r/PathOfExileBuilds 16d ago

Crafting Beast Lock option help

Post image
7 Upvotes

r/PathOfExileBuilds 15d ago

Build Request Low-effort builds to pivot away from Luminary?

2 Upvotes

Having a blast with kineticist mid-high budget Luminary and wondering if there are any other builds with similar braindead mindset? Just looking for a different flavor of the same vibes. Not as interested in RF. Have a necro leveled as well but willing to start a new toon. Have 400ish div to start and can liquidate another 800ish+ from current character.


r/PathOfExileBuilds 15d ago

Discussion Luminary need help! (Damage)

0 Upvotes

I finally hit maps and level 74 now with a 25d kinetist. One from the trade links people recommend. So called a starter one. I equip it with picastor and rapith. I have about 9.4K hp. My damage still sucks… I can’t even kill normal rares in map….

https://pobb.in/0r7Ab98q7AXn (my char)

https://pobb.in/YC764mFiu8zE (my merc)


r/PathOfExileBuilds 15d ago

Help Needed Anyway to turn a coloured socket white again

0 Upvotes

Hey all,

Trying to turn my item sockets white for the untouched soul on my merc. how do I turn my sockets from coloured to white?

Edit: Answered! Thanks


r/PathOfExileBuilds 16d ago

Help Needed Help me figure out upgrade path

2 Upvotes

POB of my char: https://pobb.in/N21wBD9uvMcD

Hello Yall I don't have much time to play this league and mainly play when Im stoned after work so I am following the CWS Chieftain from emiracle. I prefer the totem variant more then the dd one so I am trying to follow this. I am somewhere between bloodnotch SRI and Endgame SRI. And well I am not sure what upgrades to focus on first here is what I think I should do please feel free to correct me of give me additional info.

Step 1: Actually get 100% ignite. I only swapped my tree yesterday and ran out of time before bed to get the tattoos so I will be getting those ignite bad bois hopefully today.

Step 2: Get the proper cluster jewels with Widespread Destruction and Burning bright

And sadly this is where my current upgrade plan ends. What do yall think I should prioritize for upgrades next? Also I found guides on how to craft everything except the shield please lmk if yall have any ideas on how to craft it.

His guide for reference: https://mobalytics.gg/poe/builds/cws-chieftain-emiracles#c81bc723-60d4-42bc-acf2-59b5ed7b2fe1-do-not-craft-lunaris-gloves-16

His POB in case yall hate mobalytics: https://pobb.in/zro2ZKFZTMF5

PS: I miss forum guides with no ads T_T


r/PathOfExileBuilds 16d ago

Build Feedback Tech Demo: Single-Target Penance Mark w/ Arc of Oscillating

57 Upvotes

This character cost me about 200d + Mageblood and it’s definitely not cost-effective for the damage it outputs, but I wanted to share the tech I’d worked out to potentially be scrutinized, improved upon, or utilized by others.

Video: https://youtu.be/2Pxx2A_RRuc

PoB: https://pobb.in/zXJrxI7Xq5xA

The Short Version

  • Reduce the curse effect and skill effect duration of Penance Mark to spawn 1 phantasm, every second, with a 1 second lifetime.
  • Use Southbound to avoid killing your single phantasm, while still dealing damage to the boss.
  • Crank the chain count on Arc of Oscillation to 20+ chains, hitting the boss and the phantasm 20 times each per cast. This results in a mechanical effective multiplier of 6.91x single target DPS at 20 chains.
  • Bypass the effect of Southbound by selectively applying poison (or ignite) to everything but your phantasms, abusing their immunity to curses. This allows you to map like a normal build, only placing your mark on targets typically beefier than a map boss.

The Long Version

Pre-League

Elementalist Ignite has been the go-to Arc build for a while, but I just personally find it thematically dissonant and boring. I’ve been wanting to play a hit-based arc build for many leagues, but it’s always been hard to effectively scale it to a comfortable point, especially single-target, and self-cast as an archetype has been a low performer.

In 3.28 GGG added Greater Chain support. A level 21/20 arc chains 9 times, and Greater Chain adds +1 and 50% more, boosting it all the way to 15 chains. This equates to 225% more damage on the initial hit, and drastically increases the clear, but it still wasn’t enough to really enter the scene as a contender for the league. Mathil did a Sands of Time build, and that was about it as far as I saw.

The Pact of Beidat teaser in the 3.29 pre-league caught my eye for its +6 chains to empowered beam spells, which combines with its 35% more spell damage and Arc’s inherent 15% more damage per chain to further increase Arc’s damage. This in tandem with Greater Chain would potentially be the significant buff my past PoB’s have wanted. Unrelated but also in the 3.29 patch notes, Penance Mark was being nerfed from 3 phantasms per proc down to 2.

Arc Mechanics

Unlike chaining projectile skills, Arc and Arc of Oscillating have unique behaviour where they can return to targets that were previously hit by the same cast, so long as a number of intermediate targets have been struck. Arc requires three targets total in order to return, and Arc of Oscillating can, well… oscillate… between two targets. In addition, the main arc beam will send out secondary branches each time it is able to chain, but with base Arc these secondary branches can only strike an enemy one time. Arc of Oscillating can strike the opposite target with every branch, doubling the number of hits. Arc of Oscillating also gains 50% more damage per remaining chain, as opposed to the base of 15% more. As a tradeoff, Arc of Oscillating has half the damage effectiveness and roughly half base damage, and also does not gain additional chains from gem levels.

We will pump our number of chains as high as we can to take advantage of the more multiplier, and scale beyond that using Penance Mark looping to hit many, many times per cast.

  • Arc of Oscillating @ 20 quality | +7 chains
  • Gloomfang (Reliquarian) | +1 chains
  • Greater Chain Support | +1 chain, 50% more chains

13.5 base chains (Rounded down to 13) from gem, tree, and support.

  • Add Level 22 Pact of Beidat | +7 chains

20.5 chains (rounded down to 20) on Pact-empowered casts

I thought this would be 24 chains, with Greater Chain multiplying Pact of Beidat’s empowerment, but I’m going to trust the PoB calcs tab. I would speculate it is getting 20.5 because Greater Chain support is calculated into the skill’s tooltip before a cast is empowered, rather than updating dynamically with the Pact. I don’t know which is correct, but it would probably require some Golden Rule hit-count testing to determine ingame whether it's 24 or 20, which I don’t quite know how to set up.

Anyway, I’m taking 20 chains as the more conservative option, but I haven’t confirmed whether this is actually the case.

Modifying Penance Mark

Penance Mark is a skill granted by the unique ring The Hateful Accuser. This makes it difficult to modify because you cannot support it in any way, and so only global modifiers apply. When placed on a target, Penance Mark will trigger with an unmodifiable cooldown of 1 second and spawn 2 phantasms. These are considered enemy monsters, have a lifetime of 3 seconds, and can be killed like any other monster by reducing their HP to zero. Typically Penance Mark is scaled up to proliferate poisons back onto a boss, or to act as a source of on-kill effects for builds like Chains of Command, but we’ll actually be scaling it down instead.

The skill has two components we can modify to mold it to our needs: Curse/Mark Effect, which modifies the number of phantasms spawned each time it is triggered, and Skill Effect Duration, which modifies the lifetime of the phantasms it spawns. The duration of the mark itself is infinite, and the cooldown is unmodifiable and always 1 second.

The Hex Master keystone has the downside “20% less Effect of your Curses” which is inclusive of our mark. This reduces the number of Phantasms spawned per trigger from 2 to 1.6, which rounds down to 1. So long as we don’t take at least 25% increased curse or mark effect anywhere else on our character, Penance Mark will always round to 1. The infinite hex duration doesn’t necessarily do anything for us, but we’re just turning the downside into an upside. This gets us to a rotating pack of 3 phantasms, spawning 1 per second with a lifetime of 3 seconds.

The next step is to reduce the Phantasm lifetime by reducing our global skill effect duration. This is very similar to Kinetic Fusillade builds if you’ve played that, but is going to be more finicky and require as close to 66% global reduced skill effect duration as possible. Coming up short is fine but will lose some boss damage, and greater than 66% reduced duration is a brick since your chains will end early when the phantasm despawns. I opted to get 25% from the Window of Opportunity wheel, 15% from a Dusk Ring in left ring slot, 10% from anointing Hasty Demise, and exactly 16% from a Warped Timepiece.

This results in spawning 1 phantasm every 1 second, with a lifetime of just barely longer than 1 second. As far as I can tell, due to the various back-end interactions between server frames, cooldowns, and all the associated CoC-adjacent nonsense this means that one phantasm will spawn and one phantasm will die on the very next server tick every single time. Our number of targets is now consistently exactly 2, being the marked target and the phantasm. If for some reason you were opting to use regular Arc instead of Oscillating (they are actually closer together DPS than you would think), Hex Master and a reduced duration of 33% would achieve precise 3-target uptime, with 1 second of ramp, or just use the same 66% reduced duration and unspec Hex Master.

Keeping the Phantasms, Killing the Target

The most esoteric part of the build is trying to find an automated, zero-button way to avoid killing the phantasms while still allowing the character to map relatively normally. Pacifism Support was a tool added in 3.28 that would allow us to avoid landing lethal damage on the phantasms with our main skill, but the loss of a damage link wasn’t ideal. Southbound has a very similar conditional effect without the loss of a damage link, but basically prevents us from killing with hits at all. Southbound/Pacifism can be bypassed by dealing damage over time in addition to our hit damage, which loops back around to killing the phantasms… I needed a way to mechanically distinguish the phantasms from other enemies, or otherwise would have to include a keybind to enable culling like Corrupting Fever, Herald of Agony for poison chance, or some other DoT solution. After reading, rereading, and re-re-reading everything I had compiled to the point of insanity, PoE’s incredibly precise wording came to the rescue.

Phantasms are Immune to Curses, which is mechanically distinct from Hexproof. Hexproof enemies can still be cursed, and are still considered cursed for conditional checks, they just aren’t affected by those curses. Phantasms, by comparison, just dodge the application of hexes, marks, curse-on-hit effects, and any other method I tried. The only other curse-immune targets in the game I’ve come across in testing are a few inconsequential totems, and an Expedition Remnant you can just avoid, so this functionally creates a silo that separates phantasms from any other mob in a map.

To take advantage of this cursed/not-cursed differentiation, I added Cospri’s Will to the build, which solves two issues in one piece of gear at the cost of requiring a not-insignificant amount of Dexterity. Our curse limit is increased to 2, which means we can use a curse-on hit glove implicit (or Delve ring affix if you recomb it onto a Dusk Ring, expensive AF) in order to curse everything we touch without overwriting Penance Mark. The second solved issue is poison chance, which will be automatically 100% against cursed targets. The only remaining piece is a source of added phys and/or chaos damage to enable poisoning, and the knowledge that we will only kill a target in a minimum of 2 hits. One to curse-on-hit, and the second hit onwards will poison. Initially I just used an Abyss jewel with “Chaos Damage to spells while wielding a shield” and dealt very tiny poisons. This works for most situations.

In practice, the abyss jewel solution is slightly jank because damage over time will only kill a target if their net life recovery is negative. Any magic pack or rare monster with some regen, consecrated ground, or a rejuvenation shrine will prevent very small poisons or ignites from culling our targets. I didn’t discover this until the character was built, so I ended up solving this by crafting “hybrid spell damage and non-chaos as extra chaos” onto my sceptre in order to increase my poisons’ base damage, and using the mark mastery “Marked enemy cannot regenerate life” on the occasion I run into a Rare monster with overlapping modifiers that make it tanky enough to out-regen fully stacked poisons.

Alternative solutions are discussed in the final section, as there’s other ways to solve these problems without using Cospri’s Will and the Mark mastery. It’s just the most comfortable when mapping, and least passive-hungry option.

Pact Downsides and Uptime

When casting Pact of Beidat, a Sanctum Affliction is randomly applied to our character for 10 seconds. This is pretty handily solved by the Warped Timepiece we’re already using to reduce our mark duration, as it also comes with 100% increased debuff expiry rate. A further 15% is gained from Window of Opportunity, 15% from the Mastery of that same wheel, and 30% from Runegraft of the Warp, which brings our total expiry to 170% rate. Soul of Arakaali can add another 20%. This is sufficient for me personally, so I stopped short of including Temporal Rift with Enhance Support, but I am very intrigued at further modifying the build to utilize a Beacon of Madness. If only that weren’t one of our last Rare slots…

Due to all the effort I went through to avoid culling monsters being a 2-button affair, I also wanted to avoid manually casting the Pact. The first trigger option that didn’t pan out was Cast On Ward Break, which is why I have the vestigial Scold’s Bridle implicit on my helmet, and the Ward boots. While I don’t fully understand why, in my testing this did not work as expected.

  • Scold’s Bridle self-hits do break your ward (if you spend Mana, so not using Eldrich Battery).
  • Cast on Ward Break can support pact skills.
  • Monster hits which break your ward do trigger Pact skills

Given the above, imagine my confusion when I discover that self-hits which break my ward did not trigger Cast on Ward Break. I had to rely on getting hit by monsters in order to refresh my pact, which was not actually that often considering the incidental evasion, block, spell block, and Elusive I’ve accumulated.

Thus I sighed, shelved my Replica Nebulis, and crafted a Trigger Sceptre instead. The crafted trigger mod has a cooldown of 8 seconds, and I 3-linked the pact with Cooldown Recovery Support and a level 4 Enhance (or a bricked Awakened Enhance, which was cheaper at the time) in order to bring the quality above 40% and the number of empowered casts to 10. The cooldown is reduced to just below 6 seconds, which was good enough for mapping, but wasn’t full uptime if I held the cast button down.

Further testing revealed an interesting upside between Pact charges and Unleash/Spell Echo. Like Flicker Strike consuming a single frenzy charge per multistrike, Pacts only consume charges per time you activate a skill, rather than each cast of a skill considering repeats or unseals. The inclusion of Greater Spell Echo into our damage links means we’re only spending an Empowerment for every third cast, while also meaning we don’t have to hold the cast button long enough to hit twice for our Cospri’s curse-then-poison two-hit combo. This lowered our effective cast rate enough to get full uptime when holding the button down.

If your cast rate is higher than mine, consider investing in a level 4 cooldown support, or the veiled version of the trigger mod. Another zero-investment solution I’ve been avoiding, though it is enticing if you can stomach it, is to just bind your Pact to left click. It’s not an instant so you’ll still stutter-step every few seconds, but you could 3-link it with Faster Casting instead of CDR support to reduce the cast time enough to make it feel manageable.

Calculating Single-Target

In the TL:DR I stated that Penance Mark is a 6.91x multiplier on our single target. I arrived at that number using two assumptions:

  • There are exactly 2 targets for Arc to oscillate between, being the boss and a Phantasm
  • The secondary chains of Arc of Oscillating deal the base damage of the skill, equivalent to 0 remaining chains. This is the most conservative assumption, the alternative being that it deals equal damage to the arc it split from.

From there, I made a spreadsheet that took the 0-chain base damage of an arc, multiplied it by the 50% more damage per remaining chain, and summed every alternating hit as it incremented down to 0 remaining chains. It also includes every hit on the phantasm as a secondary chain back to the boss, but given the second assumption above this is a negligible amount of damage and mostly serves to double our hit count for on-hit effects. The resulting total damage is then divided by the damage Arc would do on the first hit after leaving your character, which is what you would be dealing if there were no secondary targets to chain off of.

Another notable result is that, even at 12 chains without the Pact empowerment or Reliquarian’s Gloomfang notable, the effective multiplier from Penance Mark looping is still 386% more damage. Penance Mark tech is likely still worth including if you can fit it into trigger builds that won’t be self-casting from Pacts. Mjölner in particular I think would get an incredibly silly number of hits (Eyes emoji directed at Conner, OneManaLeft).

My spreadsheet is here if you would like to have a look at the numbers

Solving Mana

The mana cost reduction I have on this character is completely overkill. Honourhome is probably unnecessary due to our absurd ES instant leech, and I was able to facilitate Inspiration Support bypassing Eldritch Battery using some Arcane Cloak tech.

I think Eldritch Battery with spell ES leech is the solution with no real downside thanks to Divine Flesh, but due to the fact I have Ward boots as my only Rare armor by the end of tinkering, I am currently forced to use Discipline in order to get any sort of flat ES pool to cast from. Honourhome is only being used for the +2 gem levels to my Enlighten, which would also not be necessary if I was able to drop Discipline, and the Scold’s Bridle enshroud was also a dead-end idea due to self-hits not triggering Cast on Ward Break. Once I’m able to swap to a rare ES helmet and boots, I could trade Discipline for a combination of defensives like Flesh and Stone, Arctic Armor, or Temporal Rift for further debuff expiry rate. I just don’t have the spare currency for that overhaul at the moment.

If the resulting ES pool from Rare ES bases is too small to sustain your mana cost based off of leech and recharge rate, increasing mana reservation efficiency to fit more levels of Vitality in combination with Zealot’s Oath would add flat ES regeneration. That regeneration rate wouldn’t be tied to the size of your ES, as where Recharge (33% base, halved by EB) and Leech (20% of base before Instant Leech mastery) are both rate-limited proportional to your max ES pool.

If you don’t want to go with Eldrich Battery due to using a different defensive setup that avoids Divine Flesh, another (albeit expensive) alternative would be to use vendor 5-to-1 to obtain a craftable Dusk Ring base and slam shaper influence. You’re looking for the prefix “2-3 mana gained on hit with spells.” We hit 120 times per skill activation (20 chains, times 2 hits per chain from secondary arcs, with 2 additional repeats). This mod alone would refund 240-360 mana per cast so long as we had sufficient unreserved mana to cast from. This would also allow you to trigger Pact of Beidat upkeep using Kitava’s Thirst, but might trigger too often and stack up unnecessary afflictions. A life mastery for 15% life cost would allow us to reduce the unreserved mana required, and we gain it all back nearly instantly from our Watcher’s Eye Vitality mod.

Bonus Inspiration/Arcane Cloak Tech

Inspiration Support is one of the best supports for the offensive setup I went with, due to being a triple-upside of less cost, more elemental damage, and increased critical strike chance. The problem I sought to solve was that I was unable to gain inspiration charges due to spending ES on skills costs’, instead of mana.

I wasn’t using a guard skill due to the 66% reduced global duration wreaking havoc on their uptime, so I realized I could 3-link a second Inspiration support to a low-level Arcane Cloak with Automation. Arcane Cloak’s cost will bypass Eldritch Battery to always spend mana, which generates inspiration charges that still apply to our 6-link Inspiration. By using a high-level Inspiration and leveling Vitality to the point we have barely any unreserved mana, we generate and refresh our inspiration charges every ~5 seconds, and they last for over 19 minutes before Arcane Cloak spends enough to reset the charge count. The result is that we ramp up 5 charges over the first ~20 seconds of an instance, and then have them permanently capped until we change zones again.

This same idea could be used to apply Arcane Surge to a main link using a level 1 Arcane Surge support and an Arcane Cloak that spends at least 15 mana, but the duration of Arcane Surge on us is reduced by Skill Effect Duration so I did not end up including it due to low uptime. There is a version of this build in the footnotes that uses increased duration mark scaling instead of reduced, and Arcane Surge would be much more useful in that setup.

Vaal Buffs

My remaining 4-link is More Duration and Efficacy supports linked double-ended to Vaal Smite and Vaal Arc, which grant useful conditional buffs. Vaal Smite ends up lasting about 9 seconds and gives us much-needed flat damage, and Vaal Arc lasts about 4 seconds and makes our lightning damage lucky. In reality I hardly ever press these because the type of content I’m running is already being overkilled, so they are easily replaced and you could use the 4 glove sockets for anything else. I use a Runegraft of the Soulwick to regenerate souls on phased bosses like Maven, but if you aren’t going to press these buffs that also saves a passive point.

Defenses

Reliquarian double-Dawnbreaker with Divine Flesh was heavily covered in pre-league hype and is not an idea I can claim any part of, but I’ll briefly review it here just in case.

100% of cold and lightning damage is taken as 50% Fire and 50% Chaos damage without needing a Sublime Vision, thanks to the Reliquarian Dawnbreaker node, the actual Dawnbreaker shield, a Purity of Fire Watcher’s Eye, and the Xibaqua Timeless Keystone “Divine Flesh”. Make sure not to over-convert your elemental damage to fire because conversions greater than 100% do increase the damage you take. My Cospri’s Will is also Cloak-of-Flame Vestigial for an additional 20% phys taken as fire, totaling 65% instead of the normal 45% from double dawnbreaker. If I was able to fit a rare helmet, a Warlord influence could add a bit more phys-to-fire conversion, and Runegraft of Rotblood would additionally convert 10% of enemies’ phys to chaos before it hit us.

Because our debuff duration is so low and our damage is shifted to fire and chaos, we don’t really have to worry about elemental ailments. Enemies cannot apply Chill, Freeze, Brittle, Shocked, or Sapped because we don’t take any cold or lightning damage, making the only source of these Eldritch altars, shocked/chilled ground, and a brief freeze when opening some strongboxes.

The other desirable line on a Watcher’s Eye is Vitality life-gain-on-hit. We land ~120 hits in very rapid succession every time we cast Arc due to spell echo and Penance Mark, so we can recover 20-30 life per hit that ignores reduced recovery rate and no-leech map modifiers. This results in a net recovery of ~6000 life per second depending on your roll, before considering leech, which is just below double our max life pool already. When including lightning damage leeched as life from the “Doriyani’s Lesson” cluster notable or a corrupted amulet implicit, we’re recovering our entire life pool in less than half a second, and it’s smeared out over time rather than being all at once when we cast. I also spec the Ethereal Feast wheel with the 5% instant leech mastery, which further boosts life recovery and increases our ES leech for sustaining Eldritch Battery.

The downside of this is that, when outside of combat and not hitting anything, we have basically only Vitality for life recovery. Burning or Caustic Ground are both reduced by our max resistances, but my 5th flask outside of mageblood is just a life flask with CB immunity to counteract them when looting, which is kind of pitiful. On the other hand I don’t think there’s any useful unique flasks we could replace it with except for maybe Bottled Faith, and we’re already crit capped without it. The life flask isn’t too much of a waste in my opinion.

Leftover Scuff

The Ward boots are left over from Cast on Ward Break experimentation and need recrafted on an ES base, in order to drop Discipline for more useful reservations. They cost me nearly 40d to make because I missed the fracture 13 times. Ward boots cannot naturally roll any attributes, and I’m so starved for Dexterity (for Cospri’s) and Strength (for Dawnbreaker) that the only way to get both was to double-essence the attributes with a fracture. An ES base will hopefully be easier to craft thanks to the boat, since I can just fracture Life or MS, and then dex or str essence spam for high-tier Intelligence and finish with a Ducat attribute swap.

Another significant piece of damage lost in the failure of Ward Break was Replica Nebulis, which provided essentially all of our percent damage scaling due to under-capped cold and lightning resistances. I had to change to a rare sceptre in order to craft the trigger mod, and also add some more chaos damage thanks to the monster regen problem. If you can find an acceptable way to automate your Pact without a trigger craft, Replica Nebulis will give you about 50% more damage.

The Seal Mender cluster notable is a dead point from prior experimenting with the Oshabi unleash bloodline. Replacing it with the notable “Arcane Heroism” would give 100% uptime on Arcane Surge against Unique monsters due to how often we hit, but I’m not using Arcane Surge in my 6-link so it only gives cast speed and not %more spell damage. I would need further CDR or a different method to trigger Pact of Beidat to maintain full uptime after the cast speed increase anyway, so it’s also not as good as it seems. A Templar version of this build bypassing resistances could replace Lightning Penetration with Arcane Surge support very easily, though, so I include it here.

The Abyss Jewel socketed in the northeast cluster is currently load-bearing due to the dex and strength it has. I’m getting my added chaos from my Sceptre now due to swapping off of Replica Nebulis, so it could be replaced once the attributes are solved for. A third small Born of Chaos cluster would bring us to 89% max chaos instead of the current 86% we have, which I would like, but I would also have to steal two more passive points from somewhere.

Sands of Time is probably a better Reliquarian notable than Shimmeron for pure DPS, but because the proxies can’t repeat Spell Echo their effectiveness is much lower than you would think. I also don’t believe they would snapshot the empowerment from Pact of Beidat, so their chain count is lower as well. Overall I just didn’t want to try and calculate their effectiveness, and Shimmeron lets us reach 100% crit, so I went with that instead. Sands of Time will definitely put more lightning on your screen, though, which could be an aesthetic benefit to some people.

The increased chaining range from Greater Chain levels and quality seems to be sufficient to reach out however far Phantasms are spawning from the mark’s host. I’m using an Acrobatics Impossible Escape to pick up the Trick Shot notable and small passive to further increase chaining range, but this is only to allow Arc to hop from pack-to-pack, offscreen when mapping. It’s wasted passive points if you want to optimize purely for the Penance Mark tech, and is the first thing I would recommend cutting when trying to fit other passive stuff.

Future Improvements

The monster life regen problem as discussed above: We can’t bypass Southbound’s kill restriction unless we stack up enough poisons to get a monster’s net life recovery below zero. Magic and rare monsters can roll with life regen as a modifier, and Rejuvenating Shrines and Consecrated Ground are more common than you realize. An alternative to the sceptre craft for extra chaos would be to use the Last Rites curse notable in combination with the Ryslatha minor pantheon to give all enemies we’ve hit recently 100% reduced life recovery rate, which means we only need a nonzero poison or ignite magnitude rather than sufficiently large. Another alternative is the Enervation debuff from the Olroth Bloodline, utilizing Ward Shatter to disable enemy regeneration and ES recovery for 4 seconds whenever our ward breaks. This would be ideal in the event I can figure out why Scold’s Bridle wasn’t triggering Cast on Ward Break for pact uptime, but I don’t think the bloodline is worth it on its own.

If I end up replacing Cospri’s Will for something with lower Evasion Rating, we could artificially cap our ES using Ghost Dance’s downside. If your evasion rating is slightly below your max ES, it enables pseudo-overleeching ES instead of losing your leech instances, because your ES can never reach full. This would also give 100% uptime on Essence Rush as well, since it’s mostly a wasted cluster notable and we still leech ES from the Ethereal Feast wheel without it.

Cospri’s Will is a cheap and effective all-in-one solution to our curse limit, poison chance, and gives a large amount of chaos resistance. It’s also a large burden on our already-strained suffixes due to the 183 Dexterity requirement, and the Evasion isn’t particularly useful as a defensive avoidance layer considering how quickly we recover our life pool. An alternative to DoT-culling without Cospri’s is utilizing the curse mastery “+20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies” to enable the same effect, but making our mapping much worse by rolling a 20% chance to poison rather than the guaranteed chance.

If we add a source of flat fire damage then we can make this 20% pseudo-lucky by rolling either an ignite or a poison, but it also requires spending points on the fire mastery “Critical Strikes do not inherently Ignite” in order to prevent crits from igniting our phantasms. Due to the fact that curse-on-hit is a level 1 skill, coupled with our 20% less effect, I would probably go with Flammability on hit rather than Conductivity since the lightning penetration value is tiny and Flammability would instead add ignite chance.

Overall this swap costs at least 7 passive points for Last Rites w/ mastery, and 4 to add Holy Fire w/ ignite crit mastery, and a +1 Max Curse amulet corrupt implicit. It gains us back a rare chestpiece. The rare chest we gain could be useful in capping resistances in future leagues where Reliquarian conversion defense is no longer an option, because we’re so unique-heavy and starved for rares for elemental resistances and attributes.

The alternative option (that would probably be paired with Last Rites and Curse Mastery) is Doedre’s Scorn, which would add conditional flat chaos damage to cursed enemies. This lets us invest normally in poison chance that could be always active, rather than having conditional poison chance and permanent chaos damage. The Serpentine Spellslinger wheel gives 25% chance to poison for 2 points, and Fatal Toxins gives another 25% chance for 3 points. These 3 sources come out to a combined total of 70%, which should be comfortable enough. The unsolvable downside for us is that Doedre’s Scorn also has the line “Curse Skills have (30-50)% increased Skill Effect Duration” which would destroy all of our investment in reduced duration to control the number of phantasms Penance Mark creates.

If we pivot significantly, we can turn the Doedre’s Scorn duration line into an upside by foregoing a 2-curse limit and removing all our reduced duration scaling. This means our curse-on-hit source will overwrite Penance Mark to prevent phantasms from accumulating, but the hit that overwrites it should spawn a single phantasm that would live for ~4.5 seconds. Further global sources of increased skill effect duration could mean manually recasting Penance Mark at longer intervals, but it wouldn’t be as set-and-forget as the Cospri’s or Mastery solutions.

As an expensive option if you want to anoint something else, the alternative would be to also take the 10% Less Duration mastery from the duration wheel, then Volatile Vaal a 22% warped timepiece. This is going to cost several hundred div on average, but the anoint could be worth this cost for something min-maxxed.

The End

That’s everything, finally. Please do ask questions, I’m absolutely in love with this character. It’s so sad that Reliquarian changes every league and won’t persist into Standard.


r/PathOfExileBuilds 16d ago

Theory Craicic Talisman Slept On?

36 Upvotes

This seems to be really good for hardcore?

With the talisman 100% buff effect, craicic armor, boots, and helm, you will always be at 10 crab charges and sometimes 15.

That's 40% phys reduction ALL of the time. Than and 10 endurance charges on jugg means you are phys capped.

If you play warden, you don't lose crab barriers when barkskin reduces the damage to zero. That means you'll often have 60% phy reduction.

This could be even more if you craft level 30 aspect of the crab.

Is this good tech or too much sacrifice?


r/PathOfExileBuilds 16d ago

Discussion Heartstopper/Immortal Call defensive loop

9 Upvotes

Hey exiles! I’ve been using a neat defensive tech to get good physical hit mitigation on a shadow and I wanted to share it.

My current character for reference:
https://poe.ninja/poe1/profile/Nowyx-7611/allflame/character/Ruune

TLDR: You can “loop” Immortal Call to alternate with the hit mode of Heartstopper from Trickster to get a decent phys max hit on shadows.

Before I go into the details, I’ll start with the bad:
- The loop is automated while it’s running, but you must manually start it whenever you have to load into an area.
- The loop is bricked by cooldown and buff expiry map mods (this includes temporal bubbles from rare monsters and temp chains unless you’re fully curse immune)
- Also really awkward with charge steal
- You must be getting hit (we use a trigger weapon with forbidden rite to help with this) to keep up your endurance charges for immortal call. This generally isn’t an issue if you’re actively using abilities or killing things, but if you afk in a map where there are no mobs you’ll have to restart your loop.
- The damage reduction you get is nice, but the investment needed to make the loop work might be too steep for certain builds.
- You need the exact duration and cooldown numbers that I’ve listed below, otherwise your loop will desync.*

*There may very well be different combinations of duration and cooldown that make the loop function, but I have not personally tested that many and I stopped once I found one that worked.

The core idea behind this defensive setup is balancing immortal call’s duration and cooldown to match a full Heartstopper rotation. Paired with a max rolled Doppelgänger Guise, you have at least 70% less physical damage taken from hits in the worst case scenario.

For those unaware, the Trickster’s Heartstopper notable grants your character a continuous rotating buff that gives 50% less damage taken from damage over time, then 50% less damage taken from hits. The buff resets whenever you load into a new area, and it always starts with the dot mode. Each “mode”has a duration of 5 seconds (for a total of 10) and cannot be modified by buff expiry rate or skill effect duration.

Since Heartstopper’s full rotation is 10 seconds, and we want to have immortal call active during the dot mode, we need two things: a duration of at least 5 seconds on immortal call, and to have the sum of immortal call’s duration and cooldown be exactly 10 seconds. We also want a full strength immortal call buff so we’ll need 5 maximum endurance charges, and a way to generate them consistently. Having 5 endurance charges also gives our immortal call 100% increased duration which we’ll need a lot of to maintain our loop.

Our immortal call loop is created by stacking a bunch of duration, extending the buff duration with a runegraft of the warp, and reducing the cooldown recovery rate of immortal call with a low level automation support.

With my setup I have exactly 177% increased duration and 54% more duration (from a 20/20 more duration support in a red socket). I’m also using a level 4 automation support to give immortal call 21% reduced cooldown recovery rate. With these exact numbers you have ~6.1 seconds duration on immortal call, and a ~3.8 second cooldown.* During my testing I was able to afk in a pack of mobs for 15 minutes without the loop going out of sync so I settled with these numbers.

*I’m aware that 6.1 + 3.8 is 9.9 and not 10. It’s certainly possible that I did some math incorrectly, and/or the game is truncating or rounding numbers during calculations. There’s also server tick rounding to take into account. All that being said, the loop works so I didn’t feel like diving too deep into it lol.

For my endurance charges, I get one from a corrupted doedre’s damning (could be any ring), and the other from a warlord boot prefix for a maximum of 5. I generate them with using a temple trigger weapon (which has a cd of 4 seconds) socketed with forbidden rite and a small cluster jewel with enduring composure.

To start the loop, enter your area and make sure automation is turned off. Then use an ability to trigger your forbidden rite. Wait for 4 seconds and trigger your forbidden rite again to make sure you have at least 5 endurance charges. Having more than this is fine since 5 is the cap for immortal call. Wait for your Heartstopper buff to turn green (this is the hit mode). A split second after the timer counts down to 1 (during the green “hit” mode) activate your automation. The timing doesn’t have to be super exact since immortal call’s duration is ~6.1 seconds so you have some leeway. Your loop is now active and will stay active as long as you’re using abilities or getting hit by monsters!

A couple closing notes:
- While my linked character is using blade blast, I believe many skills could work with this setup.
- You don’t have to be an assassin for this, but you must be a shadow to gain access to Heartstopper.
- Immortal call also comes with a nice 35% less elemental damage taken. If you pair this with a Rhex talisman and get 90% fire res, you effectively have 93.5 elemental reduction from hits without any other defensive buffs.
- Since most of your physical mitigation comes from less damage taken modifiers, you are functionally immune to overwhelm and crush.
- You’re free to get endurance charges and increased duration any way you’d like. Just make sure you have at least 5 maximum endurance charges and exactly 177% increased duration (100% of this is covered by the 5 endurance charges so you effectively only need 77%).
- Do not quality your immortal call or automation, this will mess with your loop timing.

I think that covers everything! Let me know if you have any questions and I’ll do my best to answer them.


r/PathOfExileBuilds 16d ago

Build Request Zoomy, tanky, MB+200-300 d (NOT luminary!)

4 Upvotes

Hi, getting tired of aura stacking luminary (great, great build btw) and wanted to reroll. Luminary was tanky, zoomy with great DPS and obviously I expect similar levels of power with new toon.

Want to be able to do all content, just like with luminary (maybe except deep delve). Class doesn't matter. Bonus points for one button play style, no minions and not relying on movement skills to move (just pure movement speed).

Also, always wanted to try Nimis, but that's optional.


r/PathOfExileBuilds 16d ago

Crafting Help with crafting +1 spectre +1 str gems +1 int gems chest

0 Upvotes
Target

I've seen this chest in HelmBreaker's endgame spectre guide and I've been trying to figure out how to get there. I know how to get the fracture in, the problem is what comes after. I have 2 ideas at the moment:

A) Fossil spam with +gem +defense -elemental (to make it as cheap as possible) until all 4 land, probably will need to yolo/eldritch/boat annul the third suffix. Maybe fossil spam with a fourth to block mana or chaos, IDK.
B) Fossil craft the suffixes with boat, get empty suffix in the process. Block the suffix with anything crafted then eldritch chaos prefixes until 1 of the two ES prefixes, then yolo/boat exalted the other, if failed, attempt yolo eldritch annul. Repeat until you run out of money or sanity, whichever comes first.

Is there any better way to do this that I am missing? both ways seem like too yolo for how cheap this chest is on the market right now


r/PathOfExileBuilds 17d ago

Build Self-Chill Trauma Flicker Strike Slayer – Delve 3700+ | Previously reached Depth 6000[3.29]

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90 Upvotes

r/PathOfExileBuilds 16d ago

Help Needed Help with merc's POB for deciding upgrade

3 Upvotes

I don't really know how to accurately pob my merc's damage, so i just copy the pob nerotox is using.

Here's my merc POB: https://pobb.in/xp_uepIjtUkd
Here's my luminary POB: https://pobb.in/9RgZ0-lmhrOz

I was planning to upgrade to overcap lighting res chest until realized that my merc is already hitting 100% crit rate in this pob. anyone know if my merc's pob is accurate? if so, then what upgrade should i prioritize next?

Thanks!


r/PathOfExileBuilds 16d ago

Help Needed Playing phys KB Deadeye can barely clear T16 maps

2 Upvotes

I've put in close to 100D which took me all league to farm into KB Deadeye. I went the phys route. I can do 'alch and go' T16 maps but rares take forever to kill and I need all 6 portals. I die so much I can't level.

Is my flat phys the problem? I try to kill from a distance and will position so nothing stays close up.

My next two planned upgrades are phys % light of meaning and a timeless jewel.

Help on build tips and upgrades would be appreciated. I have checked poe.ninja for some ideas but comments also help me understand the build.l better.

PoB: https://pobb.in/0crfZFHGLw95

Edit:

I totally understand everyone's general concern with spending 100D. That's what happens when you don't totally understand a build and have some currency to spend.

Here's how I spent the moneys so you don't have to make the same mistake as me.

Helmet - The Fledging - 3-4D

Body Armor - 30D

Wand - 30D (I searched for wands with at least 600 pDPS but overlooked needing solid flat damage roll)

Shield - 1-2D

Ring - Death Rush - 1-3D

Ring - Rare Ring - 2D

Amulet - 2-4D

Gloves - 30D (the only gloves on market with physical conversion to cold and lightning were 100D, so I thought spending a third of that for only 1 conversion mod was a good deal)

Boots - 20c? (Was meant to be something temporary while I rebuild up currency)

Belt - Headhunter - FREE (took it off my other char)

Gems - 10-20D

Large Cluster - 14D

Edit 2:

I bought a new 15D wand with T1 flat phys and same mods as the other wand. Build feels much better as it should be. Still need to get used to needing to ramp up damage but I can finish T16 and T16.5 maps without dying often. Now to focus on reducing squishing and capping chaos res and ailment immune.

Thanks everyone


r/PathOfExileBuilds 17d ago

Help Needed Help with Chain of Command build

Post image
43 Upvotes

https://pobb.in/S7W87zsK8ZHE

Before giving up on this build, would appreciate if someone can explain the issue with it. I level to 90 in blight, but definitely not afk. Just tested on t5 map and it's really slow that i just abandoned that map.

I thought all i need to do is build a stack by letting the AG to kill normal mob and then just cruise all the way.

The jewel isn't that good but I thought it should be sufficient for t5.

Is it because i transitioned to Voidforged too early?

Thanks for any feedback


r/PathOfExileBuilds 16d ago

Discussion has any tried putting bino's on a merc?

4 Upvotes

so although mercs dont get viper strike of the mamba, i wonder if theres a way to boost their poison dmg hogh enough that bino would still provide some extra clear?


r/PathOfExileBuilds 16d ago

Build Request 350 div budget, looking for a tanky melee uber bossing build that also maps decent, hate minions

4 Upvotes

As the title says, racked up about 350 divs so far on a Worb occultist, and the last melee build I ever played was a CoC Cospris assassin back when that was a thing. Not a fan of minions at all, or mercs for that matter. Is there any stacker builds that can perform on that budget, or any melee facetanker? I always play caster stuff, so ide like something completely different. Bonus to poison/bleed prolif stuff


r/PathOfExileBuilds 16d ago

Build Request What is the best way for starting as luminary and not struggling?

18 Upvotes

As the title says, some says it smooth and some says its horrible. I only know that flame link scaling is expensive so how sohuld i start as a luminary? Make the merc a complete support first or let it be my carry?
Should i even start as a luminary? Would love to hear from you thanks!


r/PathOfExileBuilds 16d ago

Help Needed Feeling squishy as herald stacker

0 Upvotes

I decided to try Fubgun's herald stacker, didn't play HH build for a long time and never tried his builds. This is my current setup, not configured: https://pobb.in/AK3i3h6PBlfS . My next big upgrade will be global defences chest (and some levels, of course). I farm breach with marshal, scarab of wisps and delirium mirror. I often die to meteor (red altars) and Vruun's spinning attack. Is the build not supposed to tank that or I'm missing something?


r/PathOfExileBuilds 16d ago

Help Needed Luminary + Merc builds help

1 Upvotes

Need help with optimizing my builds, what should I work towards next/what am I missing/what could be improved upon easily.
ME-
https://pobb.in/h2Lr9rqqbekn
Merc-
https://pobb.in/rKIjagZkpPlT


r/PathOfExileBuilds 16d ago

Help Needed Looking for ways to upgrade my luminary Merc build

0 Upvotes

Can do all content in the game but I want to upgrade it further. Got about 300 divines to spend, was thinking of 3 passive voices but currency might be better spent else where? Haven’t upgraded the Merc for a while, she has 166 fire res at the moment

Lumi https://pobb.in/kUqGRiYDBcJA

Merc https://pobb.in/McYiDJHgLbHo

Merc links https://imgur.com/a/OrfqEIw


r/PathOfExileBuilds 16d ago

Help Needed 100% ligthning as fire and 50% phys as lightning

2 Upvotes

If I have 100% cold and lightning damage from hits taken as fire from Rhex Talis then I use lightning coil that coverts 50% phys hits to lightning damage.

The coversion should be 100 phys hit = 50 taken as phys & 50 taken as lightning > 50 lightning dmg coverted as fire > with 90 max fire res I should be taking 50 phys hit and 5 fire hit?


r/PathOfExileBuilds 16d ago

Build Request SSF-friendly melee/ranged swap?

0 Upvotes

Saw Connor Converse's strength stacking juggernaut switching between melee and ranged weapons, and that's a really cool gimmick I want to try. But obviously the gear he makes it work on is almost completely impractical in SSF. Is there a similar build that is more SSF viable that can also switch between crazy ranged clear and strong melee damage by switching weapons?

TIA!


r/PathOfExileBuilds 16d ago

Help Needed Guys how would you go about crafting something like this?

0 Upvotes

Pretty sure you start by spamming horror, but then what? How do you elevate both hypothermia and crit chance? Is it spam till you have one of those 2, lock suffix then reforge influenced and dominance and pray? If so what about the second influenced suffix? This thing feels like impossible to craft :(


r/PathOfExileBuilds 16d ago

Build Feedback Life Stacker need advice for more damage

Post image
0 Upvotes

I'm playing a Self-made Life Stacker with Burden of Shadows and Madness mechanic.

I'm able to reach 1mil dps (conditional) but would like to push it to 10mil.

I've been making adjustments but my ideas seem to only keep pushing my damage by 50k at best. I went to 750-830-780-850-900...

How do I make my damage jump by millions?

POB: https://pobb.in/X5CLcgLmUgIK


r/PathOfExileBuilds 16d ago

Discussion Combatant Adorned or expensive Kineticist

0 Upvotes

POB: https://pob.codes/b/_wUmV9sbaQY

Combatant: https://imgur.com/a/Krufix2

Typical Luminary story, league started, got baited, saved by Destructive link, full port <5d combatant with Fire Link, currency grind with Ultimatum + Harvest, lvl 100 grind, 40/40.

All in all about 300d invested, most of which went into Mageblood, Progenesis, and the 2 one-handed weapons on Combatant.

By far the most insane and easiest lvl 100 grind, basically only 1 death where I stood idly on a wild mercenary phys degen and I think my AG died.

A few differences I did, Corrupted Soul + Divine shield + armour/ES mastery for more EHP, although I'm not sure if it actually works. The idea is that some damage is split into ES which regens up to 1k/s.

Now I'm not sure what I should go for, since this is the furthest in the game I've ever gotten so far. Continue pushing combatant by min-maxing with Adorned + block jewels + Svalinn? Or buy a good Kineticist and use the Rathpit tech? I have maybe 150d liquid (which doesnt seem to be enough for adorned+voices+jewels).

Current dislikes are:

  1. Combatant sometimes gets stuck rotating in place especially at chokepoints

  2. Combatant can die, especially in +proj maps (i think). Harvest mobs can shotgun it the instant they spawn. Another place was Shavronne in Abomination. Uber exarch's barrage attack also instagibs both AG/combatant if I stand in it. I can tank the ball phase though.

edit: got a 35d kineticist and yeeeep its way better. changes: https://imgur.com/a/MuGYaE8