8 months ago

Ascendancy ThumbnailLevel 100 MoM Crit Penance Brand of Dissipation Inquisitor3.23

Life: 2,688109%
ES: 703
Mana: 68%
eHP:
15,685
Resistances: 75%/75%/75%/74%
DPS: 60,070,972
Speed: 4.55
Hit Rate: 8.47
Hit Chance: 100%
Crit Chance: 98.30%
Crit Multi: 419%
Config:
15% Shock, Frenzy, Custom Mods
Bandit: Kill All

Gear

LathiHubris CircletGreed's EmbraceWyrmscale GauntletsGoldwyrmFocused AmuletVentor's GambleKalandra's TouchMageblood
Divination DistillateProgenesisQuicksilver FlaskTaste of HateRuby Flask
Large Cluster JewelLarge Cluster JewelMedium Cluster JewelMedium Cluster JewelMedium Cluster JewelForbidden FleshThe Balance of TerrorForbidden FlameThat Which Was TakenWatcher's EyeLethal PrideCobalt JewelCorvine CharmCrimson JewelLupine CharmUrsine Charm

Gems

Herald of Purity
Arrogance
Enlighten
Vitality
Steelskin
Frostblink of Wintry Blast
Elemental Weakness
Brand Recall
Faster Casting
Righteous Fire
Hatred
Guardian's Blessing
Empower
Raise Spectre
Purity of Elements
Awakened Enlighten
Zealotry
Petrified Blood
Penance Brand of Dissipation
Awakened Added Fire Damage
Empower
Swiftbrand
Increased Critical Damage
Increased Critical Strikes
Haste
Awakened Enlighten
EnemyExplode

Tree Preview

Might of the BearMight of the Bear
Eldritch BatteryEldritch Battery
Mind Over MatterMind Over Matter
Pain AttunementPain Attunement
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • 10% of Physical Damage from Hits taken as Chaos Damage
Brand MasteryBrand Mastery
  • You can Cast 2 additional Brands
  • 40% increased Brand Attachment range
Critical MasteryCritical Mastery
  • You take 30% reduced Extra Damage from Critical Strikes
Life MasteryLife Mastery
  • +50 to maximum Life
  • You count as on Low Life while at 55% of maximum Life or below
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
Reservation MasteryReservation Mastery
  • 20% increased Life Reservation Efficiency of Skills
  • 8% increased Damage for each of your Aura or Herald Skills affecting you

Notes

You'll begin maps with the Mageblood (forest/looting) setup and once you're done collecting wisps swap over to Headhunter (mapping).  You can return to hideout to fill flasks or use a well.

Would recommend leaving via the proper wildwood portal as you'll get stunned exiting with the darkness and you might get mauled by the monsters outside before starting up.

Explosion sources are very important as penance tends to struggle with clear.  In this case I use a physical explosion staff given our conversion based build and the scaling it benefits from.
Alternatives can include Oriath's End, explosion on cursed enemies from charms, or herald of ash.  None of these will be as strong as a physical based explosion however.

Some important things to note:
You want a source of energy shield leech for when headhunter gives you a large energy shield pool or you'll run out of energy shield from degen.
You want a source of life leech for defense as well as supporting powerful defensive and offensive options in damage while leeching, immune to stun while leeching, unaffected by bleed while leeching, ect.
---Life leech is important here vs energy shield as you have overleech from petrified blood and energy shield leech isn't always active.

You can run determination spectres instead of hatred if you want but I feel like outside of the forest it doesn't have that large of an impact.  You tend to strip PDR and Armour from altars anyway.

You can run empower for more consistency or arcane surge for a better gem (surge on kill from staff)

If you don't want to bother with the Balance of Terror for elemental weakness 40% phys gain feel free to replace it with an impossible escape to free up runebinder (moving the jewel to north witch).  It's pretty free damage when you pop a legion though.

As I use endurance charges as a form of defense (pdr, chaos res) and area of effect scaling you need to be wary of altars that reduce your recovery.  You can run these but you need to disable righteous fire or just go without it from the start.

Reduced defense altars can bring your energy shield values quite low so make sure you have a sufficient base to be able to cast your skills even with it active.  Don't try to play the build with 200 es.
---You can use things like clarity ES mod from watchers, discipline, hubris helmet, es based on mana charms for additional energy shield

While I do use endurance charges for physical damage reduction you still have a good amount of defense from progenesis + petrified blood.  Feel free to click -physical damage reduction altars without worry.

If you click -lightning resistance altars you'll note that you will be below cap without divination distillate running.  Given the prevalence of this modifier you should either adjust the resistances of the build or be vigilant about your distillate.

You can run abyss on this using brand recall and carefully pulling them away as the spire comes up and placing a brand on it and recalling it before it dies.  It can be tricky and when soul eater is ramped up difficult but managable.
---You can bring a 1 link penance to whittle at spires if that is more comfortable for you.


"!gen|% ma|s rec|non|kes|d el|withe|eec|o su|ask" - regex I run

Blocks Cannot Regen, Cannot Leech, -Max, Less Recovery, Extra Chaos, Reduced Aura, Suppression on Monsters, Avoid Ele Ailment, Reduced Crit Dam, Reduced Flask Charge.

You can run cannot leech, -max, extra chaos, suppression, avoid ele, and reduced flask charge but I find them unpleasant to run.



For crafting the staff you'll want specifically a "staff" base not a "warstaff".

You can fossil for +2 all and then annul down to save time but spend a lot more divines.  Alternative is alt rolling for +2 then regaling hoping to isolate +2 on a rare item.

Once you have a rare item with +2 all isolated (2 open prefix, 3 open suffix) you craft "Can have up to 3 Crafted Mods", "Cannot Roll Attack", and "Prefixes Cannot be Changed"

You then harvest augment phys and hope to win the 1/3rd chance for it to be +3 to physical spells, otherwise you ended up with +1-2.

You can decide at this point if you want to annul to try again or settle.  Repeat the previous steps depending on the result.

Once you have a staff with +all gems and +physical gems you can go about it a few ways.

You can craft "Can have up to 3 crafted mods", "Prefixes cannot be changed", and either a random prefix, or random suffix depending on whether you want a veiled suffix or prefix.

You can deterministically go for "Spell Damage and Non-chaos as chaos" by chaos veiling with the previous step until you get prefix and if you don't see the modifier you unveil anything that isn't spell damage + regen.
--- Any other result can be removed safely with cannot roll caster - annul until it removes the modifier
I would only recommend going for unveiled prefix "Spell Damage and Non-chaos as chaos" if you plan on metacrafting suffix for t1 cast speed or something.  Otherwise just aim for a veiled suffix (double damage, cast speed, ect) and multimod the rest.