2 weeks ago

Ascendancy ThumbnailLevel 100 CI Pyroclast Mine of Sabotage Ascendant3.26

Life: 1
ES: 22,673
Mana: 77
Int: 777
eHP:
1,442,819
Resistances: 90%/90%/90%/-60%
Evade: 86%
Armour: 126,686
Evasion: 30,285
DPS: 41,680
Speed: 6.88
Hit Chance: 100%
Config: None
Bandit: Kill All
Pantheon: Soul of Lunaris, Soul of Gruthkul

Gear

The Dark SeerAegis AuroraLich's CircletTwilight RegaliaPhantom MittsMarch of the LegionStranglegaspUnset RingUnset RingMageblood
Quicksilver FlaskQuartz FlaskBasalt FlaskGranite FlaskBottled Faith
VoicesVoicesVoicesSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelSmall Cluster JewelThread of HopeThe Light of MeaningWatcher's EyeImpossible EscapeIntuitive LeapUnnatural Instinct

Gems

Empower
Pyroclast Mine of Sabotage
Minefield
Enlighten
Molten Shell
Automation
Flame Dash
Sniper's Mark
Frost Shield
Arctic Armour
Grace
Determination
Discipline
Enlighten
Tempest Shield
Purity of Elements
Purity of Fire
Purity of Ice
Purity of Lightning
Enlighten
Flesh and Stone
Precision
Enlighten
Animate Guardian
Minion Life
Shield Charge

Tree Preview

Runegraft of the Fortress
10% reduced Attributes 40% increased Global Defences Limited to 1 Runegraft of the Fortress
Runegraft of the Warp
Buffs on you expire 30% slower Debuffs on you expire 30% faster Limited to 1 Runegraft of the Warp
Tattoo of the Hinekora Warrior(x19)
3% increased maximum Energy Shield
Tattoo of the Ramako Shaman(x4)
+2% chance to Suppress Spell Damage
Tattoo of the Tasalio Warrior
5% chance to Blind Enemies on Hit with Attacks
Tattoo of the Tukohama Shaman(x6)
Regenerate 0.3% of Life per second
Chaos InoculationChaos Inoculation
Divine ShieldDivine Shield
Glancing BlowsGlancing Blows
Zealot's OathZealot's Oath
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • You take 20% reduced Extra Damage from Critical Strikes
  • Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
Energy Shield MasteryEnergy Shield Mastery
  • 100% increased Energy Shield from Equipped Helmet
Evasion MasteryEvasion Mastery
  • Cannot be Stunned if you haven't been Hit Recently
Mana MasteryMana Mastery
  • 12% increased Mana Reservation Efficiency of Skills
Reservation MasteryReservation Mastery
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • Auras from your Skills have 10% increased Effect on you

Notes

Guide by Allie
https://www.twitch.tv/Allliee_
https://www.youtube.com/c/Alliee


>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<

This build is NOT a Leaguestarter and is a build that I assume you are playing as a 2nd Build. Due to this, we will be leveling with Uniques to speed everything up and we will require to buy gear to get this going.
The Minimum Budget for this build is ~25-30 Divine. We have extensively tested this and while it would work on even as little as 1-2 Divine Orbs, you are better off making currency before starting.
Please make sure you have enough money to start this.

The goal of the 25-30 Divine budget is to get you into Tier 16 and to make the build strong enough to farm Wave 15 Simulacrums, Maven Invitations, and even kill some Uber Bosses with a bit of effort such as Cortex & Eater.
You could even do Tier 17 maps like this although you will run into an issue of your character not being tanky enough yet to make this comfortable.

I recommend to go and farm a Level 83 Kineticist on a different character before starting this as it will make your Earlygame even easier.
You at a minimum need to find one with Kinetic Blast of Clustering that has either Pierce, Chain or Fork on it. It is a ~1/40 chance to find this per given Map with correct Exiling.
For more info on this topic, please read the Kineticist section below in the Earlygame section.

I have played this build starting with 0 currency and have killed all Uber Bosses execpt Searing Exarch & Maven without getting more than 1 Kill on my character (Hillock).
It very much is capable of quite a lot with basically no gear.

20 Divine Uber Eater Kill - https://www.twitch.tv/videos/2498344264?t=7h29m53s

>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<
>>>>> PLEASE READ <<<<<


Act 1

In Act 1, you will be leveling with Caustic Arrow until Level 15. At this point, you can path all the way to a Cluster Jewel slot and slot in One With Nothing.
From there, you will use Volcanic Fissure of Snaking to get to Level 65. While you can play an Aurabot starting in Act 3, it will be significantly slower.
With a Level 83 Kineticist, Level 63 is the earliest you can use them and is when you can swap over to a proper Aurabot.

I recommend picking up all of the Leveling Uniques mentioned below ahead of time to save yourself some time.
If you purchase everything in advance, you should be able to get to Act 10 within 2-4 hours depending on your knowledge of the Campaign.

I assume you will buy all the gems from Lilly in your hideout. The only gem you will need to buy from someone else is Volcanic Fissure of Snaking.


>>>>Please make sure you have 2 Mana Flasks before Brutus and Merveil or you will have a bad time with mana<<<<

Leveling Uniques

Widowhail

Goldrim

Tabula Rasa
Second Tabula Rasa with +2 AoE (Optional)

Lochtonial Caress

Seven-League Step

2x Blackheart
2x Praxis (try to get a -8 Mana Cost roll on both)

Karui Ward
Astramentis anointed with Finesse and Catalyzed with Intrinsic Catalysts.

Meginord's Girdle
The Magnate
Prismweave
Mageblood (if you have one)


Level 1

Socket in Caustic Arrow and link it with Momentum.
Use Caustic Arrow for everything all the way up to Level 15 when you can swap to One with Nothing.

Equip Widowhail, Goldrim, Tabula Rasa, Lochtonial Caress, Seven-League Step & two Blackhearts.

Buy a Quiver from the Vendor in town and use a few Chaos Orbs on it until you get one with a bit of Added Damage on it, the type is not too important.


Level 4

Take out Momentum from your Caustic Arrow and add in Mirage Archer, Volley & Pierce.
Add in Sniper's Mark & Frostblink.

You only need to use Sniper's Mark on Bosses.
Keep Frostblink at Level 1 to not have Mana issues.

At Level 5 put on your Karui Ward.


Level 8

Add Void Manipulation to your Caustic Arrow.
You are going to stick to a 5-Link as the Mana Costs are too high to make a 6-Link feel comfortable.

Equip Meginord's Girdle.


Level 10

Add in Vitality & Precision. Don't level them past Level 4 or you will have some mana issues.


Act 2

BANDITS: Kill all bandits for +1 Passive Point.

Level 15

Swap to One With Nothing & Volcanic Fissure of Snaking once you reach Level 15 and have made it to the Cluster Jewel slot in the Ranger portion of the Passive Tree.

Remove Caustic Arrow and all of its supports along with Sniper's Mark.

Add in Volcanic Fissure of Snaking and link it to Physical to Lightning, Ruthless & Faster Attacks.
You are going to stick to a 4-Link to not have any mana issues until Level 22 where you can equip two Praxis.

You will NEED to unequip your Widowhail & your Quiver alongside your Gloves to make One With Nothing work.
If you don't then you will do no damage.


Level 16

Add in Blood Rage, Herald of Ice & Herald of Thunder.
If you feel like you are having a hard time with mana, turn off Vitality & Precision until Level 22.

Swap your Meginord's Girdle for a The Magnate.
Swap to your +2 AoE Tabula Rasa if you bought one.


Level 20

Replace your Karui Ward with Astramentis, with this you should have no Attribute issues for the rest of the Campaign while also gaining a massive DPS boost.


Level 22

Replace your Blackhearts with two Praxis. This will solve all mana problems and allow you to turn on Vitality & Precision again if you turned them off.
With the Mana Cost Reduction of Praxis, you can now 6-Link your Volcanic Fissure of Snaking.

Add in Elemental Damage with Attacks & Added Fire Damage.


Act 3

Level 24

Remove Herald of Ice & Herald of Thunder and add in Hatred.

Add in Automation & Steelskin for an extra defensive layer.

Add in Flamability and use it on Bosses.


Level 25

Put on Prismweave for a DPS increase.


Act 4

Do Lab after Level 31 when your gems upgrade.
Go towards Guardian and pick up the +20 Strength & Intelligence and +1 Passive Point nodes.


Act 6

Add in Purity of Elements once you have both Charisma along with Thrill of Battle and the Mana Mastery.


Act 8

Do your second Lab and pick up Guardian along with the +40 Intelligence point leading towards Witch.

Add in Grace once you do this & have Leader of the Pack.
You will need to drop Automation & Steelskin to have enough sockets to fit in Grace.


Act 10

Do your third Lab and pick up Necromancer.
The reason we want Necromancer is due to the fact that the 2% increased Attack Speed per Aura counds as an Aura meaning it gets stronger with Aura Effect.
Towards the Endgame with 150% Aura Effect, the 2% will become 5% increased Attack Speed per Aura.

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NOTE ON FORMATTING: As this PoB & Guide aims to be an all-in-one guide from Level 1 to ~200 Divines, the rest of the Note Section will be split up into Earlygame, Midgame & Endgame chapters going over important topics for each progession point.

All sections will be clearly marked as:
Earlygame - 
Midgame - 
Endgame - 

You might notice some sections with no marker at the start of it. These sections are things that generally will apply to all stages of the build.

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NOTE - Please use the Loadouts in the Top Right to swap between the Endgame, Midgame & Earlygame versions of the build. This will swap your Items, Skills, Passive Tree & Configs around automatically.

NOTE 2 - There are many many many different flavors of Aurabot and this build can be put together in quite a lot of different ways. At the end of the day, you are just playing an Aurabot in solo play.
This version of it is simply how I would personally want to put the build together prioritizing on Comfort, Tankiness & overall QoL.
You can easily go crazy with this and constantly use Smite, Flame Link, Vaal Haste, Vaal Grace, Vaal Discipline & so many more buttons but, that is simply not fun to me.
Aurabot is a very flexible build, if you don't like the way I do some things, feel free to change it to your needs!


Earlygame - Swapping to Aurabot at Level 65

Level 65 will be the earliest point at which you can swap over to an Aurabot properly as you can use your Level 83 Kineticist at this point along with all of the important Unique items.
You will have to fully respec your Passive Tree over from the Volcanic Fissure of Snaking setup to the Level 65 Swap Passive Tree.

You should do your fourth Lab as soon as you have swapped over. To make this work at such a low level we are streched very thin on Passive Points and the extra 3 Passive Points will help quite a lot.

This build is going to start off as Chaos Inoculation from the beginning but, you should try to avoid picking it up until Level 84.

You will likely want to buy high end bases such as a Lich's Circlet & a Twilight Regalia for your starting Helmet & Body Armour which won't be usable until then.
If you are just leveling by doing White & Yellow maps to begin, it should be ok to play with ~1-2k Life & ~2-3k Energy Shield until then, you just have to be aware of Chaos Damage Map modifiers.

All of the gear is very straightforward but there are still a few things worth pointing out when gearing for this.

>>>NOTE - There are Trade Links for all items at the bottom of the Earlygame Section<<<

First off, getting enough Strength will be a bit difficult but you have two options to deal with this.
You can either look for Strength on all of your Jewels or on your Cluster Jewels. 

I recommend trying to try and fix this through Jewels as there are plenty of Reservation Efficiency ones for cheap with either Strength, Hybrid Attributes or All Attributes for cheap.
You should also try and get an Open Suffix on your Helmet & Gloves where you can craft extra Strength if needed.
You can try to find Cluster Jewels with Strength on them, but I recommend not needing that to make getting 25% Increased Effect on all of them easier as it then just allows you to craft them yourself with Alteration Orbs.

Getting to the Resistance Cap for both Cold & Lightning will be difficult as you cannot fit in Purity of Ice & Lightning at a low budget level.
This luckily will be solved by finding a high Cold & Lightning Resistance roll on both of your Ventor's Gambles which will take care of the problem.
Given you are looking to start off as Chaos Inoculation from the beginning, the Life roll does not matter & given that your Merc will kill everything, the Rarity rolls are also irrelevant.
You can get a negative Fire Resistance roll on the Ventor's as Purity of Fire will greatly overcap you as long as it isn't too low.

Lastly, for your Cluster Jewels, you can either look for 25% Increased Effect 3 Passive Small Cluster Jewels to buy or you can just buy the cheapest ones and craft them yourself.
It is a ~1/40 chance to hit 25% Increased Effect with an Alteration Orb and you can simply just buy 6 of them and craft them all at once by putting them into a stash tab.
You can type "25% increased Effect" with the "" included and they will light up when you hit the mod. From there you can just go around and press 1 Alteration Orb on each of them in order to make sure you don't roll over one.
From there, you ideally want to Augment & Regal them for more stats but they CANNOT have a Notable on them as it will be worse than just picking up 3 Small Passive Points with Reservation Efficiency on them.




VERY IMPORTANT - Mercenary Farming

One very important topic we need to discuss is Mercenary farming & choice when it comes to which one to support.

To start off with the ladder, the #1 choice by far is to use a Kineticist. 
Not only do they have superior clearing abilities over all other Mercs with Kinetic Blast of Clustering, but their Single Target DPS is also very high due to the support gems they can have on it.
If you wish to know more about them, there is a section on their Gear & Skills below.

Another option for more Single Target DPS is the option of using a Smoulderstrike. This Merc will require a lot more gear and the addition of a Nimis to reach it's full potential and it is worthwhile to keep an eye out for.
This will be something that will be discussed in the Midgame Section of the guide but you should also be on the lookout for them and try to farm one ahead of time.

As for farming a Kineticist, it is fairly simple.
Ideally, you always want to farm for them in Tier 16 or Tier 17 maps if you can. A Level 84 Merc from Tier 17s will do ~10-15% More DPS than a Level 83 Merc from Tier 16.

All Mercenaries are split into different Attribute types i.e. Int, Str, Dex and their Hybrids such as Str/Dex or Str/Int.
One option when encountering a Mercenary is to Exile them removing the chance for their Attribute type i.e. Str/Dex to show up in your Maps for the next 9 Mercenary spawns.

We can use this to our advantage to thin out the total amount of Mercs that we can see, drastically increasing our chance for a Kineticist.
To do so you just have to Exile Int Mercs along with whichever other two types of Merc you don't like fighting such as Str or Str/Dex Mercs.

The reason it is important to Exile the Int only Mercs is because there are 6 of them in total vs. the 5 Mercs that are a part of every other Attribute Pool.
Whatever you do, DO NOT Exile the Str/Int/Dex Merc, the Sangumancer, as they share the same Attributes as a Kineticist.

If you wish to farm for the Smoulderstrike at the same time, then DO NOT Exile Str Mercs as well. You can Exile Str/Dex or Str/Int but not raw Str only.


With you Exiling Int along with two other Attribute types, you will have a 1/17 chance per Map to see a Kineticist.
If the Kineticist DOES NOT have Kinetic Blast of Clustering they aren't worth using unless you still don't have one and are looking for any to begin with.

Mercs have 3 pools of skills they will choose from every time they spawn. 

The first pool always has 2 skills meaning a Kineticist will always have Elemental Weakness & Flame Wall.

The second pool has 4 skills and the Kineticist picks 2 between Greater Kinetic Blast, Kinetic Blast of Clustering, Kinetic Bolt & Barrage.
Note, they also have Power Siphon but it seems like they cannot actually spawn with it or it is very rare.

The third pool has 4 skills and the Kineticist picks 2 between Flame Dash/Frostblink, Haste & Inspiring Cry.

For our purpose, the most important thing is getting AT LEAST Kinetic Blast of Clustering meaning you realistically have a 1/34 chance per Map that you do to find a viable Kineticist.




VERY IMPORTANT - Kineticist Skills

The Skills and Supports that your Kineticist has will make a massive difference to its power level.
One Kineticist can have a DPS potential up to 10x higher than another one simply from the setup it comes with.
This makes finding a good one VERY IMPORTANT.

Given how many things are rolled for every Kineticist that spawns, we are going to focus on the most important aspects of them to lower the RNG of finding one.

Kinetic Blast of Clustering is by far the single strongest skill that they have access to and we want the Kineticist to basically do nothing but stand there and use it.
The order of their skills determines the priority they will use, meaning a Kineticist that has Barrage first and KB of Clustering second will favor Barrage over KB.

In our case, you ideally want to find a Kineticist with both Greater Kinetic Blast & Kinetic Blast of Clustering.
This is due to the fact that Greater Kinetic Blast has an 8 second cooldown meaning that 95% of the time, they are just using Clustering.
To start off, ANY Kineticist with Clustering and any other skill is just fine and will be good enough for most Midgame content but at some point you will want to farm for a double KB Kineticist.

On top of that, the Supports on Clustering is extremely important, giving you up to ~10x more DPS than a Kineticist with poor supports on Clustering.

The priority goes as follows:
Return > Fork/Pierce(much worse) > Critical Strike Multiplier > Greater Multiple Projectiles > Faster Attacks

The Kineticist uses a special version of Return which doesn't have a Less Damage multiplier on it making it just 100% More DPS.
The priority is to find this Support on the Kineticist at all costs.

Fork will be the next most important Support due to how strong it is for clearing. You will see a night and day difference with Fork and will make the Kineticist one of if not the fastest clearing build in the game.
Pierce is also an alternative to Fork, but due to Clustering only ever firing 1 Projectile, it is significantly worse. If you have a Kineticist with both Fork and Pierce, the Pierce will always go first pretty much making Fork useless.

Just having Return & Fork is more than enough to tear through all super-high Endgame content just fine. Hunting down a Kineticist with more than this is up to you and is just extra min-maxing.

For some rough math on this topic, I estimate finding a double KB Kineticist with Return & Fork to on average take ~200 Maps or so. Adding in a third support likely puts this at a ~1/600 chance.




VERY IMPORTANT - Kineticist Gear

If finding the correct Kineticist with the correct Skills & Supports wasn't enough, we also need to worry about their gear.
Luckily, this part is very simple and fun as our main scaling will come from Enmity's Embrace which will do.... very silly things.

Enmity gives your Kineticist 1% Fire Penetration for every 1% Fire Resistance they are over their Maximum Fire Resistance, capped at 200% Fire Penetration.

If fighting an enemy with 50% Fire Resistance, getting 50% Fire Penetration will double your damage.
Once you Penetrate through all of an enemy's Fire Resistance, each additional 1% is just 1% More Damage.

This Ring gets out of hand very quickly being worth a total of 200% More Damage at maximum effect against an enemy with 0% Resistance or 350% More Damage against an enemy with 50% Fire Resistance (every Pinnacle Boss).

With that in mind, our whole gear setup is going to be warped around Enmity and maximizing its effect.

>>>NOTE<<<
Your Kineticist gear will be worth Mirrors by the end of the build meaning there are a lot of upgrades to make here. 
Due to this, the Earlygame, Midgame & Endgame sections of this guide will have a section on their gear going over budget appropriate upgrades to make.
There are also Item Sets with the different setups you can swap to if you wish to see all of the gear in one place.
>>>NOTE<<<

While Fire Resistance will be the #1 priority, there are quite a few other mods worth getting on some pieces that will push them further.
No other stats will matter on their gear. Due to us standing next to them, they will be Resistance Capped at all times while having enough tankiness to never even have a chance to die even to Uber Bosses.
While you can get Life rolls on some of the Rare Gear as an added bonus, it is by no means needed.

NOTE - When looking for gear, remember that you can use the Harvest Bench to swap Cold or Lightning Resistance over to Fire Resistance.


Weapon

Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/vvKEmPDuE
Attack Speed Implicit Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/kD6XZrQU5

To start off with your Weapon, we will be using a Piscator's Vigil for quite a long time as it is very difficult to beat this Wand for cheap.
Anger will give you more than enough Added Fire Damage for Maps while Pyroclast Mine's up to 5k Added Fire Damage will make any Added Damage on your Weapon irrelevant.

We are looking to stack as much Fire Damage as possible and do not care about Physical/Cold/Lightning/Chaos at all as the Fire Penetration from Enmity will not apply to it making it very weak.
If possible, look for a Piscator's corrupted with Attack Speed for a small DPS gain. If these are too expensive, you should use the Harvest Attack Speed enchant instead.


Shield

Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/LrnX99YSn

For your Shield you are looking for a pure Int base which can roll Spell Damage along with Fire Resistance.
Spell Damage is important to us as Kinetic Blast of Clustering converts 200% of all Spell Damage into Attack Damage, making a 100% Spell Damage roll on a Shield be worth 200% Attack Damage.

In PoE, basically every single build will scale off of the same things:

A source of high % More Damage (usually support gems)
A source of high % Increased Damage
A source of Added Damage
Penetration & Resistance Shredding
Critical Strikes
Attack Speed

In our case, the Penetration is taken care of by Enmity, Attack Speed by us being an Aurabot, More Damage by the Supports & other modifiers such as Sniper's Mark & Added Damage by Pyroclast Mines.
This means the only two scalars we have very little of are % Increased Damage & Critical Strike.

This is what makes the Spell Damage roll here and, in the Midgame on a Wand a VERY large DPS increase. Most builds usually only have ~500-600% increased Damage in total.
In our case, between the Wand and Shield we will gain ~400% along with the Kineticist's innate ~200-300%.


Helmet & Boots

Helmet Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/Wgo7zJKim
Ralakesh Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/aKRRG4Rie

While we will not fully focus on this in the Earlygame, Critical Strike scaling will become a very large multiplier later on.
Even so, getting some Crit now will be a large DPS increase.

To accomplish this, we will be using a Power Charge Ralakesh's Impatience to cause our Merc to always have Power Charges giving them 150% increased Critical Strike Chance.
This will also make them immune to Corrupting Blood which along with Poisons are the only two things that can ever realistically kill them.

This can then be paired up with a +1 Power Charge The Three Dragons, turning your Crits from Igniting enemies to Shocking them.
This is an insane DPS boost as in the Endgame, you can easily reach up to 40% Shocks on even Uber Bosses making Three Dragons beat out all other Helmets.

Ideally you would like to find a +1 Power Charge Implicit but "x% increased effect of Shock" is also a suitable alternative.
In the Endgame, you would ideally want both rolls.

Due to it being impossible to get 4 White sockets on Three Dragons without spending hundrets of Divines, you ideally want to get 4 Green sockets for Untouched Soul.


Body Armour

For the Body Armour, we are going to want to craft our own Hunter/Redeemer Astral Plate with both +1 Curse & Frenzy Charge on Hit.
The +1 Curse will allow us to have both Sniper's Mark & the Kineticist's Elemental Weakness active on a Boss at the same time for a massive DPS boost while the Frenzy Charges will be 12% More Damage & 12% increased Attack Speed.

While something like a Replica Shroud of the Lightless comes in a close second, the cost of both it & the Abyss Jewels required to make it work will cost more than the Astral Plate we will craft.
The same goes for Garb of the Ephemeral which will just give you less DPS than an Astral Plate.

The exact Body Armour we need isn't something that likely exists for sale and will be something you will craft yourself.


Body Armour Crafting Guide

This will cost ~4 Divine Orbs to craft.

Buy either an Item Level 82 or higher Redeemer or Hunter Astral Plate along with an Item Level 82 or higher Body Armour of any base with the Influence that you did not get on your Astral Plate.
Make sure to go into the Filters for the second Body Armour Trade Link and turn off the Filter for the Influence type your Astral Plate is.
The goal is to have two seperate Body Armours, one with Hunter Influence & the other with Redeemer.

Astral Plate Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/R5oqlRGH7
Second Body Armour Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/o9GlbyGhl

1. Scour & Transmute both Body Armours into Magic Rarity then, use Orbs of Alteration to roll for "You can apply an additional Curse" on the Hunter Body Armour & "10% chance to gain a Frenzy Charge on Hit" on the Redeemer Body Armour.
It is a ~1/266 chance to hit the Curse mod and a ~1/317 to hit the Frenzy mod.

You cannot have another Influenced mod on both of the Body Armours. If you also roll an Influenced mod in either the Prefix or Suffix slot (they will be called Hunter's/Redeemer's or "of Redemption/of the Hunter"), you must use an Orb of Annulment.
If you remove the mod you were rolling for, restart Step 1.

2. Use an Awakener's Orb, clicking on the NON Astral Plate Body Armour first to select it as the Donator Body Armour and THEN on the Astral Plate to reforge it, combining both Body Armours together onto the Astral Plate.
You will now have a Hunter/Redeemer Astral Plate with +1 Curse & Frenzy on Hit.

3. If you have an Open Suffix, craft Fire Resistance. If the Body Armour rolled with a different Resistance and it has no space left on it, you can use the Harvest Bench to swap it to Fire Resistance.
If it rolled a low Fire Resistance roll and it has an Open Suffix, you can use the Harvest Bench to swap the Fire Resistance to Cold/Lightning and then use the Crafting Bench to craft a higher Fire Resistance roll on it.

4. Go to the Harvest Bench and put the "Quality does not increase Defences, Grants +1% to Fire Resistance per 2% Quality" Enchant on the Astral Plate.


Gloves

Just like the Body Armour, we will be crafting our own Gloves due to there being nothing like them for sale.
We want a pair of Rare Gloves with Accuracy Rating, Attack Speed & Fire Resistance on them along with Rage on Hit & Fire Exposure as Eldritch Implicits.

There are no good Unique Gloves to use as the Accuracy Rating is very important and Rage on Hit is a very strong stat.
The only Gloves that come anywhere close would be Soul Ascension which will only beat these Gloves at 33 Soul Eater Stacks or higher.
These are also very inconsistent and you will likely end up losing the stacks quite often making them much worse.


Glove Crafting Guide

Buy a Fractured Tier 1 Accuracy Rating pair of Gloves of any base type. 
Try to get a fairly high roll if possible and not just a low roll, these Gloves will almost be BiS and will not be replaced for a VERY long time.

Glove Base Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/v0jE3zWTE

1. Use Deafening Essences of Zeal to guarantee Increased Attack Speed until you get any Tier 1 Resistance roll. It is a ~1/27 chance to get a Tier 1 Resistance.
If you got Cold or Lightning Resistance, use the Harvest Bench to swap it to Fire Resistance.

2. Use a Searing Exarch Ember on the Gloves and then use an Eldritch Orb of Annulment to remove a Prefix if you do not have 1 Open Prefix.

3. Craft the Hybrid "x% increased Projectile Speed, x% increased Projectile Damage" Prefix from the Crafting Bench.

4. Use Lesser Searing Exarch Embers to get "Gain 1 Rage on Hit" & Grand Eater of Worlds Ichors to get "Inflict Fire Exposure on Hit, applying -x% to Fire Resistance."
You can also use Lesser Eater of Worlds Ichors on a budget.


Amulet

Amulet Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/QyPkp4etw

For a starter Amulet, we will simply just be looking for a Reflected Amulet with +100% or higher Fire Resistance along with Spell Damage.
Later on we will replace this with something much stronger but for now, a 100% Fire Resistance Ring is worth ~35% Fire Penetration which beats any other Amulet.
Due to it being Mirrored, you cannot apply an Anoint onto it.


Rings 

Enmity Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/4YkRg38C9
Reflected Ring Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/WR9JlW0Sm

Enmity's Embrace will be the core of our DPS scaling as mentioned at the start of this section.

The only thing to note here is that it comes with a 75% to 65% REDUCED Fire Resistance penalty on it.
This isn't just -Fire Resistance but rather a negative multiplier. If you have an Amulet with 100% Fire Resistance on it, a 65% Reduced Enmity will make the Amulet only give 35% Fire Resistance.

I highly recommend looking for a good roll here as 2-3% under 65% are fairly cheap.

As for the other Ring, you will simply be looking for a Reflected Ring just like you did for the Amulet.
The only other useful roll to look for would be Accuracy Rating but it is not needed.


Belt

Headhunter Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/12bdck
Stygian Vise Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/BZo0644H8
Abyss Jewel Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/r30DOdZIQ

For your Belt you have two options. For Mapping, a Headhunter would be by far the best option and the most FUN option.

For Bosses & if you can't afford a Headhunter, you would want to use a Stygian Vise with Elemental Damage with Attacks & Fire Resistance on it.
Once you push far enough into the build you will be able to instantly kill even Ubers with a Headhunter on so you don't have to constantly swap Belts.

As for the Abyss Jewel, you would ideally look for Chance to Avoid Being Stunned as the Kineticist does have a habit to get Stunned often.


Gear TLDR:

Weapon - Piscator's Vigil
Shield - Spell Damage & Fire Resistance.
Helmet - +1 Power Charge The Three Dragons.
Body Armour - Hunter/Redeemer +1 Maximum Curse & Frenzy on Hit Astral Plate w/ Fire Resistance Harvest Enchant.
Gloves - Rare Gloves with Accuracy Rating, Attack Speed & Fire Resistance Suffixes along with Rage on Hit & Fire Exposure Eldritch Implicits.
Boots - Power Charge Ralakesh's Impatience.
Amulet - Reflected Fire Resistance & Spell Damage.
Rings - Enmity & Reflected Fire Resistance Ring.
Belt - Headhunter or a Elemental Damage with Attacks & Fire Resistance Stygian Vice w/ an Stun Avoid Abyss Jewel.



Earlygame - Mapping

(This Regex is not for T17 or T16.5 Risk Maps)
Tier 1-16 Mapping Regex - "!efl|tip|ur$|gen|s rec|o al|non"

For your playstyle, you simply just want to keep spamming Shield Charge & Frostblink on cooldown while rushing forward as fast as possible.
Your Kineticist will constantly teleport behind you and target any monster within one screen of you very quickly destroying everything. 

On Bosses, you will want to use Sniper's Mark to override the Kineticist's Elemental Weakness as it is a significantly bigger DPS increase.

>>>>IMPORTANT PLEASE READ<<<<

Outside of that, you will want to throw your Pyroclast Mines directly under the Boss WITHOUT you detonating them.
Pyroclast Mines actually act as an Aura giving anything within ~50% of a screen of them a debuff that makes them take significantly more Fire Damage.
This will be the source of all of your Fire Damage on Bosses and will be the difference between dealing a lot of damage and dealing no damage.
While clearing a Map you do not need to worry about this as Anger will give your Kineticist more than enough damage and is only important on Bosses.

You do not have to be very precise with these and as long as they are anywhere remotely close to the monster you wish to take more damage, that's all you need to worry about.
Ideally, we want to keep 15 Mines down and are trying to shape the build around this as in the Endgame with enough Aura Effect, 15 Pyroclast Mines will be enough to get you the maximum Added Fire Damage from them.

The only thing to keep in mind about this is going to be the fact that they reserve your Mana just like an Aura does while they are on the ground.
With the full Earlygame setup, you will be at 27 Mana left over which is enough to use Shield Charge & Frostblink.

From Levels 65-93, the setup also is based around you being able to keep 15 Mines down but, you will not have enough Mana to do anything else while they are placed.
This is fine as all content you will likely be doing at this point is just Maps where your Kineticist will just be instantly killing Bosses anyways.
Just keep this in mind and make sure to use Sniper's Mark first otherwise you will not have enough Mana.

>>>>IMPORTANT PLEASE READ<<<<

Finally, the last thing to mention is your Kineticist's position.
For most Pinnacle content they will just stand still and DPS but, sometimes they will randomly move around which is fine.

Ideally, you want to try and position them to be as close to the Boss as you can and you can do so with the Order: To Me! skill that you get access to.




Gear Trade Links

Weapon

Ephemeral Edge Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/JZJOFl
Dark Seer Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/EYPYs5

For your Weapon, we are simply looking to use an Ephemeral Edge to start off. This weapon provides us with a large amount of Energy Shield and it's the only useful stat for us.
You can look to upgrade to a Dark Seer with +2 Maximum Energy Shield per Level on it as your starting Weapon if you have the currency for it or you can simply do so later.
Dark Seer will be your Best in Slot Weapon and will never be replaced, especially if it also has +2 Maximum Mana per Level on it.


Shield

Aegis Aurora Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/24ndck
Crit Reduction Aegis Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/E4qv6VC5

This build will use Aegis Aurora as it's main recovery method that will then be backed up by Divine Shield, Ghost Dance & the Armour & Energy Shield Mastery for extra recovery.
Aegis is a very strong Shield basically making you ignore almost all small chip damage once you hit the Attack & Spell Block cap.

Getting to the Cap will be a bit difficult at the beginning and will rely on you using a Large Thread of Hope shortly after starting the build to pick up Glancing Blows.
This then paired up with Tempest Shield & the Guardian Ascendancy will get you to 75%/72% Block.

It is worth noting that the Spell Block portion of the Guardian Ascendancy can only be activated with Frostblink as Pyroclast Mines do not count.
You do not need to play around this on Bosses and can largely ignore this if you wish. You will be more than tanky enough as it is.

You can also look for a Corrupted Aegis Aurora with the "You take x% reduced Extra Damage from Critical Strikes" Implicit on it.
This will be a big improvement to survivability in high end content such as Tier 16.5 or Tier 17 Maps and will be your Best in Slot Shield.
You do not need this to begin but if you have extra money I recommend to pick it up as Crit Reduction always feels great to have.


Helmet

Helmet Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/LrQpLnXtn

Your starting Helmet will simply be a pure Energy Shield base with an Essence of Loathing Mana Reservation Efficiency roll on it.
You are just looking for as much Energy Shield as possible and ideally an Open Suffix to craft Strength if needed or Intelligence for more Energy Shield.

As for Eldritch Implicits, you want an Eater of Worlds Mana Reservation Efficiency roll and a Searing Exarch "+1% to Maximum Lightning Resistance" roll.
Try to use Grand Eater of Worlds Ichors if possible for you to have more Mana left over when you have 15 Pyroclast Mines active, but only do so if you are happy with your Helmet and will keep it for a while.
Do not do this on a cheap 1 Divine Helmet as the Grand Ichors are likely to just cost more than the Helmet.


Body Armour

Body Armour Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/JpQv8QYcl

Just like with the Helmet, you simply are looking for as much Energy Shield as possible with an Open Suffix for the "Regenerate 150 Energy Shield a Second" crafted mod on it.

For Eldritch Implicits, you want to use Eater of Worlds Ichors to get "x% of Physical Damage taken as Chaos Damage." 
While the Fire/Cold/Lightning rolls are fine as well, the Chaos one will completly nullify that damage due to Chaos Inoculation.

With Searing Exarch Embers you are looking for "+x% increased effect of Non-Curse Auras from your Skills."


Gloves

Gloves Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/XlgqZadUP

Your Gloves will need to have a Spell Suppression roll on them to be Spell Suppression Capped but otherwise, look for as much Energy Shield as possible.
You can also look for an Open Suffix to craft Strength if needed or Intelligence for more Energy Shield.

As for Eldritch Implicits, you ideally want to use Eater of Worlds Ichors to get "+x% chance to Suppress Spell Damage" & Searing Exarch Embers to get the "+x% chance to Intimidate" roll.
Your goal is to Shield Charge a Boss every few seconds to apply Intimidate onto them for your Merc. 


Boots

Boots Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/9Pk8POytK

For our Earlygame Boots, we will be using March of the Legion. You want to put your Pyroclast Mines inside of them to benefit from the +5 to Aura Gems they give.
The Divine Blessing offered by them can be completly ignored.

Pyroclast Mines is where almost all of your Boss DPS comes from and it scales VERY fast off of extra Gem Levels.
Due to this, you should look for a Corrupted pair with either +2 to Projectiles, Mines, Auras or +1 to Socketed Gems on them and should not use a Non-Corrupted pair due to how cheap the Implicits usually are.


Amulet

Amulet Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/pBzeEBWf0

Just like with March of the Legion buffing Pyroclast Mines, Replica Dragonfang's Flight will do the same with us looking for a +3 to All Pyroclast Mines Gem Levels version.
You should Anoint Instinct on it to Spell Suppression Cap you.


Rings

Rings Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/edLY88wIL

For our Rings, we will be using Ventor's Gamble for the 15% increased Mana Reservation Efficiency they provide.
Aurabots have very poor Ring choices and outside of an Endgame high Energy Shield Ring, Ventor's is the best we have to work with.

You MUST look for a 15% Mana Reservation roll on them at a minimum. You also need to look for a high Cold & Lightning Resistance roll as this is where the majority of those Resistances will come from.
Given you are looking to start off as Chaos Inoculation from the beginning, the Life roll does not matter & given that your Merc will kill everything, the Rarity rolls are also irrelevant.
You can get a negative Fire Resistance roll on the Ventor's as Purity of Fire will greatly overcap you as long as it isn't too low.


Belt

Crusader Belt Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/peWp4eWu0

For your Belt you have two options, on a super low budget you can simply just use a Bated Breath for a large amount of Energy Shield.
Your other option is to get a Crusader Crystal Belt with the  "Regenerate 150 Energy Shield a Second" crafted mod on it.

There is not much else you would want to look for on it as even this is fairly expensive when also looking for an Energy Shield Prefix.


Flasks

For your Flasks, we are looking to use a Quicksilver, Jade, Quartz, Granite & Basalt flask.
The Quartz flask is only there for the Phasing while the Jade flask buffs Ghost Dance and the Armour flasks buff Divine Shield and most importantly Aegis.

For the Prefix, you can either look for "x% increased Charge Recovery" or "x% increased Duration."

For the Suffixes you are looking for the following:

x% increased Movement Speed
x% increased Evasion Rating
x% increased Armour
The crafted mod "Regenerate 3% of Energy Shield per second during Effect"
The crafted mod "50% chance to Avoid being Stunned during Effect"

Ideally you should get the Movement Speed roll on your Quicksilver due to it being the lowest duration and it being the least impactful mod.
The Stun mod should go on your Basalt flask while the other three can go anywhere.


Jewels

Voices Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/aVklGj7Ce
Thread of Hope Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/42dppGvt9
Intuitive Leap Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/1Em0C5
Rare Jewel Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/26XKLmYhk

There are quite a few useful Unique Jewels in this build that will be very important to pick up.

First there is Voices which we will use to be able to use more Small Cluster Jewels in each outer slot than you normally can with a Large Cluster Jewel.
Voices will range from it coming with 1-7 Nothing Passives on it which are just filler points you will have to waste.
While you could jump to a 3 Passive Voices if you can afford them, you will likely have to start with a 5 Passive Voices. Given how cheap 5 Passive is, I do not recommend considering 7 Passive versions.

A Thread of Hope with a Large Ring will allow you to pick up Glancing Blows & Divine Shield which are both major defensive layers that our build cannot go without.
You do not care about the -Resistance roll on it as we have so much Resistance especially if you bought a good pair of Ventor's Gamble that you can just use the cheapest ones.

Intuitive Leap will simply just save you 1 Passive Point when picking up Charisma & the small Mana Reservation Efficiency node next to it which is important to fit everything in.

Lastly, you will have a lot of other Jewel sockets that you can fill in with Rare Jewels.
You need to get 3% Mana Reservation Efficiency on each of them to begin with along with Strength to fix your Attribute issues.
You should find Corrupting Blood Immunity on one of them and otherwise, look for Intelligence & Increased Energy Shield (which is a filter that's turned off in the Jewel search) if you have no need for Strength.


Cluster Jewels

Cluster Jewel Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/nb0e7zRC0

For your Cluster Jewels, we will start off with 6 Small 3 Passive Mana Reservation Efficiency Clusters.
As an Aurabot your most important stat is Mana Reservation Efficiency which allows you to fit an ever growing list of Auras.

You will need to find a 25% increased Effect roll on all of them to raise the 6% Reservation Efficiency to 7%.
You can either buy them already rolled or you can craft them yourself as it is very simple to do so.

It is a ~1/40 chance to hit 25% Increased Effect with an Alteration Orb and you can simply just buy 6 of them and craft them all at once by putting them into a stash tab.
You can type "25% increased Effect" with the "" included and they will light up when you hit the mod. From there you can just go around and press 1 Alteration Orb on each of them in order to make sure you don't roll over one.
From there, you ideally want to Augment & Regal them for more stats but they CANNOT have a Notable on them as it will be worse than just picking up 3 Small Passive Points with Reservation Efficiency on them.


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This section is a WIP.



Midgame - Kineticist Wand Craft & Post Wand Upgrades

At this point, it is worthwhile to look into a new weapon for your Kineticist. While Piscator's Vigil has put in a lot of work, at a higher budget level we can easily beat it.
Not only will a new Wand give you more DPS but it will also allow you to remove Anger from your setup, lessening your Mana requirements and allowing you to add in Endurance Charges as a defensive layer for yourself.

We were only running Anger to begin with so that the Kineticist has enough Added Fire Damage to be able to clear Maps.
The ~300-500 Added Fire Damage from Anger really isn't that important vs the 3000-5000 that Pyroclast Mines offered on Bosses.
With us getting a Tier 1 Added Fire Damage roll on our new Wand, it will be more than enough to clear all Mapping content just fine.

Wand Crafting Guide

This will cost ~30-50 Divine Orbs to craft but will be your BiS Wand until a Mirror Wand.

First, you will need to buy an Item Level 84 Prophecy or Imbued Wand with a Fractured Crit Chance, Crit Multi or Attack Speed roll on it.
The Wand base does not matter between the two as they are within 0.1% DPS of each other due to the amount of Crit that we need making Prophecy competitive with Imbued.

The cost of this base will heavily depend on how good of a roll you look for. This part will be based on your budget and how good you are looking to make this Weapon.
I recommend looking for a near max-rolled Fracture as between the three options, there is likely to be a very cheap one waiting.
You will need to turn on and swap between the three filters in the Trade Links below and look at your options to find the cheapest one.

Prophecy Wand Base Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/edM84oYIL
Imbued Wand Base Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/YJLlYYXsY

1. Use Deafening Esssences of Anger until you hit Tier 3 or higher "x% increased Spell Damage." Do not use Shrieking Essences as the Added Fire Damage roll is very important.

The Tier of Spell Damage you will aim for is up to you, Tier 3 has a weight of 150, Tier 2 80 & Tier 1 40 out of a total of 69,771.
This puts your odds at a ~1/437 to get Tier 3, ~1/982 to get Tier 2 & ~1/2944 to get Tier 1. The point is, that anything above Tier 3 becomes very very difficult to get.

While you could also settle for Tier 4 at a ~1/207, I do not think you should, given how expensive the Suffixes will cost to craft. 
You might as well get good Prefixes as while you can as you can re-craft the Suffixes again later but re-crafting the Prefixes would require you to redo the whole Wand.

NOTE - You will need an Open Suffix. If you do not have an Open Suffix once you get your desired Spell Damage roll you will need to use a Farric Wolf Alpha if you have an Open Prefix to move a Suffix over to a Prefix.
If you do not have an Open Prefix to use a Wolf to save the Wand, you will simply just have to use an Orb of Annulment and remove a Suffix that way. If it happens to remove your third Prefix outside of the Added Fire & Spell Damage rolls, then you can use a Wolf Alpha as well.

2. Craft Prefixes Cannot be Changed and use an Orb of Scouring to remove all Suffixes if you do not have clean Suffixes.

3. Craft Prefixes Cannot be Changed and go to the Harvest Bench and use the Add/Remove Critical modifier option.
This will remove the Prefixes Cannot be Changed and give you either Spell Critical Strike Chance or Critical Strike Chance/Critical Strike Multiplier based on your Fracture.

The goal here is to end with a Wand that has your Fractured Suffix along with a high Tier of either Crit Chance or Multiplier. Each attempt will cost you ~6 Divine Orbs so I recommend settling for a Tier 3 or higher roll.
You can always attempt this again in the future as you can always come back to this step but I only recommend doing so with a Tier 1 Spell Damage roll.

It is a 1/3 chance to get Tier 3 or higher Crit/Multi if you have a Fractured Attack Speed roll.
It is a 1/4 chance to get Tier 3 or higher Multi if you have a Fractured Critical Strike Chance roll.
It is a 1/4 chance to get Tier 3 or higher Crit Chance if you have a Fractured Critical Strike Multiplier roll.

If you hit Spell Critical Strike Chance or are not happy with the Tier you got, you need to craft Prefixes Cannot be Changed and then use an Orb of Scouring to clean your Suffixes again.
You can then go back to the start of Step 3.

4. Craft the final mod you are missing between Critical Strike Chance, Multiplier or Attack Speed.
If you are missing Multiplier, you should use the "Multiplier while a Rare or Unique enemy is nearby" version of the mod. 
I do not recommend doing the same for Attack Speed, you should just use the generic version of the Attack Speed craft.

5. Go to the Harvest Bench and craft the "Quality does not increase Physical Damage, 1% increased Critical Strike Chance per 4% Quality" enchant on your Wand and make sure it is 20% Quality.

This Wand should be a ~30-40% DPS increase over Piscator's and will not be replaced until a Mirror Wand.
This will also allow you to remove Anger from your build and allow you to either add in Haste if your Kineticist does not have it.

If your Kineticist does have Haste, you can remove 1 of your Reservation Cluster Jewels and add in a Armour Small Cluster Jewel with Enduring Composure on it.
This will give you access to Endurance Charges which will make you significantly tankier.

Enduring Composure Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/GegYVyZub


Midgame - Aegis Corruptions

Trade Link - https://www.pathofexile.com/trade/search/Mercenaries/qvMr4jPfg

At this point you should also consider looking for a Corrupted Implicit on your Aegis Aurora as there are quite a lot of very good options.

The one I personally recommend above all is the "You take x% reduced Extra Damage from Critical Strikes" Implicit.
Critical Strikes will very quickly become the only thing that even has a chance to kill you and reducing them is very important if you wish to never die with this build.

Between this Implicit, the Armour & Energy Shield Mastery and Sanctum of Thought you will have 70-80% Critical Damage Reduction which will basically make all Crits irrelevant.
This is very important for content such as 5 Risk Scarab Tier 16.5/Tier 17's where enemies will have 1,200% increased Critical Strike Chance and 300% Multiplier or Valdo Maps.

If you wish to get something else, the Trade Link will also have some other useful options added into it.
I don't recommend any +Gem Level Implicits as the +2 to All Spells we will get from The Dark Seer makes them irrelevant as you will likely not hit a new breakpoint.

The only other option that would be competitive would be to get a "x% Change to Block Spell Damage" Implicit as this will nearly put you at 75% without you needing to press Frostblink for the Guardian Ascendancy.
Even this isn't that desirable as later on in the Midgame setup you will be upgrading to a Stranglegrasp with Safeguard anointed on it that will do the same thing but better giving you a bigger reason to go for Crit Damage Reduction.


Midgame - Level 21 Gem Upgrades

Midgame - The Dark Seer

Midgame - Stranglegrasp

Midgame - Bottled Faith

Midgame - Watcher's Eye

Midgame - Crafting A New Helmet

Midgame - Crafting Crusader Rings

Midgame - Crafting A New Body Armour

Midgame - Mageblood


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This section is a WIP.

Endgame - Kineticist Gear Upgrades

Endgame - 3 Passive Voices

Endgame - Fractured Clusters 

"35% increased effect|(5|6) to all|(9|1[0-4]) to dex"


Endgame - The Light of Meaning


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This section is a WIP.

Mirror Tier - Kineticist Mirror Body Armour

Mirror Tier - Kineticist Mirror Wand

Mirror Tier - Kineticist Mirror Ring

Mirror Tier - Kineticist Mirror Helmet

Mirror Tier - Crafting Synth Jewels

Mirror Tier - Global Defences Body Armour

Mirror Tier - 1 Passive Voices

Mirror Tier - Awakened Enlighten Breakpoints

Mirror Tier - Double Synth Aura Effect Helmet





















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