2 days ago

Ascendancy ThumbnailLevel 99 Infernal Blow Slayer3.25

Life: 4,300111%
Mana: 82
eHP:
59,410
Resistances: 86%/85%/85%/75%
Armour: 22,246
DPS: 37,171,688
Speed: 4.79
Hit Chance: 100%
Config:
Frenzy, Custom Mods
Bandit: Kill All
Pantheon: Soul of Lunaris, Soul of Shakari

Gear

Despot AxeHaunted BascinetThe Brass DomeWyvernscale GauntletsWyvernscale BootsAshes of the StarsAmethyst RingAmethyst RingStygian Vise
Divine Life FlaskPrismatic TinctureSilver FlaskLion's RoarBottled Faith
Murderous Eye JewelLarge Cluster JewelThe Light of MeaningLethal PrideStormshroudUnnatural InstinctCrimson Jewel

Gems

Automation
Blood Rage
War Banner
Infernal Blow
Close Combat
Trauma
Awakened Elemental Focus
Awakened Elemental Damage with Attacks
Awakened Melee Physical Damage
Precision
Arrogance
Herald of Ash
Herald of Purity
Summon Skitterbots
Flesh and Stone
Frostblink
Leap Slam
Faster Attacks
Berserk
Autoexertion
Battlemage's Cry
Flammability
Infernal Cry

Tree Preview

Precise TechniquePrecise Technique
Unwavering StanceUnwavering Stance
Armour MasteryArmour Mastery
  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
Attack MasteryAttack Mastery
  • Non-Vaal Strike Skills target 1 additional nearby Enemy
Fire MasteryFire Mastery
  • 40% of Physical Damage Converted to Fire Damage
Fortify MasteryFortify Mastery
  • Melee Hits Fortify
  • -3 to maximum Fortification
Leech MasteryLeech Mastery
  • 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
  • 10% of Leech is Instant
Life MasteryLife Mastery
  • +30 to maximum Life
Mana MasteryMana Mastery
  • 12% increased Mana Reservation Efficiency of Skills
Rage MasteryRage Mastery
  • +7 to Maximum Rage
  • Inherent loss of Rage is 20% faster
Reservation MasteryReservation Mastery
  • +1% to all maximum Elemental Resistances if you have Reserved Life and Mana

Notes

# Infernal Blow Slayer

## Infernal Blow explanations

Infernal Blow is a melee skill with the following mechanics:
- No attack speed mallus
- 377% damage effectiveness per hit
- On hit it applies a stackable charged debuff and an uncharged debuff
- Splash damage applies the charged debuff to everyone
- Enemies with either debuff that die explode, dealing 6% of their life as fire damage. This scales with fire damage and other generic mods
- If the charged debuff expires, get to 6 stacks or the enemy dies, then another explosion takes place. This explosion is melee HIT damage that scales with everything the original HIT does. It also deal 76% of the skill's damage per stack. So a 6 stack explosion deals 356% more damage
- The explosions shotgun
- This normalizes to 76% more damage (hence the PoB multiplier)


## Why Infernal Blow?

Some baseline comparisons between Infernal Blow and other skills with comparable early clear:

- IB Effectiveness: 377% * 1.76 = 663%
- Boneshatter of Carnage Effectiveness: 0.85 (attack speed mallus) * 1.2 (bonus damage against stunned enemies) * 620% = 632%
- Boneshatter of Complex Trauma Effectiveness: 0.85 (attack speed mallus) * 338% * 2 (average bonus damage of a cycle) = 574%
- Boneshatter Effectiness: 0.85(attack speed mallus) * 338% * (1 + (5 * trauma stacks) / 100). BS needs 26 trauma stacks to equal IB in effectiness.

It is also inflict some crazy good ignites - given the 356% more multiplier from the 6th explosion and as such has good sinergy with Berek's Respite tech

## How we scale it?

There are 2 ways to go with this:

- A classic hit-based build -> practically do everything you do for a build like boneshatter (keep the 76% more multi in this case). This is the "We have Zenith at home" build
- An ignite-centric build -> do not scale the hit, but the size of the ignite. (remove the 76% more multi and go to the 6 stack explosion to see the size of the ignite) (This is an alternative to the Bleed Gladiator)

It is great to know that Slayers have great sinergy with both of those builds 10% more damage if we killed recently, 20% more damage with hits and ailments against uniques, frenzy charges, endurance charges, increased area of effect.

In this PoB I will focus on the hit-based build. I may or may not make an ignite-centric build later.

## The hit based version scalars:

- Flat Damage - from weapons, phys as extra, abyss jewels and item mods
- Damage effectiveness - From gem levels. Each gem level is 4% more damage
- Additional debuff damage - From gem quality, 20% additional quality means 13% more damage (You need to modify the PoB mod with the new debuff damage value)
- Increased Damage - From tree, cluster jewels, temple gloves, prismatic tincture
- More damage - Precise Technique, support gems, herald of purity, frenzy charges, slayer ascendancy nodes, rage
- Attack Speed - Quick weapon, passive tree, cluster jewels, onslaught, gloves mod, blood rage
- Resistance reduction and penetration - Flammability curse, fire exposure, tincture suffix
- Increased damage taken - shock from skitterbots + intimidate. The chill effect will help with defenses and to trigger the bonus damage from the temple gloves
- Chance to deal double damage - from weapon and timeless jewel

## Defenses

- Elemental Ailment immunity - stormshroud + boots
- Around 20K armor
- 4K HP
- Stun immunity - Unwavering stance
- Immunity to corrupted blood and bleed - From life flask
- Resistance to poisons - Pantheon
- 85% elemental resistances - Brass Dome + Soul of Steel + Reservation Mastery + Prismatic Skin
- 75% chaos resistance
- 23 Fortification
- leech: 5% instant, 47% max leech/second, 10% reduced damage taken while leeching. 10s of leech
- 5 endurance charges
- Flesh & Stone - Sand Stance for 20% less damage taken from environmental effects and from close enemies
- Crit immunity

## Mercenaries

I suggest using an aura-bot mercenary and try to get Haste, Determination and other goodies. Take this with a grain of salt tho, I am not sure how strong they are