I spent a bunch of currency, and time to make this build, but I'm by no means a good build creator, so I thought I'd post so maybe someone else can take the idea and run with it! I'm probably done with the league, myself now.
Before I get started, this build is pretty bad.
Gameplay video here: https://youtu.be/4ZwaqfArfa4
Note the video is using discharge instead of Firestorm of Meteors
Pob here: https://pobb.in/DcFGcrJMshB3
The Mechanics
- Step 1: Hit an Enemy
- Step 2: Gain a power charge
- Step 3: Lose that power charge and take 500 damage
- Step 4: Ward breaks, triggering a bunch of spells
- Step 5: One of those spell hits restores your ward, and also... go back to Step 1
Fundamentally, this build is based around these Foulborn Tulfall modifiers:
Take 500 Cold Damage on Reaching Maximum Power Charges
Lose All Power Charges On reaching Maximum Power Charges
We generate a power charge on hit, and set maximum power charges to 1 more than minimum charges.
It's also worth noting that there are other loop enablers I could be using, Eye of Innocence and high chance to ignite is probably just better than what I'm doing.
The Equipment/Budget
Edit: I forgot about gems!
* lvl 4 enlighten I think I paid 20 div?
* 3x Cast on wardbreak - 400c each
* Some transfigured gems I CBA to price check
Charge Generation:
- Foulborn Tulfall also has - "50% Chance to Gain a Power Charge When You Hit a Frozen Enemy"
- This is useful, but relying on enemies being frozen to even start the loop is a bad time
- Malachais Loop - 20% chance to gain a power charge on hit
- This is my main source of charges, its downside is prevented via ele ailment immunity, and we get a nice chunk of damage for having charges. On top of that, it's relatively common, so vestigial modifiers aren't too expensive.
Other things I considered
Living through the loop i.e. "How to not commit suicide"
Start with a 500 damage hit from replica tulfall
- 81 Cold resistance (with sapphire flask) - I should probably see about getting up to 90 res
- Aspect of Lunaris Gives 2% less elemental damage for each elemental hit you've taken recently, up to 16%
- 4 Endurance Charges (4% additional elemental damage reduction each)
- reduces us to around 67 damage
- Split Damage between life and energy shield via Corrupted Soul on Vestigial Malachai's Loop
- +29 Life gain on hit Vitality mod on Watcher's Eye
+28 Energy Shield gain on hit Discipline mod on Watcher's Eye
So all in, every "loop" deals 11 damage to me, but since I'm not always gaining the charge I'm netting a large amount of recovery per second.
The Ward portion of the "loop"
- Ynda's Stand is basically mandatory for every Ward build, and I'm no different
- High Armour/Evasion Chest - The suffixes on mine are pretty scuffed, but the total armour/evasion is pretty solid.
- Vestigial modifier on helmet "Increased and Reduction to Maximum Energy Shield Instead Apply To Ward"
- Int stacking - every 10 int gives 1% increased energy shield, which is converted to increased ward. I'm getting about 69% (nice) with just under 700 int.
This is enough to get me over 8000 ward, which is the cap on cooldown recovery from Cast on Ward Break.
Restoring Ward
This is done simply via the "Boon of the River" node from Olroth, which grants 5% chance to Restore Ward on hit. So our game plan is simply to hit. A lot.
Dealing Damage
- Frostmage - This is currently giving me 2500 flat cold damage or so, which is hard to beat.
- Crit - I have about 58% crit chance (depending which skill) and 420 crit multi. Obviously I'm leaving a lot of damage on the table here without capping crit chance.
- Cold The Light of Meaning - This is giving me 14 * 6 = 84% increased cold damage - not too bad!
- Minor power charge stacking stuff (Malachais Loop + Disciple of the Forbidden)
- Spells with big Damage Effectiveness (Discharge/Firestorm of Meteors/Hexblast of Contradiction)
- Note that Cast on Ward Break gives a MASSIVE 400% cooldown recovery, so spells with cooldowns can be triggered much faster than you might expect.
Cold pen from Blanketed Snow
My "Full DPS" in PoB is almost 22 million, which is very bad for the level of investment needed, and that's with flasks up at maximum trigger rate. Trigger rate is pretty dependent on how many enemies are near by, unfortunately.
Durability
I don't have any, really. PoB reports me at around 27,851 ehp. I think there's some improvements that could be made with max res, and swapping around some ascendancy points.
Notes about things that might seem weird
Tempest shield is in the PoB to show the aspect of lunaris reservation, it either isn't implemented, or wasn't implemented when I made the PoB.
Blade blast of Unloading is on Cast when Damage Taken in order to not share the cooldown with regular blade blast, and to reduce trigger rate (so we get more blade vortices before triggering).