a day ago
Level 90 LL MoM Crit Firestorm of Meteors Elementalist3.27
Life: 1,716111%
ES: 935
Mana: 27225%
eHP:
121,145
Resistances: 75%/75%/75%/75%
Armour: 30,985
DPS: 4,925,994
Speed: 1.69
Hit Rate: 0.20
Hit Chance: 100%
Crit Chance: 48.42%
Crit Multi: 419%
Config:
15% Scorch, 3% Brittle, 5% Sap, Custom Mods
Bandit: Kill All
Gear
























Gems
Flammability
Clarity
Flame Dash
Summon Flame Golem
Firestorm of Meteors
Awakened Unleash
Awakened Elemental Focus
Arcane Surge
Concentrated Effect
Increased Critical Damage
Wave of Conviction
Awakened Added Fire Damage
Arcane Surge
Increased Critical Strikes
Awakened Added Cold Damage
Increased Critical Damage
Summon Chaos Golem
Added Fire Damage
Summon Stone Golem
Summon Ice Golem
Petrified Blood
Determination
Summon Skitterbots
Arrogance
Primal Aegis
Tree Preview
Runegraft of Treachery
15% increased Reservation Efficiency of Skills
Auras from your Skills which affect Allies also affect Enemies
Limited to 1 Runegraft of Treachery
Tattoo of the Arohongui Moonwarden
+6% to Cold Resistance
Tattoo of the Ngamahu Firewalker(x5)
+6% to Fire Resistance
Tattoo of the Valako Stormrider(x17)
+6% to Lightning Resistance
- +2% to maximum Chance to Block Spell Damage
- Skills supported by Unleash have +1 to maximum number of Seals
- +25% to Critical Strike Multiplier against Unique Enemies
- Critical Strikes do not inherently Ignite
- 100% increased Damage with Hits against Ignited Enemies
- Skills Cost Life instead of 15% of Mana Cost
- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
- 20% increased Life Reservation Efficiency of Skills
- Recover 2% of Energy Shield when you Block Spell Damage while wielding a Staff
- Recover 2% of Life when you Block Attack Damage while wielding a Staff
- 3% increased maximum Life per Red Socket on equipped Staff
- 5% increased maximum Mana per Blue Socket on equipped Staff
- 30% increased Defences while wielding a Staff
Notes
This build seems to have several weaknesses at first glance:
1. Dies to Damage over Time easily
2. Delayed damage output: needs to apply ailments via a critical strike with Wave of Conviction before all our damage ramping comes into effect.
3. Our critical strike chance is only around 50% when first engaging the enemy, delaying our damage output further.
4. Wave of Conviction can only have one at a time, so you can't use Unleash Support with it very well.
5. Because the initial damage is low, the ailments are weak, so they do not provide as much strength to us as we would like (e.g. not high Scorch to reduce resistances and not high Brittle to increase our critical strike chance for Firestorm).
However, the build does fulfill its initial theory: when it is prepped correctly, the meteors are very powerful. But they are inconsistent and delayed, and since we are weak to Damage over Time, this oft proves fatal.
Experience fighting the Maven confirms this: projectiles were tanked without issue, while the damage over time pools were near instant death.
Likewise, we struggled with damage whenever we did not crit, but when we did, we nearly one-shot the phase.
Improving consistency in critical strikes is our first priority for improvement. I don't know whether we can realistically solve the damage over time problem, so we may need similar treatment with this build as with the Bloodfiend build:
DoT mitigation in the form of getting "Unaffected by Burning Ground," immunity/avoidance for Bleeding, Corrupted Blood, and Poision, and avoiding encounters that have damage over time/learning to dodge said abilities consistently.
The current build cost around 12 Divines to fully fund, so it is fairly cheap, though you have to switch to it (perhaps a league starter version can be made some other time, if this endgame version can be improved).
Perhaps improvements could be made with a higher budget and more time to rectify some of the above issues.