17 months ago

Ascendancy ThumbnailLevel 98 CI Crit Penance Brand of Dissipation Trickster3.23

Life: 1
ES: 5,484
Mana: 38
eHP:
108,027
Resistances: 76%/76%/77%/-15%
Evade: 89%
Evasion: 54,238
DPS: 90,451,240
Speed: 4.49
Hit Rate: 5.20
Hit Chance: 100%
Crit Chance: 100.00%
Crit Multi: 705%
Config: Pinnacle, 50% Shock, Frenzy, Power
Bandit: Kill All
Pantheon: Soul of Solaris

Gear

Void BatteryMalachai's LoopThe VertexThe Restless WardAssassin's MittsRalakesh's ImpatienceBadge of the BrotherhoodTopaz RingKalandra's TouchMageblood
Oriath's EndDiamond FlaskJade FlaskSilver FlaskBismuth Flask
Large Cluster JewelThat Which Was TakenWatcher's EyeMilitant FaithImpossible EscapeStormshroudCorvine CharmLupine CharmLupine Charm

Gems

Immortal Call
Cast when Damage Taken
Increased Duration
Defiance Banner
Wrath
Increased Duration
Divine Blessing
Conductivity
Shield Charge
Faster Attacks
Momentum
Zealotry
Enlighten
Discipline
Grace
Penance Brand of Dissipation
Energy Leech
Increased Critical Damage
Awakened Lightning Penetration
Awakened Added Lightning Damage
Power Charge On Critical
Frostblink of Wintry Blast
Frost Bomb
Portal
EnemyExplode

Tree Preview

Might of the BearMight of the Bear
Chaos InoculationChaos Inoculation
Ghost DanceGhost Dance
Ghost ReaverGhost Reaver
Hex MasterHex Master
Lethe ShadeLethe Shade
RunebinderRunebinder
Zealot's OathZealot's Oath
Armour and Energy Shield MasteryArmour and Energy Shield Mastery
  • 10% of Physical Damage from Hits taken as Chaos Damage
Brand MasteryBrand Mastery
  • You can Cast 2 additional Brands
  • 40% increased Brand Attachment range
Charge MasteryCharge Mastery
  • 3% increased Damage per Endurance, Frenzy or Power Charge
Critical MasteryCritical Mastery
  • +25% to Critical Strike Multiplier against Unique Enemies
Energy Shield MasteryEnergy Shield Mastery
  • 100% increased Energy Shield from Equipped Helmet
  • Stun Threshold is based on 60% of your Energy Shield instead of Life
Evasion and Energy Shield MasteryEvasion and Energy Shield Mastery
  • 1% increased Evasion Rating per 5 Intelligence
  • Dexterity provides no inherent bonus to Evasion Rating
Lightning MasteryLightning Mastery
  • +15% to Maximum Effect of Shock
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
Spell Suppression MasterySpell Suppression Mastery
  • Prevent +3% of Suppressed Spell Damage

Notes

GENERAL MF STRATEGY FOR THE PF POISON CA CHARACTER!

ALSO DONT KILL SPIRE BEFORE IT SPAWNS MOBS VERY IMPORTANT

ABYSS **Abyss is the core mechanic we are using in this MF strategy**
	
	-Abyss works really well with the league mechanic for a variety of reasons
	-First it's important to understand some mechanics about ABYSS!
	-When you run over an Abyss it will spawn some cracks in the ground and stops at various points, you need to make sure you follow it to keep it spawning mobs
	-When it ends it can spawn a trove, a spire, or a depths (which is the boss) THE CORE of this strategy is based off of that.
	-Using Gilded+ Abyss Scarabs we can make sure that if it doesn't lead to a boss, it is always a Spire, this is important because Spires spawn majority of the mobs, we'll talk more about these later (troves are bad)
	-Bosses ONLY spawn in 78+ maps, so using gilded scarabs we've eliminated troves, and by running lower than 78 maps, we eliminate bosses, this means we only get spires!

WHY ARE SPIRES SO IMPORTANT?! WHAT IS GOING ON

	-This is the really cool part about this strategy, why do we care about spires exactly?
	-Spires spawn mobs by shooting out a projectile, this projectile will spawn rare mobs, we can increase the amount of mobs by increasing the projectiles on the map!
	-If we roll +2 projectiles, with the atlas bonuses that is scaled to +3 projectiles
	-BUT THAT'S NOT ALL! Purple juice from the league mechanic gives monsters additional projectiles, so if we get enough juice to make the spires Purple empowered, they can potentially be spawning 6-8 times more monsters than normal

ALL WE CARE ABOUT ARE RARE MONSTERS

	-We are looking to get as MANY rare monsters into the map as possible, because "rarely" they spawn with conversion modifiers, which can make all their drops be converted into currency, scarabs, uniques, ect.
	-When we scale quantity, rarity, map quantity, and league mechanic juice - these all multiply and the results can be insane
	-So anything that adds rare monsters is good, Abyss as we talked about, breach, legion, harbinger, ect.

SEXTANTS AND SCARABS

	-This actually isn't as important as you would think, the only MAIN thing is you want Delirium and Beyond, as well as Gilded/Winged Abyss scarab and Gilded/Winged Reliquary Scarabs
	-Reliquary is important because as we talked about earlier, conversion mechanics. Uniques converted into currency makes for some crazy amount of divines, or scarabs. Also of course Magebloods
	-I generally run either Harbinger, Breach, or Legion scarab and then Div Card scarab
	-Always run Beyond Sextant and Abyss Sextant, you can also run Delirium here or on an orb
	-Other sextants options can be harbinger, strongboxes enrage (you'd combo with always rare)


THE MF ATLAS

https://poeplanner.com/a/BNY