19 months ago

Ascendancy ThumbnailLevel 98 Crit Tectonic Slam Juggernaut3.23

Life: 4,22599%
ES: 150
Mana: 110
eHP:
150,039
Resistances: 76%/75%/75%/-52%
Armour: 58,853
Speed: 1.73
Hit Chance: 100%
Crit Chance: 100.00%
Crit Multi: 555%
Config: Covered in Ash, Frenzy
Bandit: Kill All
Pantheon: Soul of Lunaris, Soul of Shakari

Gear

Eventuality RodEchoes of CreationAstral PlateTitan GauntletsDeath's DoorTurquoise AmuletPrecursor's EmblemPrecursor's EmblemMicro-Distillery Belt
Diamond FlaskSin's RebirthBottled FaithLion's Roar
Large Cluster JewelMedium Cluster JewelMedium Cluster JewelForbidden FleshForbidden FlameWatcher's EyeCrimson JewelCrimson JewelCrimson Jewel

Gems

Intimidating Cry
Seismic Cry
Infernal Cry
Lifetap
Phase Run
Berserk
Precision
Arrogance
Flame Dash
Molten Shell
Tectonic Slam
Endurance Charge on Melee Stun
Pulverise
Ruthless
Fist of War
Awakened Melee Physical Damage
Consecrated Path
Determination
Blood Rage
Herald of Ash
Blood and Sand
Ancestral Warchief
Combustion
Flammability
Hextouch

Tree Preview

Coated BladeCoated Blade
Detect EvilDetect Evil
Unwavering StanceUnwavering Stance
Elemental MasteryElemental Mastery
  • Exposure you inflict applies at least -18% to the affected Resistance
Fire MasteryFire Mastery
  • 40% of Physical Damage Converted to Fire Damage
Life MasteryLife Mastery
  • Skills Cost Life instead of 30% of Mana Cost
  • +50 to maximum Life
Staff MasteryStaff Mastery
  • +60% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently
Two Hand MasteryTwo Hand Mastery
  • Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments
  • 10% reduced Attack Speed
Warcry MasteryWarcry Mastery
  • Warcries have a minimum of 10 Power
  • Recover 15% of Life when you use a Warcry

Notes

Things you should know about:

Forword:

This build is a WIP project and there are still much testing and improvements to be made.

The gear shown in this PoB is by no means cheap, expect to spend several dozen divs at least to reach this.

Do not attempt to do this build if you are new at the game or don't know how to scale damage for a build like this.
It's important to know what to prioritize, what is mandatory and what is optional. This is especially true if you are trying to leaguestart this,
you will need to switch the entire build and change a lot of things along the way to make this build work as a leagustarter.

What does and doesn't this build do?:

This build is not meta in any way, any metabuild will probably go 5 times farther than this with the same investment so don't expect miracles.

Mapping won't be very fast, it will be decent, but not zoom zoom. On the other hand, with enough investment any non pinnacle boss should go down pretty fast.
Essences, chunky rares, rogue exiles, map bosses and any other third rate bosses will most likely fold after the first hit if you can scale the damage high enough.

Ultimatum is a hit or miss, depends on Ultimatum mods but we have enough AoE to clap the entire Arena at once and none of the mobs will survive it, so that's a huge plus at least.

I added some mods to the belt we use to simmulate the new Tectonic Slam of Cataclysm, so the damage in this PoB should be somewhat accurate.

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V2 changes: Optimized the tree for way more damage and slightly less defences. Swapped around some gems to further optimize the build. Upgraded the gear with w corrupt implicits on boot
(+1 end charge) and helmet (0.5% fire damage life leech). Changed Melee Physical damage with the awakened version. Added flammability. Added the new Conc path quality as a custom belt mod.

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Why do we use Tectonic slam of Cataclysm?:

Because we can.

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Ascendancy:

We use Jugg because he gives +1 Endurance charge, which is great. He also has some extra stuff that stacks with endurance charges which are pretty much all stats we need and want.
The most important notables are Unflimching and Unyiedling because max charges and AoE and damage scaling with charges, not taking these is a horrible idea. 
The other two can be chosen however you like but i really recommend Untiring, the life regen will be huge because we will mitigate a shitload of phys damage from mobs 
and Echoes of Creation with armour and Endurance Charges. The last node is a choice between Unbreakable and Unstoppable, honestly both are very good, you can try which one you like more.
Undeniable is not very usefull for us though, we should have enough crit and we don't need more attack speed.

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Weapon:

To adress the Elephant in the room that is called Marohi Erqi and why we don't use it.

There are two reasons, number 1 is that it has abyssmal base crit so going crit would be really painfull and heavy ivestment, the other choice is precise technique, but with -500 accuracy on the hammer
this too is not an optimal choice.

The second reason is attack speed, Marohi Erqi is incredibly slow, now one might think this doesn't matter on a exert build, but it does, attack speed is a defensive and comfort layer. you don't need a lot
but if you are above 1s attack time, the build will feel incredibly sluggish and you will notice that you get clobbered to death quite often when you are swimming your hammer, i did that once and never again.

We use warstaffs because they have great base crit, decent attack speed, many ways to scale crit and the objectively best implicit for our build, +1 max endurance and power charges. 
You can probably also make this work with maces or axes, i don't think you will gain much if anything at all but who knows, maybe someone finds a better way with those.

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Helmet:

Echoes of Creation, Bis for our helmet, never change this, it's just way too good for our build.

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Boots:

Death's Door are also Bis for this build, if you have money, get a version with a +1 Endurance charge implicit corrupt. Look out for the increased ailment duration, we have no immunity so far. 
Unstoppable at least solves out Freeze and chill problem so if i have no other ideas i will go with that because getting frozen sucks.

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Rings:

Two Precoursers Emblem Ruby Ring, probably also bis outside of borderline mirror tier synth bases. The most important mod is +1 endurance charge, crit and damage per charge are the best complementary mods but potentially very expensive, 
the other mods are not terrible either most of the time so if you want them cheaper you don't 100% need those two. Kaoms Sign is a decent budget option if you can't afford these rings yet.

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The rest:

The rest are Rare bases we use to fill resistance, attributes, accuracy and life. important to note, fire exposure implicit on gloves is really strong, don't skimp out on it. Get a hunter chest with T1 increased base crit if you can afford it,
this will make capping crit a lot easier. Amulet has Disciple of the unyielding annointed, scales with our endurance charges.

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Flasks:

Granite, Diamond, Bottled faith and Lions Roar. None of these flasks are really necessary but they are probably the best you can get, you can swith if you think you don't need the damage or armour.
We only use 4 Flasks because we plan to use tinctures, depending on what mods they have they could be an incredibly huge boon to our build.

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Auras:

Determination for the extra armour, Herald of Ash is really good because we deal disgusting amounts of overkill damage and the extra damage is nice. Precision for accuray and crit. Blood and sand to finnish it up, 
we are allways in bloodstance, we already have more than enough AoE.

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Ancester Totems:

Ancestral warchief is the only one we need, it's important that you place it outside of range for the first hit if you are not critcapped without the Crit mastery or you will lose it. Otherwise you always want the totem to hit first to apply
flammability and combustion for extra damage on hit.

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Warcries:

Infernal, Seismic and intimidating Cry are our choices. All three of them give us either a lot of damage or AoE. It's important to have them at 20% quality or the cooldown will be too long for your hitcycles.

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Crit:

This PoB has way more crit than we need, pick what you can get and try to cap your critchance at 100%. Why don't we use powercharges? Easy, i see no way how we can have powercharges in a bossfight so
we should be capped without them in the best case. It shouldn't be very hard to generate Powercharges somewhere if you want, it can be very helpfull at a lower budget for mapping if you are not yet crit capped.
If anyone finds a way to get powercharges in bossfights, please tell me.

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Jewels:

Forbidden Flame/Flesh should be self explanatory, same for the watchers eye, Both are incredibly strong, especially the extra ascendancy point. The rest we fill with Rare Jewels with as much crit multi as we can afford.
Don't expect to get quad crit multi jewels though, they are ungodly expensive, the onse i listed will already be several divs a pop minimum.

Cluster Jewels use as shown, the notables are not set in stone but the way it is set up now should be a nice mix between offence and defence, you can go either way if you want.

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Mana:

We now have some mana leech because we fixed our life leech with a helmet implicit so we can change the life leech from the cluster jewel to mana leech. You don't need it though, you can pick life leech from cluster
and get another corrupt on the helmet.

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Berserk:

We only use this for the very big slams against bosses, don't even bother with uptime while mapping. Even if it only lasts a few seconds that is more than enough for us as we need it for one max two hits.

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