I'm glad they're not changing the flask updates too radically in 3.16; instilling triggers are the only update I really, really love about 3.15.
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internationalfish wrote:
Spoiler
After getting to where I wasn't really using life flasks any more on this build, I set up all of the slots with use-when-charges-reach-full mods.

Quicksilver
Granite (+1500 armor)
Ruby (+50% fire res is useless, but 20% less fire damage taken means extra life regen for damage)
Quartz (6% attack+spell dodge, but more importantly, phasing)
Silver (attack speed from onslaught doesn't help, but movement speed does, and so should cast speed for incinerate)

If nothing else, the added double movement speed boost makes this feel a LOT better. I delve with it, and when there's enough density to keep them up full-time, it's freaking brilliant. Granted, I gave up my "oh shit" backup plan life flask, but it's been kind of worth it.

I'm glad they're not changing the flask updates too radically in 3.16; instilling triggers are the only update I really, really love about 3.15.
Awesome changes internationalfish! I like the flask setup. I too LOVE the Instilling Orb. It's blown this game WIDE open for me. I love that you're not using a life flask. So awesome.

I really like seeing other people's Instilling Orb flask choices now. I keep changing my mind on them and I don't have the orbs to keep up with myself :).

I'm glad your setup is doing so well for you!
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast
I think the upcoming changes to this build could be wonderful for its survivability.

"Problem:
A few specific mechanics grant a lot of Life Regeneration, especially with Endurance Charge stacking, but for many other sources Life Regeneration is not very powerful.

Solution:
Remove various sources of Life Regeneration per Endurance Charge or lower their values, review effects that give Life Recovery Rate and high values of Life Regeneration. Add new passives in the Strength area of the tree that grant Life Regeneration and one source of increased Life Regeneration Rate."

We might be able to drop the endurance charge cluster at the bottom of the tree in favor of the new life regen nodes, or something else entirely. If it doesn't give us much regen, it might be worth forgetting it in favor of some armor stacking + CWDT molten shell action. CWDT Molten Shell + Flammability + Inc Duration + Some other utility could be great.

We'll save some points on EE and EO (I specced for them even when this guide didn't-- the damage loss was too severe without them). I imagine I'll invest those points into this new life regen and enjoy a higher base damage, even though we're probably going to lose a little damage from the loss of EE and EO overall.

We might also instead spend those points on aura reservation efficiency. We might be able to pick up another aura. That'd be huge too.

I think this upcoming change is going to offer a bunch of tools to make this build safer and more relaxing. I'm excited! I might actually play this season. :D


Last edited by CaedwynArgol#0566 on Oct 8, 2021, 3:37:45 AM
Looking at RF now because of what seems like a major DPS boost (even taking into account EE and EO changes.)
I am sure the chieftan will still have sufficient regen.
I think I might play a build based on this for 3.16 in hard mode (since it is not so gear dependant)

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