7 months ago
Level 98 Crit Detonate Dead of Chain Reaction Trickster3.23
Life: 3,884114%
ES: 447
Mana: 53
eHP:
66,087
Resistances: 72%/78%/77%/75%
Evade: 72%
Evasion: 15,074
DPS: 1,839,515
Speed: 6.00
Hit Chance: 100%
Crit Chance: 100.00%
Crit Multi: 456%
Config:
Pinnacle, 6% Brittle, 6% Sap, Frenzy, Power, Custom Mods
Bandit: Kill All
Pantheon: Soul of Solaris, Soul of Ryslatha
Gear
Gems
Detonate Dead of Chain Reaction
Fire Penetration
Energy Leech
Increased Critical Damage
Inspiration
Rain of Arrows of Saturation
Immortal Call
Assassin's Mark
Cast when Damage Taken
Grace
Purity of Elements
Flame Dash
Dread Banner
Precision
Rain of Arrows of Saturation
Lifetap
Desecrate
Spell Cascade
Cast On Critical Strike
Manaforged Arrows
Rain of Arrows
Manaforged Arrows
Life Gain on Hit
Lifetap
Tree Preview
Might of the Bear
Ghost Dance
Accuracy Mastery
- +500 to Accuracy Rating
- -2 to Accuracy Rating per Level
Critical Mastery
- 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
Evasion Mastery
- +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
Flask Mastery
- 25% chance to gain a Flask Charge when you deal a Critical Strike
Leech Mastery
- 10% of Leech is Instant
Life Mastery
- Skills Cost Life instead of 30% of Mana Cost
- +50 to maximum Life
Mana Mastery
- 12% increased Mana Reservation Efficiency of Skills
Mark Mastery
- Marked Enemy cannot deal Critical Strikes
Recovery Mastery
- Nearby Enemies have 50% reduced Life Regeneration Rate
Reservation Mastery
- Auras from your Skills have 10% increased Effect on you
Spell Suppression Mastery
- You have Phasing if you have Suppressed Spell Damage Recently
- +8% chance to Suppress Spell Damage while Phasing
Notes
Why DD x 8?
Assuming we hit trigger rate, we cast chain DD 6 times a second. Chain dd detonates 8 corpses, so we detonate up to 48 corpses every time we crit. We generate 10 corpses every time we crit as well.
I'm not sure if we run into an issue vs single targets where we consume corpses faster than spawned. Doesn't seem to be the case. Also, RoA of saturation has the targeted hits first so in practice you usually hit trigger rate for the first half of RoA and then the second half triggers a bit less.
Abyss map defenses:
Crit mitigation (marked enemy cannot crit, solaris pantheon for vs more than 1 enemy)
100% stun avoid
purity of elements for ele ail avoid (discipline if you can drop this)
80%+ phys taken as ele
Tons of life gained on hit.
30% Recoup
Permanent flask uptime in combat. We crit so often that the 25% chance to gain a flask charge is often on cd. We can even run 80% reduced flask charges maps.
Use abberath/rysthlatha/tukohama minor gods depending on content you are doing.
Ryslatha + Recoup mastery = 100% reduced enemy regen rate, so you can always kill a tanky mob and it can't become unkillable due to regen
This build can do all map mods, but I prefer to avoid these mods:
Ele reflect
-% max res
reduced aura effect
Additionally, if you are a wandering path tree, I like to avoid these mods:
Monsters have % chance to avoid elemental ailments - we can do 70, but 100%+ turns off our alt aliments. Can't get 3 proj on abyss without this mod bricking
Players have % less accuracy rating - can be solved with more accuracy. I don't have it.
Players have #% less recovery rate - most builds don't like this, this build sadly is not an exception
Everything else is basically negligible, even no leech/no regen is perfectly fine for the build to do.