6 days ago

Ascendancy ThumbnailLevel 96 Leap Slam of Groundbreaking Elementalist3.27

Life: 2,365129%
ES: 365
Mana: 75
eHP:
30,094
Resistances: 78%/78%/77%/60%
DPS: 8,246,419
Speed: 2.70
Hit Chance: 91%
Config:
15% Shock, Covered in Ash, Custom Mods
Bandit: Kill All

Gear

Foul StaffNecromancer CircletBronn's LitheSorcerer GlovesWyvernscale BootsTainted PactThe TamingBerek's RespiteThe Arkhon's Tools
Quicksilver FlaskCinderswallow UrnPrismatic Tincture
MegalomaniacLarge Cluster JewelLarge Cluster JewelSmall Cluster JewelImmutable ForceWatcher's EyeStormshroudThe Golden RuleCrimson JewelCrimson JewelViridian Jewel

Gems

Summon Lightning Golem
Summon Skitterbots
Summon Flame Golem
Petrified Blood
Flammability
Autoexertion
Flame Surge
Blood Rage
Elemental Weakness
Battlemage's Cry
Leap Slam of Groundbreaking
Elemental Damage with Attacks
Cruelty
Fist of War
Unbound Ailments
Volatility
Summon Chaos Golem
Convocation
Automation
Flame Dash
Flesh and Stone
Arrogance
Summon Ice Golem
Malevolence

Tree Preview

Runegraft of Treachery
15% increased Reservation Efficiency of Skills Auras from your Skills which affect Allies also affect Enemies Limited to 1 Runegraft of Treachery
Tattoo of the Kitava Blood Drinker(x9)
0.5% of Attack Damage Leeched as Life
Tattoo of the Tawhoa Shaman(x15)
5% chance to Poison on Hit
Elemental OverloadElemental Overload
Armour MasteryArmour Mastery
  • You take 30% reduced Extra Damage from Critical Strikes
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • You take 20% reduced Extra Damage from Critical Strikes
Fire MasteryFire Mastery
  • 40% of Physical Damage Converted to Fire Damage
  • Fire Exposure you inflict applies an extra -5% to Fire Resistance
Life MasteryLife Mastery
  • Skills Cost Life instead of 15% of Mana Cost
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
  • You count as on Low Life while at 55% of maximum Life or below
Protection MasteryProtection Mastery
  • Your Elemental Resistances cannot be lowered by Curses

Notes

SSF? Probably not, need to solve many build issues with tattoos
HC? Absolutely not, the build is too prone to instantly exploding if any one factor isn't set up for absolute consistency on leech vs poison durations
- Also not much defenses at all except tainted pact

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QOL features of build
- Extremely lazy one-button playstyle
	- Leap slam to move around, ignite prolif to clear mobs
    - Flame dash for getting across gaps only
	
- Minimal gameplay hoops to jump through to optimize offense/defense
	- Just jumping on the target solves both offense and defense at the same time
	- Use tincture for 50% more dmg then turn it off after a couple of hops
	- Sustained leaping = sustained Elemental Overload/poison/ignite/fortify/cruelty uptimes
	- Need to spam leap for volatility ignite fishing anyway

- Pseudo stun immunity with immutable force
	- Most common death is getting stunned before you can start hitting anything

- Ele ailment immunity with stormshroud
	- Classic jewel + boot slot for ele ailment immunity combo
	- If we can solve scorch downside without stormshroud there may be a self-chill angle available using arkhon's tools
		- Freeze immunity from pantheon, shock immunity from the boots we already use, and tainted pact would totally trivialize ignites

- Pseudo dot immunity (as long as there are targets to hit)
	- If we can squeeze 'divine flesh' into the build you can be functionally immune to elemental dots while leeching
	- We'd take half of the ele dot as chaos dot which heals us during leeching

- 80% extra crit damage reduction 
	- crucial to avoid one shots
    - we eventually will get full crit immune through this stat

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POB setting explanations

Frenzy charges off but endurance charges on:
- I think it's reasonable to assume you will be taking a hit from the boss, ideally we just facetank the target anyway
- 100% uptime on frenzy charges during mapping, but not during bossing unless the boss spawns adds

Bastion of elements is unspecced to try to simulate my 'in combat' max hit. 
- This concept ('in combat max hit') is the most important, the higher it is the more you can face tank via tainted pact heal over time
- Re-spec it if you want to consider the 'first hit max hit' instead, which represents what can you tank a single time if you haven't been taking damage

Added '40% phys taken as fire' to config
- POB doesn't seem to take into account shaper of flames otherwise
- Your phys max hit to offscreen damage will be lower unless an ignite of yours spreads to the enemy first
- This balances out a bit with the extra max hit you get from conditional hit pool increases (primal aegis/graft shield)

Added low tolerance text to config so I can check the box and see what my first poison heal over time would be. 
- Only reasonable way to get low tolerance is on megalomaniac, though.
- In a practical sense it rougly makes the first poison count as two. 
- For mapping it almost can halve the number of required stacks to heal to full every server tick
- For bossing it means you have a much higher baseline regen

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How to leech life for tainted pact

- We stack some tattoo of the kitava blood drinker (.5% attack damage leeched as life)
- We don't really need strength aside to meet requirements
- The more % leech you get the more DR mobs can have and you still get a max duration leech
	- If cruelty and fortification still max out you probably have enough damage to not worry about not leeching enough
- If you want to fit explosions into the build you MUST leech the damage type of the explosion somehow
	- Ignoring this means your explosion can poison and kill you because it didn't also leech

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Poison

Chance to poison:
- We have to stack tattoo of the tawhoa shaman (5% chance to poison on hit per tattoo) to get our poison chance up to an acceptable level
- I think any poison chance above 50% feels good. 
- >70% poison chance feels quite smooth

If you don't have tatoos drop flesh and stone for herald of agony and anoint toxic strikes
- This gets you to 35% poison chance which is good enough to map 
- Your poisons will probably fall off in 1v1, though

IMPORTANT: Set enemy chaos res to simulate YOUR expected chaos res
- Can assume >5 poisons during mapping, <5 poisons in 1v1
- Each poison is +1 chaos res due to the golden rule

You want your 'single poison dps' to be at least ~5k. Higher is better, you can maintain 2-3 stacks on a single target and in mapping you will get enough stacks.

You really want the 'flat chaos damage' on the warstaff to increase your poison dps
- Crafted staff with fractured t1 flat lightning base, spammed t1 flat fire essence until it rolled t1 flat chaos
- Took under 300 essences. Craft of exile estimates it to take under 200 for the 67% confidence value

To heal to full every server tick this expression must be true (there are about 30 server ticks in a second if one tick is 33ms)

(single poison dps * number of poisons) > unreserved max life * 30

So for our ~2.5k unreserved life we need to receive 75000 poison dps or about 15 stacks of poison. (Assuming a single poison dps of 5K)

We'll never achieve that in 1v1 scenarios but in mapping this can happen quite easily.

As a rule of thumb:
- Anything that doesn't one shot you basically doesn't count toward hitting you
- Facetanking mapping is easy, if you killed a lot of mobs you can probably even stand in post-death effects
- Can't facetank bosses if they one shot us or do a LOT of damage in a short period (enough to outpace roughly 400-600% unreserved life regained per second)

For mapping I like unbound ailments over awakened added chaos damage, it increases the poison duration which smooths out mapping

Swift affliction is good but it lowers the poison duration significantly. 
- For using tainted pact we probably need to forego this support unless we can scale poison duration back up to at least 2 seconds

CAUTION: You need to balance your poison duration so that it doesn't exceed 5 seconds. 
- If it does you will instantly die when your last leech falls off
- Otherwise, ideally poison duration is as close to 5 seconds as you feel comfortable
- the default 2s feels fine, 3s is slightly better if you like to loot in combat
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Solving 'Life cannot be leeched'

Cinderswallow urn is a dps increase, but also is the way you survive hitting monsters that have 'life cannot be leeched' mod. 
- The 'leech 1.5% of expected ignite damage' doesn't count as leeching life from the target so it allows you to not kill yourself on these mobs. 
- You can even start combat on these mobs without the flask already active and it will save you
- Enchant with 'activate when hitting rare/unique' and the only way you die is if you aren't in combat and start combat by leaping on no-leech magic pack and nothing else

Other solutions to beating can't leech mobs don't play too nicely with the build. 
- I don't think we can get the uptime for the flask 'damage taken is leeched' mod and we have tremendous socket pressure already
- Can't use worm generators because the dots insta kill them and even if that doesn't, the golems do.

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You want at least 80% chance to hit, more is better but you don't even need 90%
- The higher it is the smoother it is for 1v1 scenarios
- Replace blood rage with precision if you need more accuracy
- Ice golem gives good accuracy and crit chance (needed for EO), when I swapped to tainted pact I dropped stone golem for it

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Upgrades:

Need 20 additional int to fit 4x crit reduction tattoos to get full crit immunity
Need at least 1 more 10 int travel node, or drop one poison tattoo

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Notes:

Couldn't figure out how to import grafts. I have the 8s 'molten shell' one and the 'cover in ash' one