14 hours ago
Level 100 Hybrid Crit Crackling Lance of Disintegration Inquisitor3.26
Life: 4,812103%
ES: 1,42022%
Mana: 115
eHP:
45,446
Resistances: 76%/76%/76%/35%
DPS: 19,019,276
Speed: 5.37
Hit Chance: 100%
Crit Chance: 100.00%
Crit Multi: 651%
Config:
70% Shock, Power, Custom Mods
Bandit: Alira
Pantheon: Soul of the Brine King, Soul of Tukohama
Gear



























Gems
Crackling Lance of Disintegration
Increased Critical Damage
Inspiration
Awakened Spell Echo
Empower
Arcane Surge
Wrath
Zealotry
Enlighten
Tempest Shield
Automation
Convocation
Steelskin
Righteous Fire of Arcane Devotion
Assassin's Mark
Sigil of Power
Flame Dash
Raise Spectre
Meat Shield
Minion Life
Summon Volatile Anomaly
Tree Preview

- 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently

- 100% increased Charge Duration

- 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
- You take 30% reduced Extra Damage from Critical Strikes

- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour

- +15% to Maximum Effect of Shock

- Minions have 15% reduced Life Recovery rate
- Minions have 30% increased maximum Life
- Minions have +8% to all maximum Elemental Resistances

- +1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
Notes
In 3.26, we got changes to Bitterbind Point, Arcane Surge and Crackling Lance. I wanted to build around Bitterbind Point and this is the result. Crackling Lance of Disintegration has pretty high damage and increases the max shock effect; this makes it outstanding for bossing. We can get 800-900% crit chance alone from Bitterbind Point and Spectres. I chose Inquisitor because of Inevitable Judgement, so we neither need to invest much in crit chance nor resistance lowering or pen. This means we can fully focus on damage, shock scaling and spectre-survivability. For 17 passive points, helmet & shield slot and 3 gem sockets, we get 800-900% crit chance, 80% increased damage and a lot of buffs, auras and stats from Spectres and Abyss Jewels, which isn't too bad of a deal I'd say. >>> PLEASE READ BEFORE YOU DECIDE TO PLAY (Do NOT just check PoB numbers!) <<< As I don't want you to feel baited, make sure this actually is for you before you dive in and read more. This build uses many uniques and jewels which means there isn't super much room for attributes and resistances and jewels are partially used to get them. It also is very skill point- and currency-hungry and therefore not suitable as a starter. The gear shown is pretty min-maxed. If you dislike looking for several jewels, gem-swapping, deal with Spectres or the self-cast playstyle in general, I don't recommend it to you. Features: - Can do most of the content in the game - Strong & fast - Instant Kamehameha - Easy to play (most of the time it's two buttons: casting + dashing) - Can put a lot of currency in if you want - Relatively flexible on how to reach certain requirements Cons: - Self-cast playstyle + Spell Echo (need to stand still; Spell Echo makes you less flexible) - Gem-swapping for clear/bosses - Needs some investment and levels to get started - Positioning is important; only deals damage in front of you - Sometimes bad visual clarity because of the Spectres around you - Spectres can die (never happened to me), maybe you can't handle that mentally - Lacking sockets for any other utility skills - Forest Warrior (Spectre) has ADHD and is constantly warcrying (maybe need to turn down sound effect volume to stay sane) - Not Hardcore/SSF viable Information about the PoB calcs: - Shock effect: I set it to 70% as an average value against Pinnacles. I've tested this multiple times with gear worse than the PoB one and very often hit 80+% shocks - Max spectres from Wraithlord isn't supported yet, I added this mod on the helmet - The shield mastery which grants crit multi per ES also doesn't work properly. Added crit multi as custom mod for the right calcs - As we are pretty far into the league and I don't think mercenaries will go core in its current form, I didn't add any merc buffs - Taunt (lessens damage) is not supported/calculated - Disabled Flasks as they're not always up - I didn't include any Tattoos (chaos res/crit damage reduction) - Set Sigil of Power stages to 1 (max stages lower incoming damage and increase your damage) - We get a ton of buffs/auras from the spectres which are also not included in the calcs. For some reason it still enables Onslaught, so I manually reduced cast speed and movement speed in custom mods The only aura I added is Clarity to calculate the right amount of mana regen. >> see 'V - Spectres' for all buffs we get All this means - that in fact - EHP and DPS will be much higher! In the following, I'm going to cover every topic. Although there's a lot of text, the build concept is not really complicated, I'm just explaining everything as detailed as possible, so you get the most out of it. It was a TON of work and I'm happy about every support and appreciate any feedback! :) If there are any questions, feel free to ask in the comments! For better orientation: GREEN is the title of each section YELLOW are important notes >>> TABLE OF CONTENTS<<< I - Playstyle II - Defences III - Attributes, Pantheon, Bandit & Ascendancy IV - Tips for getting started V - Spectres VI - Crit Capping (IMPORTANT) VII - Auras VIII - Gear IX - Anointment X - Rare & Cluster Jewels XI - Unique Jewels XII - Mana cost & Shock scaling XIII - Flasks XIV - Tattoos & Runegraft XV - Crafting XVI - Additional information/tips XVII - Mods you want to avoid XVIII - Merc / 3.26 exclusive I - Playstyle: We're using two skills: Crackling Lance of Disintegration (CLoD) for bossing and Crackling Lance of Branching for mapping/clear. The difference between these two is that CLoD has higher damage but no smaller beams (it won't hit monsters on the sides), making it inappropriate for clear. Compared to normal CL, both variants also don't work with intensity. The gem setup for both skills is the same, you only need to swap gems for bosses (I only put CLoD under Skills). Besides spamming CL and dashing around, you sometimes cast Assassin's Mark on single targets and pop Sigil of Power. Everything else happens automatically, even turning on RF. You want to pay attention to your consecrated grounds now and then as the ascendancy makes enemies standing on it take 15% increased damage which can be increased up to 40%. You don't need to stand right next to enemies as Zealotry has a 10% chance to create consecrated ground at distance. II - Defences: - Life (4-5k) with ES (1-2k) - Life-leech - Lots of life & ES regen - Almost always on consecrated ground (50% reduced curse effect & life regen which also applies to ES) - Capped ele & high chaos res - 75-78% spell block chance, 25% block chance (37% with flask on) - 40% of physical converted to fire damage - 30% reduced crit damage taken (can be increased to 100% with tattoos, anoint, corruptions or a Watcher's Eye) - Hinder - Shock & Bleed immunity - Steelskin - Minions that can take the aggro - Taunt (lessens damage) via Minions - Monsters deal 24% less damage in Sigil of Power range (at max stages) - 25% reduced ailment duration - Pantheon: Freeze & stun immunity, 50% less chill effect, some phys reduction - Flasks (Corrupted Blood immunity, Armour, 12% block chance) - Buffs from spectres such as 4 endurance charges and Determination >> see 'V - Spectres' for all buffs - Chilling areas from Volatile Anomaly (just for the sake of completeness) If you want to invest more into survivability, you can: - Replace Wrath for Flesh & Stone (Sand Stance) + Arctic Armour and run Wrath as a spectre aura. Don't replace Zealotry because you're able to create consecrated ground at distance, so you don't need stand next to the enemy - Get more life nodes (e. g. 'Melding' life cluster near witch start) - Get poison or ignite immunity on life flask if one of your jewels has CB immunity (or stack enough jewels) - You can get close to curse immunity if you get reduced curse effect on your ring - Run Enfeeble or Temporal Chains instead of Assassin's Mark (see 'VI - Crit Capping') - Use Corruptions and Tattoos for extra stats (such as reduced crits taken) III - Attributes, Pantheon, Bandit & Ascendancy: 1. Attributes: You need 70 dex and 159 str for Lv 21 gems which gets reduced by 5-10% by Replica Dragonfang's Flight. You get this easily by using intrinsic catalysts on your amulet, craft 1x str/dex on gear and 1x str on any jewel. 2. Pantheon: Major: Brine King for Freeze & stun immunity || Minor: Tukohama for some flat phys reduction and life regen; this synergizes well with consecrated ground and the self-cast playstyle. But you can take whatever you prefer. 3. Bandit: Help Alira 4. Ascendancy: As we need some minion nodes, only Templar or Witch make it onto the shortlist. I initially thought about going Necro but offence-wise it offers almost nothing. Elementalist also isn't a choice because we only can have spectres as minions. Hiero and Guardian are good defensive-wise but Inquisitor is the overall better allrounder in this case as we don't need to invest in crit chance and res lowering/pen. This allows us to focus on damage, minions and shock scaling. Also, permanent consecrated ground comes in handy regarding minion-survivability. As for ascendancy points 7+8 you could take Augury of Penitence instead of Pious Path but this requires you to stand next to enemies. IV - Tips for getting started: - When first starting out and setting everything up, summon the spectres last, so you don't have to do it again. Use a 21/20 gem right from the start. Gem level defines spectre level which makes them tankier. - As mentioned before, you really want levels and skill points for this build. Despite the tree is set to Lv 100, you (obviously) don't need to be 100 but you should be in your 90s. Prioritize minion survivability and take 'Nimbleness' last. - Due to Wraithlord and Spectre gems, there isn't much room for any other skills. Until you have your endgame DPS-Ring, I recommend using an Unset (Elder) Ring and put one gem in the ring socket. This way you can fit in Elemental Army for your spectres which gives elemental resistances and also increases their max res. This makes it easier to cap their resistances and also gives room on the Ghastly Eye jewels for other stats. - Resistances: You have gloves, boots, belt, one ring and jewels to cap your resistances and getting attributes. You can also use tattoos or get resistances on boots as an Exarch implicit. There's also an elemental resistance mod available on the Timeless Jewel which gives 2% per 10 Devotion. - Until you can afford Awakened Spell Echo and Empower Lv 4, just use normal Spell Echo and Awakened Added Lightning Damage Lv 5 for mapping + Concentrated Effect for bossing V - Spectres: We have a total of 8 spectres: +2 from gem, +1 from tree, +1 from shield and +4 from helmet. Everything stands and falls with the spectres, so we need to make them tanky enough to never die. Every few seconds we automatically call them back to have them around us for the auras/buffs and make them regenerate 8% life/sec (Convocation, Consecrated Ground, Righteous Army). If you manage to get Raise Spectre to gem level 25, you can summon an additional spectre. You get this easily by using a lvl 21 raise spectre gem, +2 from Wraithlord and +2 elevated elder boots (or +1 on boots and +1 all spells on wepon). Other sources: +1 to all spells on wand, +2 as shield corruption, +2 when using The Dark Monarch with +2 minion corruption We only use spectres that already have good base-tankiness and solid defences: - Pale Seraphim: applies 15% increased damage taken and 15% reduced action speed for 3 seconds - Carnage Chieftain: grants frenzy charges - Host Chieftain: grants power charges - Perfect Forest Tiger: grants Haste + inflicts maim + 5% chance to grant a frenzy charge - Perfect Guardian Turtle: grants Determination, 5% phys reduction, temporal immunity buff - Perfect Warlord: grants Vitality and endurance charges - Perfect Forest Warrior: grants Onslaught and has Culling Strike + Enduring Cry - Perfect Primal Demiurge: grants Clarity and inflicts sap (lessens damage) on hit - Primal Rhex Matriarch: 10% increased lightning damage taken (as 9th spectre) If you're wondering where to find those spectres or don't want to research or make any changes, I've made a cheat sheet with tips to help you out and speed things up: https://drive.google.com/file/d/1n6IjSm3Vb09c0sKhe2yZhqTRYXjc3XAj/view?usp=sharing Other good ("free") choices are: Snow Rhex (30% chills), Arena Master (20% MS/cast speed buff) or Perfect Spirit of Fortune (grants Wrath, so you can use other auras). Alternatively, if you want to go super safe, you can use 1x Perfect Guardian Turtle (Determination), 1x Perfect Primal Demiurge (Clarity) + 6-7x Stoneskin Flayers but you'll miss out on a lot of buffs. I've also looked into Dark Marionettes (they seem to have a self-revive ability) and Raise Spectre of Transience (which lets you summon more spectres but temporarily) - not sure if/how they work in combination. But the goal is using spectres which grant buffs and keep them alive all the time, so I haven't pursued this further. To give you an idea of their stats, here's an example: the weakest spectre "Perfect Primal Demiurge" has the following base defences from just the shield, tree and support gems alone (at gem level 23): ~70k life + 14k ES (20% of life), ~20k armour, 23% flat PDR, 65% fire/cold res (by default = 0), 83% lightning res, 53% chaos res, 1% life regen, some evasion, defensive-behaviour (sets aggro range to 3 metres), minions take 30% less damage (meat shield) This then gets further increased by: Determination, Vitality, Endurances Charges, Abyss Jewels (life/resistances) and gem levels. The "Perfect Primal Demiurge" is by far our weakest spectre. Most of the spectres have at least twice that much life. But we need this one to cover mana cost. In case it really dies sometime, it's no drama to buy a new one (they're quite cheap). Overall, they should be able to tank pretty much everything. Many map mods don't apply to minions, only explicitely stated ones or that change the area / buff monsters. I ran multiple T17s and Ubers and not a single spectre ever died, not even at Uber Maven. Nevertheless, it doesn't hurt to be a little careful with what type of content you play (like reflection - check mods) and sometimes keep an eye out on your minion's life. Why not use Bone Offering? TL;DR: Simply not worth the effort. Long version: for multiple reasons: 1. To reach block cap and make this worthwhile, we need the offering effect mastery + Decay Ward. To get there we have to use an Impossible Escape with Necromantic Aegis or alternatively waste the amulet anointment and only get 64% block chance. This costs a jewel socket and some skill points. 2. To have block chance up at bosses, we also need Desecrate and we're already tight on sockets. 3. To trigger Bone Offering + Desecrate, we need the trigger suffix on the wand, which not only lessens DPS, but also only triggers every 8 seconds and drains mana further. VI - Crit Capping: It's important to reach 100% crit chance because of Inevitable Judgement. We get to ~75% crit chance with no effort, just from 8 spectres, skill tree, ascendancy and 1 (minimum) power charge. With max power charges we're at ~90%. For power charge generation, we have 8% on kill while mapping, 5% chance per hit from Assassin's Mark (quality) while bossing and Host Chieftain also grants power charges. In addition to that, we have a 20% chance to gain a power charge on block via Mage Hunter. To better sustain charges, we grab the charge mastery for 100% increased duration, so they last for a total of 20 seconds. Assassin's Mark is used on single targets; this brings us to 100% crit chance. To reach crit cap while mapping, you need another source of crit chance (~150-200%, depending on shield roll). Here's some options: Flask: Bottled Faith grants up to 150% crit chance on a huge consecrated ground, alternatively use a Diamond Flask with crit chance suffix >> this is the easiest option until you get the 9th spectre Ring: Crit chance as crusader or essence mod or use a Diamond Ring Weapon: Spell crit chance on weapon or use a Rune Dagger Jewels: Crit chance on rare jewels or a Watcher's Eye with crit chance while affected by Wrath or Zealotry Anointment: High Voltage or +1 maximum power charge Attributes: Get more strength (Righteous Providence gives 1% crit chance per) Additional Spectre: at gem level 25, you get an additional spectre (or two if you are using The Dark Monarch - see 'VIII - Gear') As for the curse: You can replace Assassin's Mark for Enfeeble or Temporal Chains if you want more defence but you need to make sure that you're still crit-capped without it. Also, unlike Marks, which have no duration, you need to re-cast curses every few seconds. VII - Auras: The reason why we're running damage auras ourself is because there's a small delay between when you use Flame Dash and when Convocation gets triggered. It sometimes happens that your spectres aren't around you for a short duration which means you don't have their auras and I want damage auras to always be up in any situation. You can of course change this setup, use a Wrath-spectre and replace Wrath for whatever aura you prefer. You don't want to replace Zealotry because you're able to create consecrated ground at distance, so you don't need stand next to the enemy. For example, you could: - run a max level Clarity for much more mana regen - run Purity of Elements to get ailment immune, for easier res-capping or overcap resistances for Ubers (or any other Purity aura) - run Flesh & Stone (Sand Stance) and Arctic Armour for more defence - run Aspect of the Cat, Spider or Avian VIII - Gear: Tips/Notes: - The rare gear shown in PoB is pretty min-maxed and what you want it to be in the endgame version. You don't need the exact same gear pieces. Simply start with what you can afford, get resistances capped and needed attributes and work your way up. - As we use a lot of uniques, prioritize high life. You also want to bench-craft 1x str/dex (on your endgame gear you want this craft on your belt due to the crafting process). - For the endgame version of your weapon, you want to use a Sceptre because of attribute requirements, so you can use more tattoos. - If you want to craft items yourself, see 'XV - Crafting' section. - If your resistances are high enough, you can use an Unset Ring and put one gem in the ring. This way you can fit in Elemental Army for your Spectres and increase their max ele res to 88%. This also makes room on your Ghastly Eye jewels for other mods. I recommend doing this until you have the elevated spectre boots and the DPS-ring. 1. Weapon: Rare Wand or Sceptre (or Rune Dagger if you have enough dex) with high %spell or lightning damage, high added spell lightning damage, cast speed, crit multi, +1 to all or lightning spells (preferably to all spells, so spectres also get increased). Harvest enchant elemental damage. 1.1: You can also run a +2 weapon instead of added spell lightning damage. 2. Shield - Bitterbind Point: +1 to maximum spectres (unveiled) + high crit (90%+) and minion life roll 2.1: Corruptions: chance to block/spell block, %max life, +2 to minion gems, +1 to gems, %reduced crits taken 3. Helmet - Wraithlord: +2 to level of minion gems roll 3.1: Corruptions: shock effect, %max life, +1 to max power charge, life regen, lightning damage leeched as life 4. Body Armour - Cloak of Flame: Get a corrupted one with either +1 to socketed gems or +2 AoE gems and 6-link with tainted fusings. 4.1: Can get a double-corrupted one later. Good 2nd corruptions: %damage, %max lilfe, %reduced crits taken, %phys damage reduction, %max res 5. Gloves: Rare, pretty basic item. Preferably use a hybrid ES/armour base. You want life, triple-resistances and an open prefix to craft either hybrid life or area damage on them. 5.1: Eldritch Implicits: Unnerve on hit + Life-leech (if you got leech on helmet or Watcher's Eye, you can use Hinder on hit or mark effect) 6. Boots: The PoB-ones are more of an endgame crafting project to get the 9th spectre. Start with rare res or +1 spectre boots. Stat-wise the same as gloves but with high movement speed. 6.1: Eldritch Implicits: Action speed + Life regeneration rate (flexible, you can also use resistances or drop sapped ground for example) 7. Amulet: Replica Dragonfang's Flight with +3 to Crackling Lance. Other rolls don't really matter. Use Intrinsic catalysts to increase attributes. 7.1: Anointment: see 'IX - Anointment' 8. Ring 1: Mark of the Shaper: Get high damage and life rolls. Use Imbued catalysts 8.1: Corruptions: cast speed, ignite/poison immunity, Wrath/Zealotry aura effect 9. Ring 2: Rare with Elder influence (preferably Amethyst). Use Fertile catalysts. Start with an Elder Ring that has life, resistances and crafted -mana cost. For the endgame version, you don't need the exact same one as in PoB. There are several good mods you can use. Crusader has a big pool of usable mods, like: damage per power charge, spell damage, reduced curse effect 10. Belt: Rare Stygian Vise with %life, life and resistances. Needs to have either Elder or Hunter influence (Hunter is better as it has a higher weighting of %life and a smaller mod pool). Use Fertile catalysts. Alternatively to Wraithlord, you can use The Dark Monarch: But you necessarily need +1 to max spectres on the shield or else you'll be missing 2 spectres. You also need to find a way to get their resistances capped (e. g. Elemental Army). Corruptions are the same as Wraithlord except you can also use +2 to socketed minion gems or reservation multiplier (put minions/auras in helmet). You could get a total of 10 spectres (at gem level 25) with it but this isn't really needed. It also has an int requirement of 224 which means you can use fewer tattoos. Overall, Wraithlord is the better choice because of the abyssal sockets and +2 to minion gems, making the spectres more tanky. Sadly, both lock us out of using any other minions, so we can't use golems or an AG. Why not Lightning Coil over Cloak of Flame? The reason is simply because of attributes and resistances. Lightning Coil reduces lightning res while Cloak of Flame gives fire res making it much, much easier to cap resistances. Lightning Coil also has some dex requirement which needs to get covered. Also, Cloak of Flame doesn't have life which means we can take 15% life mastery. IX - Anointment: You can choose whatever you need/like. Here are some good options: 1. Offensive: - High Voltage (100% crit chance) - Infused (+1 max power charges) / Frenetic (+1 max frenzy charges) - Heartseeker (30% crit multi) / Assassination (25% crit chance and multi) - Ash, Frost and Storm / Elemental Focus (damage and shock effect) - Storm Weaver (damage, enemies take 5% increased damage) 2. Defensive/Life: - Sanctum of Thought (armour+ES, 30% reduced crit damage taken) - Tireless (10% life, reduced skill cost) / Blood Drinker (10% life, 2% life on kill) - Light Eater (ES leech, damage) - Nomadic Teachings (2% max res) / Barbarism (1% max fire res, 8% life) - Vigour (+1 max endurance charges) - Safeguard (+10% spell block chance, +3% max spell block chance) 3. Other: - Charisma (reservation efficiency, aura effect) - Some transformed notables in radius of the Timeless Jewel (see 'XI - Unique Jewels') X - Rare & Cluster Jewels: Finding the right jewels can sometimes be a pain. Therefore, I only put 3 mods on almost all of the rare ones. Buying them will be best for your time and sanity but you can also craft them using alterations, harvest bench or fossils (look for fractured or synthesised bases). If you get one jewel with corrupted blood immunity, you can change your life flask to poison or ignite immunity. You can also achieve poison/ignite/curse immunity if you stack enough of them. Abyss jewels have plenty of useful mods - and you can get corrupted ones with up to 6 mods. 1. Base (Cobalt) jewels (x2): %life, crit multi, 3% spell block (if you anoint 'Safeguard', you can skip spell bock or safe a skill point) 1.1: Other useful suffixes: attributes, resistances, damage, cast speed, crit chance, max res (fire), reduced chill/curse effect, reduced poison duration 1.2: Corruptions: corrupted blood, effect of non-damaging ailments, crit chance, reservation efficiency, reduced chill/curse effect, reduced poison duration 2. Ghastly Eye jewels (x4) (helmet): life, minion life, you also want 2x high minion ele res and 2x chaos res 2.1: Other useful stats: armour, energy shield, life reg, mana reg, mana recoup, minion life reg (flat), attributes, resistances, cast speed, avoid poison/ignite, minion life reg (%), PDR, reduced curse effect, movement speed 2.2: Corruptions: same as 1.2 3. Hypnotic Eye jewel (x1) (belt): life, added spell lightning damage, crit multi. Alternatively you can use another Ghastly Eye jewel. 3.1: Other useful stats: attributes, resistances, cast speed, crit chance, avoid poison/ignite, phasing on kill, movement speed, PDR, armour, reduced curse effect, life reg, effect of lightning ailments, hinder 3.2: Corruptions: same as 1.2 4. Large Cluster (x1): Spell damage with 8 nodes. 'Conjured Wall' and 'Mage Hunter' are mandatory notables. The 3rd notable doesn't matter as it's always behind. Look for one with resistance or strength. 5. Medium Cluster (x1): Effect of non-damaging ailments with 4 or 5 nodes. Get 'Overshock' + 'Astonishing Affliction' and also look for resistances/strength (should be relatively easy to craft by reforging lightning at the harvest bench). XI - Unique Jewels: 1. Thread of Hope: Large radius with low resistance penalty 2. Watcher's Eye: There are several good mods that can be used. If you get 'Zealotry: increased damage taken on consecrated ground' you can stack this up to 35% in combination with Bottled Faith and Sanctuary (or 40% when anointing Storm Weaver). 2.1: Mods you want to prioritize (1st + 2nd mod): Zealotry: cast speed | incr. damage taken on consec. ground | crit chance /// Wrath: crit chance | lightning damage /// Vitality: life regen /// Determination: PDR | reduced crits taken 2.2: Good 3rd mods: Wrath: ES leech /// Vitality: life per hit | life leech (allows you to use another implicit on gloves) /// Determination: Armour | Block /// Clarity: reduced mana cost (allows you to replace cost reduction on the Timeless jewel) 2.3: Bonus: If you run a Lv 1 Precision, you can also use 'Precision: crit multi' 3. Timeless Jewel - Militant Faith (green): The Conqueror doesn't matter as we only use it for the devotion mods. Don't take the transformed keystone (Dominus one will prevent you from getting frenzy charges!). Devotion mods: Either elemental damage or area damage + cost reduction. Make sure, that none of the allocated passives in radius get changed. If you have a Watcher's Eye with 'Clarity: reduced mana cost', you can replace the cost reduction mod on the Timeless jewel for a second damage mod, effect of non-damaging ailments, aura effect, defences from equipped shield (gives crit multi) or, if needed, elemental resistances. Bonus: Some notables in radius may get changed to new ones. Keep an eye out for either 'ailment immunity on consecrated ground' or '%physical damage reduction'. Those are also good anointment choices. You need 150 Devotion for them to work, but this can be worth it (grab Faith and Steel and reduced crit damage taken mastery for example). To find the right Timeless jewel, you can either use the PoB integrated tool (at the bottom bar under the Tree-section), the Timeless Jewel Calculator community tool (https://vilsol.github.io/timeless-jewels/tree) or directly import one from PoE Trade to PoB (click on the "+" next to the jewel picture and Strg+V in PoB) XII - Mana cost & Shock scaling: 1. Mana cost: Due to high gem level and cast speed, mana cost are not a joke. Aim for ~100-120 unreserved mana. We want mana regen to be almost equal to mana cost per second but at the same time no increases to maximum mana to keep the RF degen as low as possible. To achieve this, we can use different sources: - Timeless Jewel with cost reduction (13%) - % mana regeneration from tree and Arcane Surge - Flat regen from Clarity (Perfect Primal Demiurge Spectre) - Flat cost reduction (-8) on ring - Inspiration support (40% less at 21/20) - Anointment: Tireless (6% reduced cost) - Watcher's Eye: flat cost reduction (up to -10) - Life mastery for 15% of skill cost converted to life cost Cost per second can get up to around 200 with Haste, Onslaught, 3 Frenzy Charges, Gem Lv 31, 18% cast speed from mastery, max roll cast speed on weapon and ring, and some cast speed on jewels. For this calc I used Level 20/20 Inspiration, -8 flat reduction on ring and 13% reduction from Timeless Jewel - so still lot of room to lower the cost. 2. Shock scaling: CLoD increases maximum shock by 20% and the lightning mastery by 15%, so we're able to inflict shocks up to 85%. As every hit is a crit, we always shock. We get a minimum of +220% effect of non-damaging ailments from the tree alone. This can be increased to over 300% by: anointing Ash, Frost and Storm or Elemental Focus, shock effect corruption on helmet, non-damaging ailment effect on timeless jewel, rare jewels and jewel corruptions. XIII - Flasks: 1. Divine Life Flask with CB immunity and instant recovery. Once you have CB on a jewel, you can and get poison or ignite immunity. 2. Rumi's Concotion (Granite flask) with max attack block roll 3. Bottled Faith or a Diamond Flask with crit chance suffix >> this is the easiest way to achieve crit-cap while mapping 4. Quicksilver Flask with %armour suffix 5. Use whatever you prefer: Atziri's Promise, Progenesis, Oriath's End, Gold Flask, Quartz Flask for Phasing with ES-leech or bench-crafted 3% life regen, ... XIV - Tattoos & Runegraft: Int: Most of your tattoos should be chaos res (Hinekora Storyteller) and reduced crit damage taken (Rongokurai Turtle). You can also use lightning res ones if you're missing some. Get 1-2 tattoos for Hinder on hit (Tasalio Shaman) if you don't have any other source for it. Other good options are: reduced curse effect or minion life. Str/Dex Tattoos: none, because we need the attributes. Str also increases crit chance. Runegraft: none XV - Crafting: I don't know much about the PC trade market but at least on console buying your gear is hard because of the low player count. Either the items/mods you want are not available or prices are ridiculously high. Keep in mind, that you can swap resistances using the harvest crafting bench. You can also try your luck at the recombinator. In the following, I'll give you a few different crafting methods for the rare gear pieces: 1. Weapon: Get a base with iLv 76+ (for T1 spell damage you need iLv 84+ / for T1 cast speed 83+) and maybe 20%+ quality. For the endgame version, you want to use a Sceptre, so you can use more tattoos. Alternatively use a Wand or Rune Dagger (if you have the dex for it). Crafting-wise it doesn't make a significant difference. Mod-weightings are the same but each weapon class does have a few different modifiers they are able to roll (Wands for example can also roll high %lightning damage). 1.1: Multimod (budget): Look for a weapon with desired high rolled prefixes and an open suffix. Lock prefixes by crafting 'suffixes cannot be changed' and scour suffixes, craft multimod + cast speed and either crit multi, double damage (not the one while focused) or spell crit 1.2: Crafting with a fractured base: get a fractured +1 all or lightning spell skill base and use Defeaning/Shrieking Essences of Woe until you hit T1/T2 added spell lightning damage (or the other +1 spell) and an open suffix. Lock prefixes, scour suffixes, craft multimod + cast speed and either crit multi, double damage or spell crit Alternatively, you can craft with fossils or the harvest bench, but those aren't really reliable methods in this case 1.3: Reforging: Instead of multimod, you can lock prefixes and harvest reforge caster. This way you either get cast speed or spell crit. Warning: there's a chance that your suffixes fill up and you need to annul. This also doesn't guarantee a high roll. If you annul a prefix, you need to start over. Important: Do not reforge speed or crit because this can roll mods like projectile speed which we don't want. Bench-craft cast speed, crit multi, double damage or spell crit (depending on what you got before). If you have a suffix left, slam a Crusader Ex and pray to hit damage per power charge or Zealotry/Wrath aura effect (this doesn't work if the item is fractured). 1.4: Veiled + Influence: Instead of multimod, you can lock prefixes and use a Veiled Exalted Orb. For this method, the item must not be fractured. This and 1.5 are by far the most expensive methods as they may take multiple tries but offer the highest damage output. Before unveiling, craft any 'damage over time multiplier' mod. Unveil double damage, crit multi or cast speed. Bench-craft cast speed, crit multi, double damage or spell crit (depending on what you got before). For the 3rd suffix, use a Crusader Ex and pray to hit damage per power charge or Zealotry/Wrath aura effect. 1.5: Veiled + Reforging: Instead of multimod, you can lock prefixes and harvest reforge. You also only want to do this with a fractured +1 base, for an easier recraft in case it fails. Reforge caster until you T1/T2 cast speed or spell crit with no other suffix. Craft prefixes cannot be changed. Use a Veiled Exalted Orb (50% chance to hit the crafted mod). Before unveiling, craft any 'damage over time mulitplier' mod. Unveil double damage, cast speed or crit multi. For the 3rd suffix, craft crit multi, double damage, cast speed or spell crit (depending on what you unveild). 1.6: Finish the craft with an elemental damage harvest enchant. 2. Triple-resistance Gloves & Boots: Overall, they shouldn't be too hard to craft. Focus on suffixes first. Get an iLv 84+ base with a good base defence value and 20%+ quality. You can also look for fractured ones to make things easier. Either spam harvest reforge (fire/cold/lightning/chaos), use essences or Abberant + Prismatic (+ sanctified) fossils. Once your'e done with the suffixes, use an Eldritch Ember and make Exarch dominant. 2.1: For the gloves: use eldritch currency (annulment, chaos, exalt) until you hit T1 life and an open prefix. Craft either hybrid life or area damage. Use exalts to fill up prefixes. Lastly, roll the implicits. 2.2: For the boots: use eldritch currency (annulment, chaos, exalt) until you hit T1 life or high movement speed and craft the other. Use exalts to fill up prefixes. Lastly, roll the implicits. Alternatively, craft suffixes cannot be changed and harvest reforge speed to force movement speed (but this doesn't guarantee a high roll and can fill up prefixes). Do not reforge life because this can roll the hybrid-life mod. 3. Elevated spectre/elder Boots: Get iLv 86 elder boots. Use bound/faceted + metallic (this gives you a chance to hit shocked ground elder mod) + prismatic (+ sanctified) fossils. Roll until you hit +1 spectre, decent resistances and another elder mod. If you hit +1 spectre and good resistances but no other elder mod, craft suffixes cannot be changed, and harvest reforge lightning. This forces the shocked ground elder mod. Use Orb of Dominance (make sure these are the only two elder mods) to elevate raise spectre to +2 (50/50 - might take multiple tries if unlucky). Make sure there are no prefixes or a maximum of 1. Craft suffixes cannot be changed. Use a Veiled Exalted Orb. Before unveiling, craft hybrid life and unveil either movement speed or life. Bench-craft the other. Use an exalt to fill up prefixes. 3.1: Alternatively, block suffixes and harvest reforge life or speed to hit T1 life or movement speed if lucky but this also comes with the risk of filling up prefixes without movement speed. In this case you need to annul (fracturing doesn't work). Bench-craft the other and use an exalt to fill up prefixes. 3.2 Alternatively, you can craft spectre + tailwind boots but capping reistances will become much harder as we can't control the outcome. Roll elder boots until you have raise spectre + another elder mod (make sure these are the only two elder mods). Use Orb of Dominance to elevate raise spectre. Roll hunter boots until you get tailwind with no other hunter mod. Awakener Orb them together and pray. If you don't hit life + movement speed (or one of them and an open prefix), the process is the same as before: locking suffixes and either veiled exalt or harvest reforing (need an open prefix). The whole process requires some luck and can get expensive quickly! 4. DPS-Ring: Get one ring with crusader influence and one with elder influence. Both iLv 80+ and one of them with the base you prefer. Spam alterations or harvest bench to get T1 crit multi on elder ring and T1 lightning damage against shocked enemies on crusader ring. Make sure these are the only influence-exclusive-mods. Use an Awakener Orb to slap them together. Use fertile catalysts. If the outcome isn't great, you can recraft by either spamming the harvest bench (reforge crit) or use the following fossils: Aetheric/Shuddering + Pristine + Metallic + Deft (or sanctified/bound for higher rolls + reduced curse effect). Despite this combination blocks a lot of mods, it still might take multiple tries to hit a decent ring. You also don't need the exact same ring as in PoB. Crusader has a big pool of usable mods, like: damage per power charge, spell damage, reduced curse effect. But you want an open prefix to bench-craft -mana cost. 5. Belt: Get a Stygian Vise (iLv 84+) with desired mods and one open prefix + suffix. Bench-craft any suffix to block. Catalyst with life (fertile). Use a Hunter or Elder exalt (Hunter has a better weight and smaller mod pool). If it doesn't hit %life, repeat or keep the base and craft with the following fossils: Aberrant + Prismatic + Pristine + Metallic (blocks phys mods). If you're bored, you alternatively can spam essences or harvest reforge. Finish your beauty, by crafting str/dex. XVI - Additional information/tips: - To have a source of ES-leech, you can grab the 3rd cluster notable, get leech on a flask or anoint 'Light Eater' - Hinder is a nice and easy to obtain debuff to slow enemies. Here are some ways to squeeze it in: Spell damage cluster jewel (Thaumophage) /// Eldritch glove implicit /// Hypnotic Eye abyss jewel (suffix) /// Tattoos (Tasalio Shaman) - Do not use Frostblink because of it being an instant skill you won't get the increased cast speed from the caster mastery - If you want, you can take the 'chest-open' caster mastery for mapping - If you run a Lv 1 Precision (for Watcher's Eye), you can link it to Arrogance and get the aura mastery for 1% additional max res - Flawless Breachstones can be challenging because of the little time you have. I'd only run them with very high damage and probably replace Spell Echo to be more flexible and faster - For Ubers, get a few more life nodes and make sure you have appropriate gear and Pantheon-setup for it (for example CB immunity for Sirus). You can also run Purity of Elements (or any Purity of X) to overcap resistances as some bosses have high res pen (like Shaper). XVII - Mods you want to avoid: - Monsters reflect elemental damage (can run with ele mastery + Yugul Pantheon) - Cannot regenerate mana (need a mana flask) - A combination of cannot regenerate life and cannot leech or reduced leech recovery - >100% less recovery (with increased map mod effect), makes it impossible to recover any life other than %on kill or on hit - Reduced block chance (reduces spell block chance) - Ailment avoidance >100% (with increased map mod effect), makes monsters immune to shocks - Monsters remove 5% of life/ES per hit (play careful) - Anything that reduces your minions survivability XVIII - Merc / 3.26 exclusive: There's nothing specific you want/need. You can use him as damage dealer or as supporter with auras like Grace or an Aspect. Useful items: - Helmet: Rare with Eldritch implicit 'enemies you've hit have reduced life regeneration rate' - Body: Rare with Eldritch implicits: aura effect + X aura effect - Boots: Rare with Eldritch implicits: drop sapped ground - Amulet: The Jinxed Juju Amulet (aura effect) or Perquil's Toe (lucky damage) - Anoint: Leadership (aura effect/aoe) - Belt: Kaom's Binding (enemy damage phys to fire conversion)