8 hours ago
Level 97 Hybrid Crit Kinetic Blast Deadeye3.27
Life: 3,951104%
ES: 1,35115%
Mana: 111
eHP:
25,153
Resistances: 75%/75%/75%/-17%
Evade: 67%
Evasion: 13,994
DPS: 11,850,381
Speed: 6.42
Hit Chance: 100%
Crit Chance: 94.10%
Crit Multi: 400%
Config:
Boss, 25% Shock, Frenzy, Power, Custom Mods
Bandit: Kill All
Gear



























Gems
Kinetic Blast
Elemental Damage with Attacks
Sacred Wisps
Returning Projectiles
Trinity
Volatility
Sniper's Mark
Lifetap
Mark On Hit
Momentum
Shield Charge
Faster Attacks
Spellslinger
Tornado
Power Charge On Critical
Sigil of Power
Hydrosphere
Spellslinger
Precision
Wrath
Frostblink
Tree Preview
Tattoo of the Tawhoa Shaman
5% chance to Poison on Hit
- 5% increased Attack Speed per Enemy in Close Range
- +25% to Critical Strike Multiplier against Unique Enemies
- Hits have 15% chance to treat Enemy Monster Elemental Resistance values as inverted
- 5% of Leech is Instant
- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
- Wand Attacks fire an additional Projectile
Notes
Leveling guide: https://pobb.in/48gQClJF_Nyi ---Early game Fire/lightning/cold res cap is mandatory, aim for 10-30% chaos res. Don't skip out on life on gear, you're eventually aiming for a combined total for 5k life/ES (example: 3500 life and 1500 es). Light radius setup is extremely good if it's cheap on league start, by far the best thing you can do until late t16s. Flat on wand can be anything, lightning is best but doesn't matter in the early/mid game all that much. Pantheon: soul of the brine king until you're ailment immune(100% chance to avoid elemental ailments), after you can swap to solaris. ---Important for mana issues Always keep hydrosphere and tornado at lvl 1 so they have less mana cost (you'll have mana issues if you lvl them to 20) Also keep shield charge at a low lvl, since it has a high strength requirement Have at least 1 ring with -7 mana cost craft (can use two with this if you want) ---Late game Warden is only for single target damage (T17 or ubers) I wouldn't play warden in t16 or t16.5 content. Good abyss jewels give a ton of damage, make sure you aren't cheaping out on jewels (can make abyss jewels by using reforge attack with the harvest bench on ilvl 83+ searching eye jewels). If you're playing warden do NOT use yoke of suffering, it's only good for deadeye. It has bad synergy with oath of spring ascendancy node. While playing warden you want to use "Replica Heatshiver" While playing deadeye you want to use "Fledgling" or a rare blizzard crown (Fledgling is not good for boss damage until you acquire Nimis) (if you use oath of spring forbidden jewels with deadeye, than you want to keep using replica heatshiver and drop yoke in that setup as it's always bad with oath of spring) You achieve 100% ailment avoidance from these items - 25% crafted on shield, 25% on boot implicit, 50% on ancestral vision(only if you're 100% spell suppression) ---Lethal pride You're looking for a 2 double damage or 3 DD lethal pride - My video on how to search for them efficiently - https://www.youtube.com/watch?v=_kYy-s_B-ng ---How to generate power charges/Frenzy charges? Early on it's with the wand mastery. After dropping the wand mastery you'll link Power charge on crit with tornado. Frenzy charges are gained from the mark mastery. ---Fork vs pierce? Pierce is better single target dmg and Fork is better for clear, do NOT use both together. Fork can go with chain, pierce doesn't go with Fork or Chain. I would recommend to stay as pierce for T17 until you get awakened fork, at which point you can drop pierce. ---Eshgraft/Xophfgraft You want one eshgraft with spell damage/crit multi per a jolt (a 2nd good suffix would be +4 lvls or +4 max jolt buffs) You want one xophgraft with Fire resist and increased cooldown recoverty (last good suffix would also include increased duration on the buff). ---Good runegrafts Runegraft of the fortress is extremely good for defense Runegraft of the warp is only good for T17 content as it helps with some of the debuffs. ---Keep in mind you can always use tattoos to fill out some lightning/cold resistance if need be or spell suppression (although can be expensive). ---T17 Requirements 100% ailment avoidance Warden swap for boss dmg (with replica heatshiver) Don't use inspired learnings in T17 100% spell suppression 5k life/energy shield combined Cluster jewels/decent jewels Good enough dmg to comfortable kill t17 fortress boss (have to test this for yourself, avoid running 2-3 big tank mods). ---When can I swap back to deadeye? When your damage feels good enough to comfortably kill t17 bosses (headhunter + a forbidden set, oath of spring or avatar of the wilds) ---Expensive gear priority Headhunter -> Really good weapon -> Really good rares(5d-10d each) -> nimis > FF/FF -> progen/Awakened fork (all of this depends on prices, generally getting the cheapest upgrade first is the best path) Mirror wand is absolutely the last priority upgrade you should be making. ---Basic wand crafting--- 1) Spam essence of wrath until t2 or better crit chance or attack speed. Other options (and probably cheaper, but cost gold/dust). Recomb flat lightning damage/t1 atk speed together (crit chance also works, but atk speed is better) 2) multimod and your done Pretty effective wand for anywhere around 3-4d. For starter wands, you can just use screaming essence on the new bases "cannot roll caster mods" You just want 1 high flat, attack speed and crit chance. Necrotic armour: is just spamming dense fossils until desirable ES/evasion, 400+ is good for early and 500+ for endgame. Ring uniques: Can use taming or death rush, both are good. Taming isn't that high value on wander because you already have so much inc damage. Helmet: Fledgling is the best for the deadeye setup for map clearing, a rare blizzard crown is also quite strong if Fledgling is too expensive. Shield: high % block and higher % spell dmg, the base doesn't matter that much. Can easily make this with recombs. Rings: spam torment until desirable mods, fracture would help here (can get any fracture really, life, resist, attack speed) Endgame GG ring would be multi essence on suffix (would need fracture t1 flat or fracture multi essence). Gloves: Thunderfist is pretty euivalant to that of a 6l. If kinetic rain is good, than putting a 4l kinetic rain in your gloves and 6l KB will be the way to go. Otherwise just use rare gloves with life/resist/attack speed. - Rage implicit is really important for damage, should be the 1st eldritch implicit you should go for on any item. Amulet: Life/multi/flat damage is pretty good, you do want a str or str hybrid base to help fill your requirements. For deadeye yoke of suffering is by far the best option - If you're warden, stick to a rare amulet. Jewels: ilvl 68 for t2 or ilvl 83 for t1 mods - Needs to be "Searching eye" Spam reforge attack until desired mods, can usually get 3 decent attack mods. ----Endgame crafts Glove craft: Fracture temple mod (can move the temple between bases with recombs) Fossil combo: Shuddering, sanctified, hollowed fossil (can also lock suffix and reforge speed if hollowed fossils cost 1d+) once suffix are finished, use wild bristle matreon to lock suffix and reforge life with harvest until t1 life. Boot craft: Fracture any res, 1-10c on trade this league Fossil combo: prismatic, sanctified, hollowed fossil - go until any t2 resist or better once suffix are finished, use wild bristle matreon to lock suffix and reforge life with harvest until t1 life.