2 years ago

Ascendancy ThumbnailLevel 95 Crit Ice Spear Deadeye3.20

Life: 4,187140%
ES: 802
Mana: 0
eHP:
56,297
Resistances: 75%/75%/75%/-25%
Evade: 70%
Supp: 100%
Armour: 19,789
Evasion: 19,475
DPS: 7,814,766
Speed: 7.23
Hit Chance: 100%
Crit Chance: 90.93%
Crit Multi: 505%
Config: Pinnacle, Frenzy
Bandit: Kill All
Pantheon: Soul of the Brine King

Gear

Void SceptreSupreme Spiked ShieldThe Devouring DiademDaresso's DefianceConjurer GlovesFugitive BootsAgate AmuletTopaz RingSnakepitHeavy Belt
Divine Life FlaskQuicksilver FlaskGranite FlaskAmethyst FlaskConstant Diamond Flask
Large Cluster JewelMedium Cluster JewelMedium Cluster JewelSmall Cluster JewelCobalt JewelCobalt JewelHypnotic Eye Jewel

Gems

Ice Spear
Increased Critical Damage
Hypothermia
Spell Echo
Cold Penetration
Greater Multiple Projectiles
Hydrosphere
Onslaught
Power Charge On Critical
Sniper's Mark
Vaal Grace
Zealotry
Herald of Ice
Determination
Divine Blessing
Inspiration
Increased Duration
Haste
Shield Charge
Flame Dash
Defiance Banner
Molten Shell
Cast when Damage Taken
Decoy Totem
~~~~~~~~~~~~~
Arcane Surge
Flame Dash
Frostbite

Tree Preview

Cold MasteryCold Mastery
  • 25% chance to gain a Frenzy Charge when you Shatter an Enemy
Critical MasteryCritical Mastery
  • +25% to Critical Strike Multiplier against Unique Enemies
Elemental MasteryElemental Mastery
  • Exposure you inflict applies at least -18% to the affected Resistance
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
  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
Reservation MasteryReservation Mastery
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • Auras from your Skills have 10% increased Effect on you
Spell Suppression MasterySpell Suppression Mastery
  • Critical Strike Chance is increased by chance to Suppress Spell Damage

Notes

LEVELING GEMS
	Mule gems from a Witch: 
		- Arcane surge (keep at level 1) + Freezing Pulse (don't level up until you switch to Ranger) > Free
		- Frost Bomb >quest reward from Breaking Some Eggs in Mud Flats (open passage and go to town)
		- Holy Flame Totem > 1 wisdom scroll to buy from Nessa after Breaking Some Eggs

	LOGIN on Ranger: 
		- Onslaught > quest reward from Medicine Chest in Tidal Island
		- Leap Slam > 1 wisdom scroll to buy from Nessa after Killing Brutus

!!!!!!!!!!!! Ice Spear > after Merveil ask a friend that is playing Witch/Scion/Shadow/Templar to buy and trade you the gem from act 1 Nessa 
				Put it in your weapon swap off-hand to level it up 
				DON'T USE IT UNTIL YOU GET YOUR CHAIN ASCENDANCY (~ lvl 33)



	LEVELING WEAPONS
	Dual wield SCEPTRES so you can use Leap Slam and maximum damage
		Vendor ingredients:
			1x Magic rarity Sceptre
			1x Saphire Ring (NORMAL = lvl 8 | MAGIC = lvl 12 | RARE = lvl 20)
			1x Orb of Alteration
	


	PRIORITIES
	- 150 ES regenerate on belt (important for "mana" sutain)
	- Energy Shield (ES or hybrid ES + Armour/Evasion gear recommended)
	- Snakebite
	- Devouring Diadem
	- Cold damage leech implicit on gloves
		^ try to get decent temple mod gloves and then roll implicits to not waste eldritch currency
	- 3 passive !mana reservation efficiency! cluster with Uncompromising notable
		^ to fit all the auras



^x7070FF	^xAF6025IDEAS^7^7
	- double tap weapon swap into a shield with +2 minimum frenzy and/or endurance charges -> charge generation/onslaught on bosses from body armour
	- chill immunity: Pantheon upgrade (50%) + "(51-60%) reduced effect of chill on you" ring craft(suffix)
	- early leech: Doryani's Invitation belt (cold dmg leech as life + 2x 30-35% resistances)











	CRACKED WEAPON CRAFTING
Step 1 - Buy a sceptre/wand/rune dagger with +1 all spell skill gems and +1 all cold spell skill gems 
	^ before you buy make sure:
		- at least 1 open suffix
		- open prefix or non-caster prefix
		- ilvl at least 73+
Step 2 - Your goal is to make an item with 1 open prefix and at least 2 open suffixes.
				Remove the bad 3rd prefix if any by crafting "Cannot roll CASTER mods" and using an orb of annulment
	^ if you have don't have 2 open suffixes, but still have the "Cannot roll CASTER mods" mod -> annul
	^ if you have don't have 2 open suffixes, and no "Cannot roll CASTER mods" mod -> craft "Prefixes cannot be changed" and use a scour orb
Step 3 - Craft "Prefixes cannot be changed"
Step 4 - Aisling slam
			- if you get veiled suffix -> craft "prefixes cannot be changed" -> scour orb -> go back to Step 3
			- if you get a veiled prefix -> unveil 
														- if you get any spell damage mod -> take it -> go to step 5
														- if you don't get spell damage mods -> select any non-caster mod -> go back to step 2
Step 5 - Craft "Cannot roll ATTACK mods"
Step 6 - Exalty
	- if you hit a bad mod, but non-caster (resists,attributes etc) -> Exalty again -> check if the mod is good
			-> mod = bad -> craft "prefixes cannot be changed" -> scour -> go back to step 5
			-> mod = good (
	- if you hit a bad caster mod (low tier of cast speed or crit chance for spells) -> craft "prefixes cannot be changed" -> scour -> go back to step 5
	- if you hit t1-t3 cast speed or t1 crit chance for spells -> Exalty again -> check if the mod is good or bad 
			-> mod = good (acceptable tier of Crit Multi or Cast Speed) -> go to step 7
			-> mod = bad -> craft "Cannot roll CASTER mods" -> annul -> if it removes the craft -> repeat craft + annul
																										  -> if it removes the bad mod -> exalty -> back to checking if the mod is good 
			-> mod = low tier of crit chance or cast speed -> craft "prefixes cannot be changed" -> annul -> if you remove the good mod -> double check for "prefixes cannot be changed" -> scour -> go back to step 5
																																							 -> if you remove the bad mod -> exalty again -> back to checking if the mod is good
Step 7 - Craft the last mod of choice 
				-> (10-15)% chance to deal Double Damage while Focused
				-> +(26-30)% Critical Strike Multiplier while a Rare or Unique Enemy is Nearby
				-> (4-5)% chance to deal Double Damage