14 months ago
Level 95 Crit Flicker Strike Berserker3.22
Life: 3,957108%
Mana: 111
eHP:
316,070
Resistances: 82%/81%/82%/77%
Evade: 51%
Armour: 73,359
Evasion: 8,892
DPS: 43,862,308
Speed: 43.53
Hit Chance: 100%
Crit Chance: 46.56%
Crit Multi: 288%
Config: Pinnacle, Frenzy, Power
Bandit: Kill All
Pantheon: Soul of the Brine King, Soul of Tukohama
Gear
Gems
Flicker Strike
Divergent Multistrike
Anomalous Impale
Awakened Brutality
Divergent Trauma
Awakened Melee Physical Damage
Determination
Pride
Herald of Purity
Enlighten
War Banner
Phantasmal Ancestral Protector
Maim
Blood Rage
Anomalous Cast when Damage Taken
Vaal Molten Shell
Poacher's Mark
Enhance
Arrogance
Precision
Berserk
Leap Slam
Faster Attacks
Less Duration
Aspect of the Cat
Less Duration
Tree Preview
Accuracy Mastery
- +500 to Accuracy Rating
- -2 to Accuracy Rating per Level
Armour Mastery
- +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
Armour and Evasion Mastery
- 8% increased Evasion Rating per Frenzy Charge
- 8% increased Armour per Endurance Charge
Attack Mastery
- Non-Vaal Strike Skills target 1 additional nearby Enemy
Charge Mastery
- Cannot be Shocked while at maximum Power Charges
Leech Mastery
- 10% of Leech is Instant
Mana Mastery
- 12% increased Mana Reservation Efficiency of Skills
Mark Mastery
- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
Protection Mastery
- Corrupted Blood cannot be inflicted on you
Recovery Mastery
- Nearby Enemies have 50% reduced Life Regeneration Rate
Reservation Mastery
- +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
Totem Mastery
- Buffs from Active Ancestor Totems Linger for 3 seconds
Notes
FAQ:
Can I leaguestart as this build?
I wouldn't recommend it.
Why not?
Flicker strike is notoriously not an easy build to leaguestart, and this specific variant has even steeper requirements. It absolutely sucks for single target because of frenzy charge problem, making Farrul's Fur and Enhance support mandatory. Better try this as your 2nd character.
What kind of build is this?
This build is a speedmapper. It's meant to clear maps as fast as possible. It's can also be used for light magic finding in T16 juiced content (altars + sextants + mirror of delirium).
What content is it good for?
Invitation farming, strongboxes, shrines, expedition, abyss, breach, harbinger, ritual, mirror of delirium, harvest, incursion. Anything that doesn't require too much input from you.
What content is it bad with?
Bossing, beasts, essences, legion, blight, delve, or anything that requires you to attack in place, follow a path, or focus a target. This build can be easily shotgunned by multiple projectiles. High investment can solve many problems and enable some of this content, but uber boss content in general is not flicker strike friendly.
What pantheons should I use?
For major god use Brine King for freeze immunity and chill effect reduction. For minor god use Tukohama for general mapping, or Aberrath specifically for red altar farming.
Can I play this build as a Raider/Slayer/Jugernaut/etc.?
No. The build specifically uses the Berserker ascendancy to stack attack speed (Blitz charges, triple rage effects) while also taking Forbidden Flesh/Flame to solve sustain (Untiring). Other ascendancies would have to acquire trauma stacks and solve recovery in a very different manner to compete.
Why only X total life? Are all Flicker Strike builds complete glass canons?
Most core items have no life on them and are very hard to swap. Tanu Ahi are virtually mandatory. That being said, even the Default version of this build could survive an Uber Shaper Slam with Vaal Molten Shell. This flicker variant in particular is incredibly resilient to one-shots and damage over time. AoE spells that can shotgun are an entirely different matter.
Why does the Default option use Frostbreath? Why does the build switch to Brightbeak?
They are both very strong options, but Brightbeak has more room to grow compared to Frostbreath. Frostbreath starts off strong but quickly requires a Divergent Trauma Support gem to remain competitive, and at that point it's cheaper to just swap weapons.
When can I swap to Brightbeak?
As soon as you get your Forbidden Flesh/Flame jewels with Untiring. It's possible to do this earlier but you'll need to downscale the trauma support gem down until you can handle it.
Why swap Ruthless for Awakened Melee Physical Damage?
Awakened Melee Physical Damage gives "free" Intimidate. If you are using Awakened Melee Physical Damage make sure you increase the trauma gem level to compensate for the loss of attack speed. It should not result in a DPS loss.
Why does this build not use Awakened Multistrike? Isn't it good for flicker strike?
Repeated attacks from multistrike do not generate trauma stacks, and less stacks means less damage. While it could help for frenzy charge sustain, slotting Awakened Multistrike would result in a very expensive DPS loss.
Can I use "Damage recouped as life" instead of the Forbidden Flesh/Flame jewels?
No, the self-damage ramps up way too fast for recoup to kick in. Limited gear options also makes this harder to explore. Untiring was the only solution that was consistent and easy to get.
Why do I sometimes stop attacking entirely?
You are running out of frenzy charges or mana. Minimum Frenzy charges don't count. The way the math works, with only 41% frenzy charge on hit chance there's always a non-zero chance that you'll run out of charges if you hit fast enough, and this build happens to hit fast enough.
Why use Farrul's Fur then?
Farrul's Fur can reset the frenzy charge stack every ~6 seconds. It would feel way worse without it and we can use max power charges to become shock immune.
Why is there an unlinked Less Duration support gem in your shield?
The Less Duration support is mandatory and is socketed in the same gear slot as the Aspect of the Cat aura. This causes the aura to switch between Cat's Agility and Cat's Stealth at a faster rate. This resets your frenzy and power charges to your maximum.
Why do I sometimes run out of mana?
With the CWDT + Poacher's Mark setup enemies attacking you can sometimes trigger the mark too often causing you to go out-of-mana before you start attacking. This should not be a problem 99.9% of the time, but if you are farming experience to level up this can get you killed. Using CWDT feels better, but do consider switching to a Mark-on-Hit setup to avoid dying (see: Skills).
Why do you use hydrosphere on the CWDT Default setup?
Hydrosphere pulses/triggers count as hits, and with the default setup it has a 15% chance to generate a frenzy charge on hit vs. market targets (Poacher's Mark). Flicker strike can also hit the sphere every 1 second, for an additional shot at a frenzy charge.
Why switch Hydrosphere to Enhance support then?
A level 4 Enhance gives Poacher's Mark an additional +6% chance to gain a frenzy charge on hit vs. marked targets. The extra chance is way more consistent than hydrosphere. You will still stall with it, but it won't be as troublesome as without it.
Can I use a level 3 Enhance support?
Yes. You can start with a level 3 Enhance if you can't afford the higher level gem. It's better than Hydrosphere, but a level 4 Enhance is still worth the investment.
Why take Pride reservation for the helmet enchant?
There's many ways to solve mana reservation problems and the helmet enchant is one of the cheapest. Berserker effect or Flicker damage per frenzy charge would be better enchant options if you solve mana problems in a different way, such a using Enlighten.
Why do I randomly die during maps?
Trauma damage, most likely. While we are it, here's a long list of things that can contribute to killing this build:
* [Map mod] Reflects physical damage
* [Map mod] Cannot regenerate
* [Map mod] Cannot leech
* [Map mod] Reduced life recovery
* [Map mod] Reduced aura effect
* [Map mod] Less armour
* [Map mod] Monsters can steal charges
* [Map mod / Debuf] Temporal Chains (more effect duration = more trauma stacks)
* [Map mod / Debuff] Vulnerability
* [Debuf] Sap / Enfeeble (lowers instant life leech)
* [Debuff] Beyond's increased damage debuff
* [DoT] Desecrated ground / Burning ground
* [Altar] Reduced physical damage reduction
* [Altar] Rediuced defenses per frenzy charge
* [Altar] Reduced recovery per endurance charge
* [Archnemesis mod] Cannot regenerate life above 50%
* ... And of course, just large amounts of incoming damage.
The reason as to why has to do with how the build interacts with trauma. If anything upsets the mitigation + recovery vs. self-damage balance you'll (very) quickly notice it. Untiring has to specifically defend with at least 87% damage reduction to be able to regen trauma self-damage.
How can I lower trauma damage?
Assuming you follow the build guide correctly, the only real option you'll have left is to lower the level of the Trauma support gem. Recommended Trauma gem level is either 20 for superior/anomalous, or 15-18 for divergent. If you are struggling with self-damage lower it further. Remember that flasks contribute a decent amount of armor to your build, and if they are not active you may randomly implode.
How important is Fortify? Should I use the fortify gem or passive tree nodes if I can't get it on my weapon?
It's very important. Not only do you lose a lot of damage mitigation, you'll also lose a lot of DPS trying to balance your self-damage. If you have to, swap Ruthless / Melee Physical Damage support for Fortify over taking the passive points. The Fortify gem gives 19% more melee damage at max level, making it a solid gem choice.
Help, how do I level this build past level 93? (I keep dying)
Use the Wellspring of Creation atlas notable, stop alching your maps, stop clicking altars, and lower the max level of your trauma support by 2 or 3 gem levels. Wellspring of Creation in particular helps a lot and does not drastically affect your mapping time.
Can I use Headhunters / Inspired Learning / Behead with this build?
No, the moment you steal Soul Eater you'll be dead within a second. Soul Eater attack speed scales Trauma stacks way higher than the build can handle it.
Can I use Taste of Hate / Lightning Coil and convert physical damage to elemental to increase my defenses?
No, and you should avoid it. Because of how Untiring works, only damage mitigated through physical damage reduction contributes to your regeneration, so converting incoming physical would be a very bad idea.