2 years ago

Ascendancy ThumbnailLevel 95 Crit Lightning Strike Champion3.17

Life: 5,211141%
ES: 127
Mana: 66
eHP: 126,420
Resistances: 75%/75%/75%/0%
Evade: 83%
Supp: 100%
Armour: 19,571
Evasion: 42,294
DPS: 42,838,260
Speed: 7.32
Hit Chance: 99%
Crit Chance: 99.00%
Crit Multi: 827%
Config:
Sirus, 30% Shock, 10% Scorch, 2% Brittle, 6% Sap, Frenzy, Power, Custom Mods
Bandit: Kill All
Pantheon: Soul of Solaris, Soul of Tukohama

Gear

Imperial ClawSupreme Spiked ShieldBlizzard CrownFarrul's FurDragonscale GauntletsTwoTonedArEvCrystallised OmniscienceOpal RingOpal RingStygian Vise
Silver FlaskDiamond FlaskGranite FlaskJade FlaskBottled Faith
Murderous Eye JewelLarge Cluster JewelMedium Cluster JewelLethal PrideCobalt JewelCobalt JewelPrismatic Jewel

Gems

Vaal Lightning Strike
Trinity
Inspiration
Nightblade
Awakened Added Lightning Damage
Awakened Elemental Damage with Attacks
Enlighten
Anger
Grace
Arctic Armour
Mark On Hit
Assassin's Mark
Enduring Cry
Defiance Banner
Precision
Flame Dash
Cast when Damage Taken
Molten Shell
Withering Step
Ancestral Protector
Whirling Blades
Blood Rage
Static Strike
Power Charge On Critical
CatAspect
Less Duration
Power Charge On Critical

Tree Preview

Point BlankPoint Blank
Accuracy MasteryAccuracy Mastery
  • Precision has 100% increased Mana Reservation Efficiency
Armour and Evasion MasteryArmour and Evasion Mastery
  • Gain 5% of Evasion Rating as Extra Armour
Claw MasteryClaw Mastery
  • 1% of Attack Damage Leeched as Life
  • 1% of Attack Damage Leeched as Mana
  • Skills Supported by Nightblade have 40% increased Effect of Elusive
Critical MasteryCritical Mastery
  • +25% to Critical Strike Multiplier against Unique Enemies
Dagger MasteryDagger Mastery
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
Evasion MasteryEvasion Mastery
  • Grace has 25% increased Mana Reservation Efficiency
Life MasteryLife Mastery
  • 10% increased maximum Life
  • 10% reduced Life Recovery rate
  • +50 to maximum Life
Mark MasteryMark Mastery
  • 25% increased Effect of your Marks
Reservation MasteryReservation Mastery
  • 15% increased Mana Reservation Efficiency of Skills
Spell Suppression MasterySpell Suppression Mastery
  • Critical Strike Chance is increased by chance to Suppress Spell Damage

Notes

Guide written and maintained by Donkster5. You can find the forum post with links to other material here: https://www.pathofexile.com/forum/view-thread/3145653

I DO NOT ADD SUFFIXES, except very important ones, onto most of the gear. I do this because, depending on your gear, different suffixes will be necessary at different stages.
As a result, there are plenty of suffix positions open to get all the resistances or attributes that you need. See the config tab where I've added some arbitrary but obtainable values to fill in the gaps.

If you see a major mistake in this PoB, please notify me via discord so I can fix it.
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Updates: 	5/17/22 - SSF: Tweaked the armour set to be focused on Armour/Evasion gear vs straight evasion.
								  Trade: switch boots to be Armour/Evasion for Evasion boots.
								   The changes some armour and make it easier to roll more attributes for Omniscience gear (if you get one).

					5/10/22 - I've made our config tab omniscience number more easily obtainable, placed intrinsic catalysts on rings and belt, and opened up suffix space. 
 							 You have 16 open suffixes at endgame to get the necessary mods, which is no problem, and leaves room to min/max above the numbers.

                              I've also changed the allocation to Utmost Might.

                              Additionally, further testing shows our shock on endgame bosses will be much higher (due to Omni) than I had even hoped. On Shaper, with the scuffed version described in
                              the build video, I was consistently applying 20+ chill and 35+ shock. That scuffed version does less than half the dps of this endgame version when Pob'd out.
						      Theoretically, a bigger hit will apply more shock, so we should be applying even higher shock values, well into the 40s, with the endgame version in this guide. Just to be safe,
							  and allowing for differences in bosses, I'm leaving shock at 30. 

                              The net result is a small loss of top end dps of ~7% from the original numbers at 30 shock, but no loss, or even a gain, if we were to up the shock value to what my scuffed version was doing to Shaper (https://imgur.com/BatjICO).

For those who played this build in 3.17 or before the biggest change will be that I'm shying away from suggesting that Replica Farrul's and The Interrogation are BIS. They are best for QoL, including tankiness, but their
prices last league were a bit out of control. Plus, with the addition of Crystallized Omniscience, we can get slightly more DPS from a normal Farrul's Fur.

On a side note, in Archnemesis I was able to complete most of the entire game (didn't play long enough to access the Feared), including wave 30 simulacrum, with nothing but rare armor (mostly self-crafted), 
an Aul's Amulet, a WE, and a Thread of Hope. That means I also didn't have Crystallized Omniscience which basically doubles our DPS. 

General Notes 3.18: 

* I have made this SC version to maximize DPS while still being decently tanky. If you prefer a really tanky build, I highly recommend you import the HC PoB and follow that.
  You will be creating a much tankier version while still doing very decent DPS. You can always drop a decent amount of life in favor of DPS to make up some of the difference.

* There are three item sets, three end-game trees, and several general leveling trees. Make sure you are following the right one for your league type and stage.

* If you've played this build before, note that we will no longer be using the Static Strike setup except in a situations where you need to generate power charges in early midgame up until you get a Farrul's. This opens up a number of gem slots. 

* We are once again using Assassin's Mark with the Mark on Hit gem when we transition toward a late game Crit based build.

* My testing shows that you want 90+ mana unreserved at endgame to never feel like you're missing attacks/casts.

* There are a number of potential damage increasing boxes I have left unclicked in the config tab, including Full Life, Enemy is Maimed, Cat's Agility, and Scorch (if you have The Interrogation) is set to 25 instead of 30.
   Play with those as you will if you want to PoB Warrior with the endgame DPS. 

* Also in the Config tab, make sure to transition between Shock (Default) and Scorch/Brittle/Sapped depending on whether you have The Interrogation or not. I've tested the numbers, and at endgame
  Shock at 20+, Scorched at 25+, Brittle at 10+, Sapped at 15+ are all acheivable numbers on everything except maybe Simulacrum Wave 29/30 (Billions of Boss Life). At endgame, if you aren't getting those numbers 
  and your damage feels light, then something is wrong. Reach out to the community thread or forums and someone, maybe myself, will try and help.

* Lastly, remember that the DPS displayed to the left for Full DPS is theoretically your max DPS with proper positioning and both Vaal wells down. It is unlikely you'll need Vaal wells on anything but a nice damage
  boost on a boss. Regular hitting with proper positioning is roughly 2/3 of the Full DPS, as you can see from the "2x Lightning Strikes".

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Leveling Notes:

Grab early melee skill of choice (I like Splitting Steel) until Lightning Strike is available around level 12 (just when you enter Merveil's caverns). A good idea is to have a separate three or four link setup
with Spectral Helix. That way you have both options up until you get a VLS.

For Spectral Helix, link SH - Trinity - Added Cold Damage - EDwA.

Some people suggest leveling with Splitting Steel and using Lancing Steel when its available in Act 3. I've never felt the need, but you can choose what is best for you.
If you do this, take some of the starting phys dps nodes from duelist start and respec later.

Once you have a Vaal Lightning Strike switch immediately from whatever leveling skill you were using. (You can Vaal Orb LS for a 20% chance of getting VLS, if you're playing SSF)

I suggest dual wielding until you are nearing the end of acts or in early maps. The natural breakpoint is when you have a fast claw with 1.9+ APS.

Any high attack speed melee weapon(s) with elemental dps will do at the beginning. One claw is mandatory when you get the claw nodes and mastery. That should be enough to drop your mana 
flask, or at least make relying on it much less necessary.

Upgrade your melee weapon(s) about every 10-15 levels at the most. In mid to endgame, a Noble Claw is basically as good as an Imperial Claw (BIS).

Use Precise Technique (Notable Passive) until you are ready to switch to a crit based setup. At league start this may be well into maps depending on your gear (yellows or early reds). 
If you are playing this as a secondary build and have decent gear stashed away, it'll be much earlier. 
MAKE SURE to keep your accuracy above your max life in order to enjoy the juicy 40% attack damage.

Transitioning from the Lvl 90 tree to lvl 95 trees has two assumptions:
1) You have enough spell suppression on gear to not need Magebane.
2) You have Crystallized Omniscience
That transition may, or may not, occur at the same time. Take it step by step depending on your gear.

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Gem Availability while Leveling: QR = Quest Reward, P = Purchase, U = Use, L = Just Level(You generally want to stay out of towns while leveling, so some rewards are stacked)

Act 1:

After Hillock:
QR Splitting Steel U link with Chance to Bleed 

After Hailrake/Breaking some Eggs:
QR Dash U and Ancestral Call L
P Ancestral Protector U and Steelskin U (Place steelskin on left click/movement)

After Brutus:
QR  Enduring Cry U
P Blind U (link to AP), Whirling Blades U, and Precision L (When you get Precise Technique notable, use Precision at a low level)

After getting to Merveils Carvern WP (Siren's Cadence):
P Lightning Strike (link with Ancestral Call) and P Onslaught/Added Fire (depending on gem link colors)
P Spectral Helix

End Act 1 Skills/Links:  
Lightning Strike - Ancestral Call - Onslaught/Added Fire (If leveling with LS)
Ancestral Protector - Blind
Dash
Steelskin

Act 2:

After Rescuing Helena (Intruders in Black):
QR Herald of Ice U
P Blood Rage and Defiance Banner U

After Killing Weaver:
QR Trinity U (replace Onslaught/Added Fire as soon as possible and make sure you are building resonance)
P Elemental Damage with Attacks L (or link to AP if you have room/links)

End Act 2 Skills/Links
Lightning Strike - Ancestral Call - Trinity 
Ancestral Protector - Blind
Dash
Steelskin
Blood Rage
Auras = Herald of Ice, Defiance Banner

Act 3:

After turning in Tolman's Bracelet:
QR Grace L
P Anger U (Turn off HoI if you need the mana)

Just run past Gravicius

After Siosa:
QR Fortify U (4th LS Link until after second lab)
P Culling Strike U (link to AP), Flame Dash or Smoke Mine U for ledge jumping, and Conductivity U (for bosses)

End Act 3 Skills/Links
Lightning Strike - Ancestral Call - Trinity - Fortify
Ancestral Protector - Blind - Culling Strike
Flame Dash
Steelskin
Blood Rage
Conductivity (You may not have enough intelligence for this)
Suggested Auras = Anger, Defiance Banner

Act 4:

After killing Malachai (Eternal Nightmare):
P Cast when Damage Taken U (Link to Steelskin when levels match)

Lightning Strike - Ancestral Call - Trinity - Fortify
Ancestral Protector - Blind - Culling Strike
Flame Dash
Steelskin - CWDT
Blood Rage
Conductivity
Suggested Auras = Anger, Defiance Banner

Act 6:

After clearing Twilight Strand:
P Nightblade U (when you have 5 Link for LS) and any gems you missed or want to level before using. Assassin's Mark and Mark on Hit are available here, but probably not needed yet. Switch to those when you switch to a crit based build.

Refer to Skills section and info below for suggested skills/links

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Ascendancy: Unstoppable Hero, Fortitude, Inspirational, First to Stike/Last to Fall (the last two are interchangeable based off your desires. Inspirational allows you to run Defiance Banner for no cost)

Bandits: Kill All is recommended (Alira or Kraityn are acceptable choices as well for leveling)

Pantheon: Lunaris and Tukohama (Solaris is end-game recommended major normally, but Lunaris is safer for mapping and getting levels)

Allocation: Cheap: Elemental Focus / Endgame: Utmost Might (With Omni). Other good options based on gear are: Lethality, Divine Judgement, Claws of the Falcon, Mark the Prey
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VLS Links: (See skills section for other setups)

Lightning Strike 3L: (V) Lightning Strike - Ancestral Call - Trinity (Make sure Trinity is building max resonance, but it should be with HoI or Anger)

Lightning Strike 4L: (V) Lightning Strike - Ancestral Call - Trinity - Fortify (till 2nd Lab) THEN Elemental Damage with Attacks (If at any point you're struggling to proc Trinity, Added Cold Damage can be your 4th link instead of EDwA)

Lightning Strike 5L: (V) Lightning Strike - Ancestral Call - Trinity - Elemental Damage with Attacks - Nightblade

Lightning Strike 6L: (V) Lightning Strike - Ancestral Call - Trinity - Elemental Damage with Attacks - Nightblade - Added Lightning Damage

Lightning Strike 6L with +1 Strike Gloves: (V) Lightning Strike - Trinity - Elemental Damage with Attacks - Nightblade - Added Lightning Damage - Inspiration

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Aura Skills: 

Early on, Utilize Herald of Ice THEN Anger to proc Trinity's resonance. Precision should be run at just a high enough level to keep your accuracy above your max life.

Mid-Game - Anger and Defiance Banner plus your choice of Grace OR Determination OR Arctic Armor + Herald of Ice (This build can spend a lot of time stationary, so Arctic Armor is a large Phys Damage reduction). 

Endgame - Anger, Grace, Arctic Armor OR Herald of Ice, Defiance Banner, Precision, Aspect of the Cat once you have Farrul's or Replica Farrul's.

Why no Vaal Grace or Molten Shell? Vaal skills share Vaal Souls gained between them. You'll get more uses out of VLS if you just use the regular versions of Grace and Molten Shell. 
(Don't worry, if you read this and didn't know that, you're not alone. I just realized that while preparing this PoB... I know, stupid build-maker)

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Flasks:

1. If you don't have The Interrogation (Unique Jewel), use a Diamond Flask with Gain a Charge on Crit (Prefix) and Increased Crit Chance (Suffix) (ilvl 82 can give T1 of both mods)

At most one other flask should have Gain a Charge on Crit Prefix as those flasks split the granted charge(s) between them

2. Granite Flask
3. Jade Flask
4. Quicksilver OR Silver Flask (if no reliable Onslaught source) OR Sulpher Flask
5. Open Utility Flask or Divine Life Flask (I prefer Panicked Life Flask of Staunching until I get a corrupted blood jewel) 

For mods on the utility flasks I prefer More Duration or Increased Charges Gained
For Suffixes, look for Increased armor during flask effect, increased Evasion during flask effect, remove chill/freeze, remove curses, immune to shock, or increased attack speed. 

Unique Flask of note = Bottled Faith, can take the place of Diamond and Sulpher Flask which opens up a flask slot

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Endgame gearing priority in general order of importance: Feel free to jump around as you see fit or can afford

Claw ilvls of importance:
iLvl 63 can give T3 Lightning Damage and T2 Attack Speed
iLvl 74 can give T2 Lightning Damage
iLvl 77 can give T1 Attack Speed
iLvl 82 can give T1 Lightning Damage

1. Keep looking for better claws until you have a great one (T1/0 Attack Speed, T1 Flat Lightning Damage, T1/2 Crit Chance (Benchcraft is okay), and anything else useful (Other Flat Elemental Damage, Crit Multi). 
    With Omniscience, the best prefix benchcraft is flat ele damage. The best suffix is crit chance or multi in that order.
	If no Omniscience, the best prefix benchcraft is likely elemental penetration. The best suffix is crit chance or multi in that order. 
	If you have The Interrogation, you do NOT have to have crit chance on your claw, which can make a great one much more affordable.

2. Farm Essences (Stockpile those) and Jun missions to get some nice gear upgrades and also find the +1 pierce craft for gloves/helmet.

3. Diamond Flask as described above

4. Dragonscale, Titan, or Slink Gloves: Implicits = Searing Exarch for +1-2 Strike. Eater of Worlds for +1-2 pierce or Lightning Exposure on Hit ("In presence of a Unique boss" is best).

5. Crystallized Omniscience Amulet and Attribute Gear (Use the Essensces you've been stockpiling)

6. Farrul's Fur or Replica Farrul's Fur (QoL) - Beastcraft Aspect of Cat (Suffix) wherever you have space on Gloves or Hat. 
An unlinked red gem socket on whichever item has AoC should have a less duration gem in order to always have charges

7. Watcher's Eye with Anger Crit Multiplier 

8. Enlighten Level 3 or 4

9. Lethal Pride or other endgame jewel you think works best

10. Cluster Jewels

11. Bottled Faith

12. The Interrogation jewel - If the price of this is low this league, then this can move up the list of importance

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If playing SSF:

Crystallized Omniscience drop rate is currently unknown. If it is impossible to farm reliably from Searing Exarch (Chase Unique rareness), then I'll revert the build and recommend something else in a post-leaguestart update.
There are already other Amulet examples available in the item set.

At endgame, scaling damage really comes down to maximizing crit chance. Focus on that alot as high Crit Multi is built in.

I've chosen the Searing Exarch and EoTW implicits for Gloves, Boots, Helmet, and Armor that I feel are best, but you can roll with whatever you want. 

For the Helmet, if you happen to drop a Blizzard Crown with a random ritual (it is farmable) then that is BiS for DPS.