4 months ago
Level 98 Crit Lightning Strike Slayer3.25
Life: 3,90963%
ES: 414
Mana: 194
eHP:
342,435
Resistances: -35%/89%/-200%/80%
Evade: 25%
Armour: 7,096
DPS: 167,519,056
Speed: 9.72
Hit Chance: 100%
Crit Chance: 99.96%
Crit Multi: 629%
Config:
10% Shock, Frenzy, Power, Custom Mods
Bandit: Kill All
Pantheon: Soul of Arakaali
Gear





























Gems
Rage
Nightblade
Vaal Lightning Strike
Rage
Nightblade
Vaal Lightning Strike
Awakened Added Lightning Damage
Awakened Elemental Damage with Attacks
Volatility
Purity of Ice
Arctic Armour
Herald of Thunder
Automation
Lifetap
Vaal Molten Shell
More Duration
Whirling Blades
Flame Dash
Sigil of Power
Mark On Hit
Assassin's Mark
Lifetap
Portal
Cast on Death
Blood Rage
Tree Preview
Tattoo of the Arohongui Moonwarden(x2)
+6% to Cold Resistance
Tattoo of the Ramako Sniper(x9)
5% increased Projectile Speed
Tattoo of the Tasalio Tideshifter(x7)
10% chance to Avoid being Stunned
Tattoo of the Tasalio Warrior(x3)
5% chance to Blind Enemies on Hit with Attacks
Tattoo of the Valako Shieldbearer(x9)
+1% Chance to Block Attack Damage
Tattoo of the Valako Warrior(x4)
5% increased Lightning Damage




- +1% Chance to Block Spell Damage per 5% Chance to Block Attack Damage

- Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade

- 10% of Leech is Instant

- +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield
Notes
Intro Welcome to my 3.25 VLS Slayer build guide. This guide will cover the two main versions of my settlers lightning strike slayer character. Use the loadouts tab in the top bar of PoB to switch between the 2 setups easily as the builds are quite different. LS slayer in general is a very league start friendly build. This build is not cheap by any means though but I feel it offers exceptional performance for it price. While I don't use any mirror tier items in this guide, the price of the build overall is about a mirror total. If at any point you would like to see exactly where and how much of a given stat I am getting, navigate to the 'Calcs' tab in the upper left corner. From here you can hover over various stats and PoB will give you a break down of how much and where the stat is coming from as well as other useful information such as stat breakpoints. --------------------------------------------------------------------------------- High EHP Setup --------------------------------------------------------------------------------- I prioritized getting as many defensive layers as possible for this build while trying to keep as much damage and clear speed as possible. The setup incorporates lucky block, spell suppression, high armour, good evasion, and 95% damage conversion to fire. To hit block cap I bought a flesh/flame combo for 112 divs to get the 'More Than Skill' gladiator ascendancy passive. This makes it so that whenever we block we gain lucky block. Versatile combatant allows us to reach lucky block cap for both attack and spell damage. I recommend focusing attack damage as much as possible since for every 1% chance to block AD over cap we gain 2% chance to block SD. My block comes from a corruption implicit on my shield, some passive nodes, a megalomaniac, a watcher's eye mod, and tattoos. Spell suppression comes mostly from the tree with a little bit coming from our helmet suffix. This is really the only suffix stat that we NEED to have on the helmet. The abyss jewel is simply there to offer more damage and because we have the liberty to do so. Evasion is a backup damage avoidance that will help when we go longer than 4 seconds without being hit to mitigate extra damage. This will decrease the effectiveness of our lucky block skill though as it may cause us to go more than 4 seconds without blocking which will then lower our block chance. If you want to just give up the evasin, allocate 'Iron Reflexes' keystone at the bottom of the passive tree. This will allow more hits to get through to help keep lucky block up more often and it will almost double our armour. We do have 40k armour naturally though so any hits that do get past these layers will have to deal with this. Lastly, since we are using Doryani's Prototype, we want our lightning res to be as low as possible. To get around this, I used several items to raise my fire res to 90% and convert 95% of lightning and cold damage taken to fire damage. Mageblood makes it so our flasks are always active meaning we can completely neglect any reduced duration downsides on flasks. By using a ruby flask with increased effect prefix and 70% increased effect enchant, we can boost the max res that a ruby flask offers from 5% to 9%. The other 6% comes from purity of fire. You need a level 21 purity of fire gem socketed in an item that will give it +2 to its gem level (I used the veiled helmet mod) to bring it up to level 23 where it will offer 5% to max fire res. The last 1% comes from +20% increased effect of non-curse auras. This comes from the amulet anoint as well as the reservation mastery on the bottom corner of the tree. To get 95% damage conversion we will need to use a watcher's eye with the mod '20% of cold and lightning damage taken as fire damage while affected by purity of fire', the 'Tempered by War' keystone offered by Rakiata Lethal Pride timeless jewels, and two shadowed rings. The timeless jewel keystone makes it so that we have 50% LESS cold and lightning res (meaning modifiers to cold and lightning res are half as effective). While we are converting almost all of our damage, this hurts our ability to reach -200% lightning res for more damage but it is overall worth it. The shadowed rings come from reflecting mists but they only occur with a mirrored modifier. Luckily, you can vendor 5 of the same base types to return a non-mirrored craftable version. This does mean that our ring slots are filled so trying to fit a nimis ring in will be difficult. If you really want to try and make it work though, replace the left ring and then use tattoos or something else to boost cold res until your max hit is high enough. Other benefits of this build are full ailment immunity coming from a flask with at least 52% chance to avoid shock damage and stormshroud, bleed and curse immunity, 150%+ movement speed, capped chaos res, and functional reflect immunity. The downsides of this build are: Lots of uniques so we have a small life pool. Powerful DoTs since we have no regen. So poisons, bleeds, awakeners desolation will all kill very fast. Tempest shield will shock on block so even if your weapon has awakened elemental damage with attacks it will still cause you to die to elemental damage reflection. (If you choose to ignore reflect maps then you can increase damage by using the crafted 11-link weapon and replacing woke ele dmg with woke multistrike support). Lightning damage immunity bricks this build completely. Anything that makes it so that you cant leech (reduced recovery rate of life is fine though) --------------------------------------------------------------------------------- Damage and Clear Setup --------------------------------------------------------------------------------- This setup sacrifices a lot of the defenses that the high EHP one does but it still feels incredibly strong. You will need to be more conscious of mods and monsters cause if you give monsters too much crit or phys as extra damage of an element you will start feeling very squishy. This builds main defensive layer is damage. Can die if you're not getting hit right? But as a backup, we have max block. In 95% of scenarios, this will be enough. The only time I've really struggled is when I am fishing for T0 uniques in titanic/pandemonium/anarchy T17s where map bosses sometimes randomly 1 shot. During these maps I swap in a gold flask and item rarity support into the weapon for increased rarity and the build still functions admirably. Crafting Guide Weapon - 200 divs The 10-link dagger I use was made with recombinators so the price can vary. My dagger was on the high end price wise cause I was rather unlucky when crafting. Any dagger/claw will work but Ambush dagger is the best imo. All items should be ilvl 84+. This craft is based off the craft that spicysushi specifically and others have done to make 11-link VLS daggers. Their daggers are typically More AD, Elemental damage with attacks, Critical strikes, Critical Damage and, Faster attacks. I specifically chose to replace 'elemental damage with attacks' with T1 lightning damage and 'faster attacks' with multistrike for a reason. I use the awakened elemental damage with attacks gem in my setup because it allows me to be elemental reflect immune and it grants more damage than the mod on the weapon does. This immunity is only from damage dealt with skills connected to this gem however, since the rest of my skills either don't do damage or they don't do elemental damage, I am essentially reflect immune and can run maps with that mod without issue. This frees up a prefix. You can opt for fire or cold damage if you want but lightning damage will result in more total damage overall in a tri-elemental setup and also means you can transition to a doryani's setup if you want. As for the faster attacks, I decided that awakened multistrike was way too expensive for what it offers so I chose to use awakened added lightning damage for the higher average damage and the extra gem level to lightning strike instead and craft multistrike on the weapon. Some tips before going over crafting the weapon, - You can create imprints of any magic item using a craicic chimeral beast. This will help save time and items during the crafting process but will be significantly more expensive. - Imprints will only work on the original item so after a recombination, the imprint will no longer have any value. - If you don't want to spend the extra currency imprinting then you can sell failed awakened items to recoup the costs of awakener's orbs. This does mean that you will go through weapon bases much faster. - A double influenced base is used for making base Y though so keeping 1 failed awaken will reduce costs at that step. - If you don't want to buy weapons off the market and deal with messaging people constantly, you can farm the weapons doing the following: a. Setup an atlas tree to maximize unique enemy spawns on a map. <Recommended tree>. b. Farm 8-mod Glacier maps using 1 domination scarab of apparitions, 1 titanic scarab, 3 titanic scarab of treasures. c. Collect desired weapon base type with any influence. d. Harvest reforge influence until either shaper or elder influence. - A lot of blue juice will be needed during the crafting process so stock up on it. Reforging influence on base types costs 1000 juice per roll and crit reforges costs (75 or 150?) per roll. - When cleaning items, annuls will respect 'cannot roll attack mods' so, check affix tags to see if you can use this mod to help you clean an item. Annuling has a chance to remove the craft too though so make sure to recraft it if it gets removed. - Veiled mod crafts are the easiest things to use to get exclusive mods onto the item to take advantage of recombinator rules. - Every mod mentioned below should be of the highest possible teir. The only one you should settle for is lightning damage and even then, it isn't that much more expensive to get it. - When making bases C and Z, the exact crafted mods on A/B and X/Y aren't important. So long as both items have multimod and 2 exclusive modifiers the outcome shouldn't be effected. However, the crafted mods on bases C and Z when making the final item are very important an will most definitely influence the final item. - Reading up on how recombinators work will be useful because of this in the event that your final craft fails or, you want your weapon to have different mods like I did. It is not necessary though. Base A: Critical Strikes and Critical Damage - Alt spam a shaper item until 'Socketed gems are supported by lvl 20 critical strikes'. Make an imprint of this item if you want. - Harvest crit reforge an elder item until 'Socketed gems are supported by lvl 20 critical damage' - Make sure that the only elder mod on the elder item is the crit damage mod. Otherwise keep reforging until this condition is met. - Use an awakener's orb to combine the items by first right clicking the orb then, left clicking elder item then, left clicking the shaper item. - Now you should have both mods on a double influenced base. If you're lucky, suffixes won't be filled in which case you can craft 'suffixes cannot be changed' and scour to clean the item. Otherwise, you will have to go for a 1 in 3 annul to remove the unwanted suffix mod. - Once you have a double influenced base type with only crit strikes and crit damage you will then craft 'can have up to 3 crafted mods' and 2 prefixes with the 'chosen' tag. These are veiled mod crafts. Base B: More AD and Crit damage - Alt spam a shaper base again this time going for 'Socketed gems deal 40% more Attack Damage'. - Harvest crit reforge an elder base for crit damage. - Make sure the only elder tagged mod is the crit damage and then awaken the elder base onto the shaper base. - Clean the base until only More AD and crit damage are the only mods left. - Craft multi mod, a veiled suffix mod (has tag 'of the order') and then, a veiled prefix mod. Base C: More AD, Crit Strikes and, Crit Damage - Recombinate base A and base B. - The resulting item should have all three of the mods from the donor bases and 1 crafted mod. - This craft should not fail. Everytime I recombined two 2-mod bases to form a 3 mod base, item was successful on the first try. - If it for some reason does fail, remake the item with the missing modifier and then recraft multimod and the veiled mods then, recombine with this base. Base X: Crit strikes and multistrike - Alt spam a shaper base until crit strikes. - Speed reforge an elder base until 'Socketed gems are supported by lvl 20 multistrike'. - Make sure multistrike is the only elder mod on the item and then awaken the elder base onto the shaper base. - Clean the item until only the two desired mods remain. Like base A, this base will be another 1 in 3 annul if suffixes fill. - Craft multimod and 2 chosen prefixes. Base Y: T1 Flat Lightning Damage and Crit Damage - Crit reforge a double influence base until you hit T1 added lightning damage (tagged 'vapourising') - Clean the item until only the two desired mods are left. - Craft multimod, a veiled suffix and then, a veiled prefix. Base Z: T1 LD, Crit strikes and, Crit damage - Recombine base X and base Y to make base Z. - I only had to make this base once and it was successful on the first try. - If you are missing one of the mods, remake the item with the missing mod and recombine with this item with the needed crafted mods. Final item: T1 LD, More AD, Crit strikes, Crit damage and, Multistrike - Craft multimod, chosen prefix 1 and chosen prefix 2 on Base C. - Craft multimod, chosen prefix 1 and chosen prefix 3 on Base Z. - Recombinate - Cry when it fails - Recraft the base with whatever mod is missing and craft mods that will give the highest chance of succes. I can't tell you what exactly those are though it will depend on how your craft fails. I failed this final recombination 4 times before hitting my final craft. Failures 1-3 all resulted in the same item, T1 LD, More AD, Crit strikes, crit damage and, multimod. Each time I would remake base Z and craft multimod + chosen prefix 1 and chosen prefix 2 on it then craft multimod and chosen prefix 1 on the failure to fill affix slots but would end up with the same outcome. Failure #4 was when I tried recombining the failed item with base Z again but this time I only crafted a prefix on Base Z and didn't craft anything on the failure. The result had T1 LD, More AD, a crafted prefix, Crit Strikes and, multistrike. I then went and did more research on how recombinators worked to see what I might be doing wrong and see how I could influence the crafting process to be more likely to get my 3 suffixs and a crafted prefix. This led me to the realization that the mods that I craft and how many of them I craft and on which items I do it on matters more than I initially thought. What ended up working was I recombined my failure with base C (to get crit damage in the pool). On my failure, I only crafted a chosen prefix. On base C, I crafted multimod and 2 chosen prefixes. This made the recombination a 3p2s +3p3s. The point of doing this was to increase my chances of the recombinated item having 3 prefixes and 3 suffixes while having the prefix be one of the crafts and the suffix being my 3 desired mods. The way recombinators work is they form 2 modpools: one for prefixes and one for suffixes. Mods on the final item are also chosen in this order. The modpools consist of the mods from the items being recombinated. The number of prefixes and suffixes on the final item is determined by the number of individual mods available in each modpool. The more mods in the pool, the more likely the final item is to have more mods. The mods chosen from the mod pool can also be influenced by doubling, or, having the same mod on both items. Exclusive mods also exist which only 1 mod of this type can appear on the final item. This is why we are only crafting mods that have the 'chosen' or 'of the order' name tag is because they, along with metamods, are exclusive modifiers. Using my situation as an example, I wanted my final craft to have T1 LD, More AD, and a crafted prefix + Critical Strikes, Critical Damage and, Multistrike on it. Using my situation as an example, I was left with my failed 2p2s item that had T1 LD, More AD, Crit strikes and, multistrike since I was missing critcal damage, I could recraft either base C or Z to get it back into the modpool. Base Z would have been the better choice cause it would have been cheaper/easier to make and I would have gotten a chance to get T1 LD. When I did this craft I chose to recraft base C cause I thought it would be easier at the time but it ended up being more expensive and I kept the T2 LD that I had settled for when originally making this item. On the failed 2p2s, lets call it item 1, I crafted a chosen prefix and on base C (1p2s) I crafted multimod, the same chosen prefix that I crafted on the other item and, a different chosen prefix. This made it so that I had 6 mods total in my prefix pool and 5 mods total in my suffix pool. For the prefix pool, item 1 gives: T1 LD, More AD, and crafted prefix 1 and base C gives: Crafted prefix 1, crafted prefix 2 and, More AD. This means the final item will be guaranteed to have at least 2 prefixes and has a 72% chance at having 3 prefixes. Since More AD and crafted prefix 1 are doubled they are more likely to appear and since crafted prefix 1 is an exclusive mod, the other crafted prefix that was also an exclusive mod won't roll resulting in a 72% chance to have a third suffix that must be T1 LD. For the suffixes, we have 5 mods total: Critical strikes and Multistrike from item 1 + Critical strikes, critical damage and, multimod. In our suffix mod pool, we have 5 mods meaning guaranteeing 2 suffixes with a 43% chance of getting 2 suffixes and a 57% chance of getting 3 suffixes. Since we are doubling Critical strikes, it is very likely to roll. The second suffix can then either be crit damage or multistrike. Our last suffix has a 57% chance of rolling but, as I mentioned earlier, recombinators fill prefixes first then they fill suffixes. So, if our recombination of our final item has already rolled the crafted exclusive prefix then multimod can't be chosen as the final suffix leaving only a 57% chance to get the remaining suffix and that has to be the mod that hasn't been chosen yet. Shield - 3 divs I use The Squire unique shield to make the 10-link setup. Remember that squire offers some increased quality to its socketed gems so socket gems that have valuable quality effects in it to maximize potential. Alternatively, you can use Dawnbreaker and socket your main skill in your chest piece to get more defense. This will mean that you should use a standard tri-ele dagger or claw instead of a 10-link setup with a rare chest piece and different rare rings. Helmet - 40 divs for fractured base + 10 divs for crafting + 1 div for socketed jewel 1. Obtain a base with a fractured abyssal socket. - Find ilvl 85+ bases and then use a hollow fossil on them. - Make sure the item only has 4 mods. - Use a fracturing orb on the item. It's statistically cheaper to fracture this base yourself. Hollow fossils are about 1 div each and fracturing orbs are about 5 div each. So, even if it takes 6 tries thats only 36 div. Personally, after my 7th failed attempt to hit this fracture I got annoyed and decided to buy a fractured base off trade for 40 div. 2. We are going to finish suffixes first so spam the item with essences of envy until t1 intelligence. Should only take about 50-100 essences. 3. Lock suffixes and harvest reforge life until t1. If you want to, you can repeat this step until you roll t1 life + t1 flat defenses/t1 % increased defenses but its not necessary and needlessly expensive. 4. Craft +1 proj and pierce or if you have enough pierce, craft % increased defenses assuming you didn't already roll it. As for the jewel, any abyss jewel will work but I would recommend using one that offers a lot of damage or one that offer life and phasing if you aren't getting phasing some other way. Celestial Brace/Admirals Arrogance, Gloves - 3+ divs Lots of great options here depending on what you want. I personally use Celestial Brace as it offers easy and consistent access to fortify while also giving an incredible amount of attack speed. Admirals Arrogance is another great optiion that actually offers more damage at the cost of fortify (which can be gained another way). Rage can only be gained from melee hits which can be a little janky with LS and you will have to spec into a way to get rage either on the tree or with lethal pride. If you want to spend the extra currency, either of these unique gloves with +1 to maximum frenzy charges is nuts and offers both damage and defense. Rare gloves are also good as you can craft them to offer great stats for pretty cheap and the eldritch implicits for gloves are amazing. They offer more options to you if you really need/want the chaos res, extra attributes, rage on hit. They have the lowest damage potential though. They can also be crafted with fractured incursion implicits like +x% cold res, increased damage against chilled enemies which will significantly bump their damage up. To craft a pair of rare gloves, 1. Obtain a base with either fractured % increased attack speed or % increased defenses (flat defenses also works). 2. Spam with essence of envy until either t1 int or t1 attack speed depending on fracture. a. If you don't go for fractured AS, then lock suffixes here and reforge speed until t1. If you get bad AS try to annul it or if you fail go back to essence spamming. 3. Once suffixes are done, lock suffixes and reforge life until t1. Repeat this step if you want to to try and get more defenses. 4. If you want more defenses and have flat defenses fractured, craft % increased defenses and you're done. Otherwise, craft % increased damage while leeching. 5. Two options for exarch prefix; Gain rage on hit or non-vaal strike skills target an additional enemy. This is guaranteed rage gain on ATTACK hit which is very consistent and easy. Doryani's Prototype - 25 divs for a corrupted 6-link, 6 divs max for non-corrupted Before you switch to a pure lightning damage setup, you'll be using a rare chest. Shoot for increased defenses and craft the item finishing suffixes first by spamming essences that offer things you need until you hit t1 spell suppress. Then suffix lock and reforge to finish suffixes. Personally, I think doryani's is BiS this league because of the return of mirrored jewellery. Its far easier to reach higher damage numbers while becoming more tanky using this chest piece with mirrored rings and some damage taken as mods. I snagged a double corrupted chest with % increased damage and +2 to lvl of socketed AoE/Aura gems. This is because with +2 gems, and a lvl 21 purity of fire, you can reach the breakpoint where purity of fire offers +5% to maximum fire resistance. With +20% increased effect of non-curse auras, this can reach +6% making it so that we can reach 90% fire res only using the aura and a ruby flask in mageblood. Otherwise you need to sacrifice a jewel slot to get +2% to max fire res. +4 to gems doesn't provide any exceptional benefits or help reach any break points so I personally went for more damage. +1 to all maximum resistances is another very useful implicit due to purity of fire break points. Ralakesh's Impatience - 3 divs This is overall BiS for several reasons. These boots give you almost all the benefits of being at max charges without any of the drawbacks. This item makes it so that technically you don't have any charges. Meaning monsters can't steal chrages from you. It also means that anything that consumes your charges no longer does so but, this can be a double edged sword. Rare, double elevated boots also make a great choice here but I really don't recommmend crafting them as they are wildly expensive and unpredictable. Look for boots with elevated onslaught and elevated tailwind for massive increases to dps and the opportunity to free up a flask slot by dropping the silver flask. Rings - 15 divs each Shadowed rings are my personal choice for ring slots. Mirrored jewellery is what really makes doryani's prototype shine because you can get -#% lightning res. Shadowed rings also offer the benefit of allowing you to reach 95% damage conversion which almost completely negates the negative effect of doryani's and the need for cold res. Look for left and right rings to convert damage, have +int, +max life, -#% lightning res and other mods that are useful to you. Mirrored rings with good rolls can be insanely expensive and hard to find plus the mirrored modifier makes them unmodifiable. If you want, you can forego the -#% lightning res and use non-crafted shadowed rings to still get the damage taken as mods. To craft these, 1. Obtain 5 ilvl 84+ shadowed rings that have the same implicit mods and vendor them. This will return a shadowed ring of ilvl 84+ with the same implicit but it will not have the mirrored tag making it craftable. 2. Spam the rings with essence of torment until t1 life. 3. Craft multimod, prefixes can't be changed and -mana cost of non-channeling skills. 4. Harvest reforge lightning. Go for +#% increased lightning damage. Any +#% to lightning res mods can be harvest reforged to cold or fire res. 5. Finish the craft with -mana cost of non-channeling skills or use multimod to get an extra suffix craft if available to get needed attributes/resistances Heist rings like manifold rings also work really well cause they can increase the effects of explicit modifiers but, keep in mind the don't have the desirable damage conversion implicits that shadowed rings do. If you can make the build work with just one rare ring and an amulet, Nimis is of course an extremely valuable option. However, I feel as though giving up the damage conversion is not worth it. Amulet - 10 divs Similar to the rings, any mirrored rare amulet that has +max life -#% lightning res and any other mods you need to make your build work will do in this slot. If you have the money for it I highly recommend a mirrored simplex amulet. +max life, -#% lightning res and, +critical multiplier is BiS and offers a 25% damage increase, and insane amount of life and more than enough -lightning res. They are ridiculously expensive though cause even the base is 250 divs. Belt - 220 divs Mageblood. Ok fine you CAN run something else but I really wouldn't recommend anythign outside of headhunter or a mirror tier stygian vise with a perfect murderous eye jewel in it. If you drop mageblood though you lose the added maximum fire resistance offered by the ruby flask. Flasks - 10 divs (2 each) Seriously, use mageblood. It's build enabling once you start trying to convert damage. Your flask setup should be as follows: 1. Ruby Flask - Need at least 52% shock avoidance. Has to be avoid, can't be immunity. 2. Diamond Flask - Can either have + 55% crit chance or +60% armour. I personally choose armour cause you can get enough crit chance from the flask base, weapon and if you still need it, the tree. 3. SIlver Flask - 52% chance to avoid curses minimum. 4. Quicksilver Flask - Bleed immunity or poison immunity whichever you need more. 5. Prismatic Tincture - +% Attack speed or if you are running a tri-ele setup % of elemental resistances penetrated. The utility flasks should all have increased effect, reduced duration as their prefix with the increased effect, gains no charges during use enchant. This scales flask effect as much as possible. The tincture should have the horticultural prefix which is just % increased effect. This allows it to stay up longer making it more useful. If you want some more item rarity, sub a gold flask in with the crafted item rarity suffix. This should replace the diamond flask. % health regen per second is also a useful suffix craft. 12 Passive Clsuter Jewel - 10 divs This should be used to help fix your build and make it work while also offering a lot of damage. This is also a great place to spend skill points towards something more useful than travel nodes. Obtain high ilvl % increased lightning damage or % increased damage while holding a shield 12 passive large cluster jewel. We are looking for 35% increased effect of small passives with % increased damage for the prefixes and then whatever suffixes you need. + to all attributes, + to all ele res... 1. The easiest way to craft this is to obtain the base, scour and then transmute to make it magic. 2. Alt spam until 35% increased effect AND +5% to chaos res. 3. Make imprint of item. 4. Regal and exalt to get to 4 mods and then go for fracture. 5. If increased effect is fractured, harvest reforge chaos until +5% to chaos res and good max life roll then exalt/annul to get +8 to strength. If a mod is removed go back to harvest spamming. Harvest reforge life if yellow juice is super expensive. 8 Passive Cluster Jewel - 35 divs This jewel is for more damage and some other unique effects that can't be obtained elsewhere. This jewel was insanely expensive when I bought it near league start so it probably won't be nearly this expensive late league or in future leagues. Target Fan of blades and feed the fury. The third suffix notable is just there to help position the other two notables on the wheel and probably won't be taken. Megalomaniacs - 10 div each These are going to be really hard to find and they were one of the last things I looked for to help really min-max the build. Look around at the different notables from cluster jewels and search for those together to help make your build work. I didn't start using them until after I switched to a block build. Watcher's eye (3 mod) - 15 div cold and lightning damage taken as fire damage while affected by purity of fire is all you really need. The wrath mod is there for extra damage because it was cheap and there were a lot of them. The 3 mod one is rare and definitely not needed at all just QoL and min-maxing for me. Stormshroud with corrupt - 3 divs Full elemental ailment immunity and all it takes is one jewel slot on the tree and a shock avoid flask. Totally worth it and really the only way you should be getting ailment immunity once you have mageblood. Until then, use purity of elements and a tri-ele setup. Flesh/Flame combo - 112 divs These can be rather expensive especially this league with svalinn showing everyone how strong lucky block is. This comes after you setup the build up for damage conversion and will allow you to be incredibly tanky while still dealing loads of damage. Light of Meaning (lightning damage/chaos res) - 12 divs/9divs I would recommend using a chaos res jewel prior to switching to a block based build. Once you do, this becomes on of your largest damage sources. These can be farmed by fighting the king in the mists but I would rather do anything other than farm ritual. Lethal Pride - 15 divs Another item with a lot of variance but it does come with one thing that is guaranteed across all jewels and is much needed for the build and that is tempered by war. This notable will allow you to do the damage conversion from lightning and cold to fire. Using the ruby flask, watcher's eye, and shadowed rings in combination with this notable is what allows us to reach 95% converted to fire damage. We essentially negate the negative effects of doryani's and the need for cold res by doing this. It also makes it much easier to essentially hit close to 90% max ele res. Prior to switching to a block build, I used this tech with doryani's and lots of armour and evasion to reach almost 400k effective hit pool, 200k+ on all elemental max hit, 45k phys max hit and 50+ mil DPS. Use the built in timeless jewel finder on the tree page to find a jewel that offers increased max life, chance to deal double damage, intimidate on hit, rage on melee hit and other useful mods. Total - 778 divs ~ 1 mirror Can be much less than this if you cut some corners. -