7 hours ago
Level 79 Temporal Chains Pathfinder3.26
Life: 3,307130%
Mana: 569
eHP:
8,236
Resistances: 83%/66%/75%/19%
Evade: 69%
Evasion: 18,429
DPS: 0
Speed: 2.82
Hit Chance: 100%
Config: None
Bandit: Kill All
Gear


















Gems
Petrified Blood
Cast when Damage Taken
Shock Nova
Overcharge
Temporal Chains
Hextouch
Less Duration
Bladefall of Trarthus
Righteous Fire
Cast when Damage Taken
Flame Dash
Vaal Molten Strike
Summon Raging Spirit of Enormity
Less Duration
Cast when Damage Taken
Swift Affliction
Forbidden Rite
Greater Multiple Projectiles
Unbound Ailments
Cruelty
Spellblade
Void Manipulation
Approaching Flames
Tree Preview
Tattoo of the Tawhoa Herbalist(x4)
4% increased Flask Effect Duration



- Recover 1% of Life when you Curse a Non-Cursed Enemy
- Recover 1% of Mana when you Curse a Non-Cursed Enemy

- +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating

- 10% of Damage taken Recouped as Mana

- Enemies Poisoned by you cannot deal Critical Strikes

- 20% increased Life Reservation Efficiency of Skills

- Chance to Suppress Spell Damage is Lucky
Notes
# IGNORE THE TREE FOR NOW AND GEM SETUP FOR NOW. Basically needed enough flask sustain and it was scrapped together on the fly. Wasted 10 div in game playing around with things. # Motivation/Inspiration: Jousis' Build of the Week: https://www.pathofexile.com/forum/view-thread/3429470 . Vaal Pact changed since their post, making Mahuxotl's Machination ineffective at least for spell builds. Tech: 1) Summon Raging Spirit CWDT Loop (lots of gem quality) with a single Heartbound Loop ring to inflict 420 physical damage (hit) to self. 2) This hit is leeched with a flask modifier: "15% of Damage Taken From Hits is Leeched as Life During Effect" (benchcraft; recipe found in the Foundry Map in 3.26; if the map is cycled out, check https://poedb.tw/us/Crafting_Bench) 3) Since we're leeching, it fufills the requirement of the Tainted Pact amulet: "Taking Chaos Damage Over Time Heals You Instead while Leeching Life" Chaos damage over time (DoT) sources such as poison and elemental DoT if combined with Divine Flesh keystone heal us! Quality of Life: CWDT-Righteous Fire for immediate healing when the minion CWDT loop starts hitting us for damage. Constant Leech Tech for Tainted Pact Chaos DoT Healing using Annihalation's Approach: 1) Flask with 15% of Damage Taken From Hits is Leeched as Life During Effect and 100% uptime (check the PoB "Items" section and hover over your flask. You'll see the estimated uptime) 2) Minion CWDT loop (Blessed Rebirth on a cluster jewel so your minions don't die to enemies as they're waiting to expire. Needs some testing as this may not be needed. Edit: It really sucks without Blessed Rebirth. Lv 1 SRS will die quicker than their duration and before CWDT goes off cooldown.) 4) Source of Overleech (Petrified Blood, Slayer/Ascendant "Leech effects are not removed when Unreserved Life is filled" 3) Divine Flesh keystone to convert 50% of Element Damage DoTs (as well as hits) into chaos DoTs Extra) There's also a new unique jewel called "Bound by Destiny" and one of the random mods it can roll is "10% of elemental taken as chaos damage if 4 hunter items are equipped." ... The above would be difficult in the current setup as there's only 2 rare items. This means two uniques would have to be crafted using Chance Orbs on the corresponding hunter influenced base. ... Heartbound Loop, Gluttony, or Tainted Pact Healing Sources: Divine Flesh converts 50% of the following damage to Chaos DoT for healing: 1) Righteous Fire (You Burn for 90% of your Maximum Life per second as Fire Damage; with 3,307 life this means 2976.3 fire damage per second (dps) before mitigation) 2) Annihilation's Approach Dragonscale Boots (6000 fire damage over time dps while Flame-Touched; become Flame-Touched when you use "Approaching Flames" granted by the boots) 3) Self-reflected Poison via The Golden Rule jewel. [***] Important Note: PoB's Net Recovery on the left does not consider Tainted Pact's chaos DoT healing effect. More info is seen in the "Calcs" tab under "DoTs and Build Degens" - In this PoB, we have 83% Fire Resistance (0.17 multiplier on damage) and 19% chaos resistance (0.81 multiplier on damage). These are applied after damage conversion. - Assume chaos resistance is fixed (don't factor in The Golden Rule : "+1% to Chaos Resistance per Poison on you) - Righteous Fire burn splits into 1488.15 fire and 1488.15 chaos damage before mitigation. Factoring in our defenses, it becomes ~252.99 fire damage taken and ~1205.40 chaos damage healed per second. Total: +952.41 life regen per second. - Approaching Flames burn splits into 3000 fire and 3000 chaos damage. Factoring in defenses, this becomes 510 fire damage taken and 2430 chaos damage healed. Total: +1920 life regen per second. - Total healing: 2872.41 life per second - The general formula for this specific case would be damage received minus damage healed (not consider ignites or poisons): Fire Damage Taken Chaos Damage Healed -1 * (1-% ele damage converted to chaos) * (90% of Life + 6000) * (1 - % Fire Res) + (% ele damage converted to chaos) * (90% of Life + 6000) * (1 - % Chaos Res) ; Factor out similar terms = (90% of Life + 6000) * [ -1 * (1 - % ele damage converted to chaos ) * (1 - % Fire Res) + (% ele damage converted to chaos) * (1 - % Chaos Res) ] ; Simplify the expression = (90% of Life + 6000) * [ (% ele damage converted to chaos) * (2 - % Chaos Res) + ( 1 - % ele damage converted to chaos) (% Fire Res) - 1 ] ; When elemental damage conversion to chaos is 50% = (45% of Life + 3000) [ (2 - % Chaos Res) + (% Fire Res) - 1 ] ; Testing with values above = (2976.3 + 6000) * [ (0.50) * (2 - 0.19) + (0.5) * (0.83) - 1 ] = 2872.416 // Same as above. Take Aways (Probably Trivial): - All terms (maximum life, resistances, damage conversion) scale linearly when other variables are fixed. - Fire resistance improves healing, whereas more chaos resistance reduces healing. - Equal Fire and Chaos Resistances give no healing - Degen instead of regen when there's more chaos than fire resistance. For example, 90% chaos resistance and 75% fire resistance would cause you to burn for 673 damage. ================================================================================================ Figured out a way to use a single minion and heartbound loop to work for the CWDT loop (this loop doesn't need to pop up like a Ward-CWDT looper). PROS: - Unlike a skeleton CWDT-heartbound loop that uses several "To Dust" jewels (10-20% reduced duration of skeletons) to heavily decrease the 20 sec base duration of the skeletons to under 1 second. This build requires no jewels. ... Side note, skeleton CWDT-heartbound loop typically needs 3-4 "To Dust" jewels depending on whether you use a ring like Timeclasp which can grant 20% reduced skill effect duration. - We're not trying to optimize the loop time. As such, we don't need to get any "increased cooldown recovery" to lower the 0.25 sec base cooldown of CWDT. Same could be said if you did this with skeleton CWDT loop though. - This minion loop can function under Temporal Bubbles (enemy debuff from Temporal Proximity Shield modifier; the bane of CWDT loops) which inflict "25% reduced Action Speed, Debuffs on you expire 40% slower, and 60% reduced Cooldown Recovery Rate" and increase the cooldown of CWDT. - Chaos and Elemental DoTs are our friends. :D CONS: - Probably a big one. This method uses a ton of uniques/specific items for your equipment slots. As such, we have a lot less flat maximum life from our gear than Juosis' build of the week. - Armour is 0, Phys reduction is 0%, Energy Shield is 0. Must not have endurance charges as they'll provide additional physical damage reduction. - There's no ward to mitigate the damage taken either so expect to get "crushed" (pun intended; you'll understand later). For the reason above, Petrified Blood may be the best option as the source of Overleech as it'll also mitigate a portion of the incoming hit damage and make you slowly take it - ... which shouldn't be a problem with all the regen you'll get from Tainted Pact! - The CWDT loop doesn't proc skills at every step of the loop as it uses an overtuned CWDT gem to maintain the loop. Therefore, the loop isn't so much for damage - so we go with a more self-casting/attack approach. - Gimmicky zone switching: click flask, manage fire DoT skills (RF and Approaching Flames remain active between zones (including doors), but the minion CWDT loop is turned off. The larger your maximum life, the easier it is to hit the flask and quickly self-hit yourself before dying. Otherwise, remember to turn off Approaching Flames between zones/doors. - Vulnerable to enemies who steal flask charges / map modifiers that reduce flask charge generation - Vulnerable stun breaking the loop 0) 100% Flask Uptime for "15% Damage Taken From Hits is Leeched as Life During Effect" The Divine Flesh keystone which provides: "All Damage taken bypasses Energy Shield; 50% of Elemental Damage taken as Chaos Damage; +5% to maximum Chaos Resistance". The keystone is mainly used to convert self-inflicted fire DoT to chaos DoTs for healing via Tainted Pact. One downside to Divine Flesh is that Energy Shield effectively becomes useless unless we use the Eldritch Battery (keystone; also found on some uniques like Replica Sorrow of the Divine) Having 100% flask uptime and a minion CWDT loop to self-hit (loop explained in the next sections), allows us to always be leeching life. Ideally, a Ruby Flask is used as the source of because we'll benefit from (1) +40 Fire resistance (scales with Flask Effect), - We won't have to get a lot of fire resistance on our gear. Especially if we combo this flask with a Bismuth Flask for +35% to All Elemental Resistances (2) +5% Maximum Fire Resistance (scales with Flask Effect) This extra resistance will mitigate the other 50% fire DoT damage we'll take from sources like Righteous Fire and Annihalation's Approach. (3) The long 8 sec base duration (no quality) with relatively low charge usage - Technically a Bismuth Flask uses less charges and has a longer duration (base 8.5 seconds), but we want to benefit from the +5% maximum fire resistance. I'm currently sustaining this Ruby Flask from the following sources: (1) Increased flask quality for longer duration, with increased duration prefix. My personal flask has a 12.70 sec duration before factoring in flask duration modifiers from the passiev tree. Actual duration is 16.30 seconds if you hover over the flask in the "Items" tab in Path of Building. (2) Nature's Adrenaline [ Flask Gain 3 Charges every 3 seconds ] from the Pathfinder Ascendancy. The same modifier can be found on the Ascendant's Ascendancy Tree. (3) Increased flask duration and charges gained. From what I already have on my Pathfinder tree, I only needed "Natural Remedies" (as an amulet anoint), "Careful Conservationalist" wheel. Could opt-in to use 4% increased flask effect duration tattoos (Tawhoa Herbalist). - You will need more flask duration and/or charge gain if you want to sustain other flasks. My current Bismuth flask doesn't have 100% uptime, and could probably use a "Increased Duration" prefix. Flask Enchant: I opted in for "Reused at The End of This Flask Effect" instead of "Used When Charges Reach Full" . - Ideally, you need to immediately activate the flask when you enter the map before triggering your minion-CWDT loop. If you have "Used When Charges Reach Full" on your flask, there is a slight delay from when you enter the map and move. An additional tech: CWDT-Righteous Fire which triggers when you take your first sufficiently large hit (minion CWDT loop, forbidden rite, etc.). Having this automated saves us a button press from when our minion loop activates. Otherwise you have the following sequence of events: (1) Manually activate flask: "15% Damage Taken From Hits is Leeched as Life During Effect" (2) Start minion CWDT loop and start taking damage (Heartbound Loop) with little to no healing. (3) IMMEDIATELY manually activate Righteous Fire and/or Approaching Flames to start healing and prevent your inevitable death. Note: CWDT doesn't trigger Approaching Flames. The panic of step 3 is solved by CWDT-Righteous Fire and allow you to instantaneously offset the damage taken by the minion-CWDT loop. 1) You need either Atziri's Disfavour or Dialla's Malefaction to give +30% gem quality to a lv 1 CWDT +23% quality. This gives 26% reduced amount of damage taken to trigger CWDT. Atziri's Disfavour: +30% to Quality of Socketed Support Gems Dialla's Malefaction: Gems Socketed in Green Sockets have +30% to Quality Added advantage here is you can free up weapon slots and maybe craft strength/dexterity/intelligence for Quality of Life. ... Making it so that your equipped weapon satisfies the attribute requirement of Annihalation's Approach socketed with a high-attribute requirement socketed gem (e.g. 155 strength for lv 20 Molten Strike/Shell). ... In your off hand, you would make it so you don't satisfy this requirement - effectively unequipping the boots. ... The above enables you to weapon-swap to turn off Approaching Flames without triggering its cooldown. Quite quirky but helpful between switching zones/entering a new area when your minion CWDT loop stops. Math: Base lv 1 CWDT needs 528 damage from any hits (not DoTs) to proc (the damage used here is the damage received after defenses/reductions). 26% reduced amount needed is 528 * (1-0.26) = 390.72 damage needed. Keep in mind that a +20% physical quality Heartbound Loop makes you take 420 physical damage (350 without quality) when a minion dies. Knowing that, the quality on CWDT above is probably overkill. In theory, you could go with a "21% reduced amount needed" as shown below Ratio of Heartbound Loop Damage/Base CWDT = 0.79545454... . which suggests you require at least "21% reduced amount needed." (Math: 100%-79.5% is approximately 20-21%) In terms of gem quality, this would mean you need at least a 12% quality lv 1 CWDT gem before slotting it into Atziri's Favour or Dialla's Malefaction (Total gem quality on CWDT would be 42%, giving 21% reduced amount of damage needed) With the setup above setup, you can use a single minion to sustain your CWDT loop. 2) You need ZERO (or close to 0) armour AND physical damage reduction - the physical damage taken from Heartbound Loop won't be enough to activate CWDT a) Heartbound loop with 20% phys quality makes you take 420 physical damage when a minion dies. This gets mitigated by armour, physical damage reduction, and damage conversion. b) Using the Gluttony Leather Belt, "You have no Armour or Maximum Energy Shield" deletes armour off of us. The 222 armour from my Annihalation's Approach was enough to mitigate the hit and disrupt the CWDT loop. Side note: Energy shield would've only been useful for us if we got Eldritch Battery but "Damage taken recouped as mana" from the tree" feels sufficient. Probably needs to be tested on a build-by-build basis. c) Annihalation's Approach provides Adrenaline which provides: ....100% increased Damage ....25% increased Attack, Cast, and Movement Speed ....10% additional Physical Damage Reduction ****** <- This also disrupts the CWDT loop and needs to be removed. To remove the physical damage reduction gained from adrenaline, we bring in a helmet I never thought was useful until now: Penitent Mask (and lower tiers of this helmet) ... This helmet provides the implicit "X% to Maximum Chaos Resistance AND You are crushed". Being 'crushed' lowers your physical damage reduction by 15% which is perfect for us! The minimum for physical damage reduction is 0% (according to the poewiki), ... so we won't take elevated damage from physical hits/dots. Side notes: - interesting interaction to consider - the new Servant of Decay Torturer Garb. This armour auto-summons (triggers) Void Spawns every 4 seconds ... and will take 4% of damage from hits from the void spawn's life before yours per void spawn present. This may be trivial to some people, but apparently the damage taken by the minions doesn't disrupt the loop. - Gluttony also provides "Take 100-200 Physical Damage When You Use a Movement Skill" which doesn't kill us in anyway. I don't think this can be incorporated into the CWDT look as 3) Summon Raging Spirit (SRS) Duration: higher than 0.25 sec, lower than 0.75 sec Notes: - Summon Raging Spirit of Enormity doesn't matter here. Both default and transfigured gems have the same 5 sec base duration. Cast time is slightly slower on Enormity, but CWDT bypasses cast times. - Cluster jewel with "Blessed Rebirth" notable prevents our minions from dying to enemies faster than the CWDT cooldown (0.25 sec) resets. Because our leech hit is only 15% of the 420 damage we take from Heartbound Loop, this would likely give a tiny amount of leech lasting a second. We ideally want to hit the sweet spot minion duration between 0.25 sec (CWDT cooldown) and 1 sec (the life leech gained from Heartbound Loop + Flask). I ideally want a minion to have a duration less than 0.75 seconds as I want to minimize the number of active minions (see the "Examples of Minion CWDT-Loops in Action" section below) .... In brief, enemy or additional self-hits can summon minions outside of your loop if the minion duration is too long relative to CWDT's cooldown of 0.25 sec. To reach this sweet spot, I do the following: a) Link the following into Dialla's Malefaction or Atziri's Disfavour: ... "lv 1 Summon Raging Spirit" (SRS) ; to my knowledge, they have the lowest base duration of all minions without a cooldown ... "lv 1 Cast When Damage Taken +(12 to 23)%" (see point #1 above) // [into Green Socket if using Dialla's] ... "lv 20 Less Duration Support +20%" +30% gem quality bonus from the weapon/armour gives an extra 15% less skill effect duration. | Total: 74% less skill effect duration (59% from the gem alone) . // [into Green Socket if using Dialla's] Could squeeze in a lv21+20% or lv20+23% for an extra 1% less skill effect duration A lv21+23% would give an extra 2% less skill effection duration. .... "Swift Affliction" (doesn't scale with level or quality) provides 25% less duration of supported skills and damaging ailments they inflict. | Total: 25% less skill effect duration. // [Socket colour doesn't matter if using Dialla's strictly for the loop] If paired with another skill (possible with a 5 or 6 link on either unique; easier on Atziri's Disfavour), then consider leveling up/increasing the quality of this gem for more damage over time multiplier Note: "less duration" is multiplicative with other sources.. e.g. 5 sec base duration on SRS would be 5 * (1-0.74) * (1-0.25) = 0.975 sec. b) Allocate points in the passive tree to get a total of 25% reduced skill effect duration (Window of Opportunity wheel) ; So now the formula above becomes: 5 * (1-0.25) * (1-0.74) * (1-0.25) = 0.73125 sec. ....Can verify the formula on the poe wiki: https://www.poewiki.net/wiki/Duration ... Alternatively you can consider the unique ring, Timeclasp, which provides 20% less skill effect duration. I opted out as I wanted to free up that space for the new Coiling Whisper ring. Side note: You don't need the 10% less skill effect duration (Mastery) depending on your reduced & less duration setup. Since "less" duration is multiplicative, this doesn't mean you can drop 20% of the quality from less duration support. With the mastery, the formula becomes: base Reduced Mastery Less Dur+50%. Swift Affl. (Tree) *** 5 * (1-0.25) * (1-0.1) * (1-0.74) * (1-0.25) = 0.658125 sec. || 0.66 sec duration based on server ticks (example calculation shown below) If you remove 20% quality from Less Duration support and take the Mastery: base Reduced Mastery Less Dur+30%. Swift Affl. (Tree) *** 5 * (1-0.25) * (1-0.1) * (1-0.64) * (1-0.25) = 1.0378125 sec. || 1.023 sec duration based on server ticks If you remove 20% quality from Less Duration support and take the Mastery and use a Timeclasp with 20% reduced skill effect duration: base Reduced Mastery Less Dur+30%. Swift Affl. (Tree+Ring) 5 * (1-0.25-0.20) * (1-0.1) * (1-0.64) * (1-0.25) = 0.66825 sec. || 0.66 sec duration based on server ticks (same as with Less Dur+50% without the Mastery) Note about Temporal Bubbles (enemy debuff from Temporal Proximity Shield modifier) which inflicts 60% reduced Cooldown Recovery Rate: - Under Temporal Bubbles, CWDT base cooldown of 0.25 sec becomes 0.627 sec || actually 0.627 sec cooldown based on server ticks - Since the SRS minion's duration is 0.73 sec, the debuffed CWDT cooldown can reset before the next minion dies. In fact, you should thank Temporal Bubble for making it impossible to summon an extra minion during your leech instance. Our loop is effectively protected against Temporal Bubbles!! - Coindentally, if the Mastery above is taken for the 0.66 sec SRS duration, it's exactly 1 server tick longer (0.033 sec/tick) than the debuffed CWDT cooldown. - If you somehow manage to get even 'less duration' on this setup, you will become vulnerable to these bubbles. The net result is (1) your loop is disrupted, (2) you eventually stop leeching life, (3) you hear your character "pop" (die) because of Righteous Fire and Annihalation's Approach ("This is Fine" meme) - For skeletons without Swift Affliction or Less Duration Support, you would need exactly 71% reduced skeleton skill effect duration (from combining 4 To Dust jewels) in addition to the 25% reduced skill effect duration from the passive tree (total of 96%). This gives a skeletion duration of 0.8 sec (0.792 sec server-side). On the server end of things, this is effectively 3x the cooldown of CWDT (0.792/0.264) More detailed information: Technically the 0.73125 sec is translated to 'server ticks' which are 0.033 sec/tick and rounded to the nearest whole number. So the real duration here is: ROUND(0.73125 / 0.033) -> 22 ticks 22 ticks * 0.033 sec/tick = 0.726 sec Likewise for the 0.25 base cooldown for CWDT: ROUND(0.25/0.033) -> 8 ticks 8 ticks * 0.033 sec/tick = 0.264 sec The ratio of the above two numbers is 0.726/0.264 = 2.75 which suggests CWDT can only proc a maximum of 2 times before the first minion expires. In other worsd, we won't have ever have 3 minions appear due to monster damage. Two minions is possible and manageable though. With this setup, SRS has a duration of 0.73 sec when summoned via CWDT, we avoid more than 2 summons at once, and proc the next leech before the previous tiny leech runs out. Examples of Minion CWDT-Loops in Action In a sequence of events where you get no hits besides from minion deaths from the CWDT loop: (0) Start loop by self-hitting (minion dies, forbidden rite, etc.) (1) CWDT-Summon Minion A || [Active Minions: A] (2) Minion A dies -> Self-Hit || [No Active Minions] (3) CWDT-Summon Minion B || [Active Minions: B] (4) Minion B dies -> Self-Hit || [No Active Minions] (5) Repeat 1-4 When you get hit by sources outside of the minion deaths (Forbidden Rite, enemies hitting you, movement skills triggering Gluttony Leather Belt, etc.) **Assumiing your minion lasts twice as long as the CWDT cooldown. i.e. CWDT can trigger an additional time before the minion dies.** (0) Start loop by self-hitting (minion dies, forbidden rite, etc.) (1) [Active Minions: A] CWDT-Summon Minion A -> {CWDT ON cooldown} (2) [Active Minions: A] {CWDT OFF cooldown} -> Receive damage outside of the loop (3) [Active Minions: A, B] CWDT-Summon Minion B -> {CWDT ON cooldown} (2) [Active Minions: B] {CWDT OFF cooldown} -> Minion A dies -> Self-Hit (3) [Active Minions: B, C] CWDT-Summon Minion C -> {CWDT ON cooldown} (4) [Active Minions: B, C] {CWDT OFF cooldown} Minion B dies -> Self-Hit (4) [Active Minions: C, D] CWDT-Summon Minion D -> {CWDT ON cooldown} (5) [Active Minions: D] {CWDT OFF cooldown} Minion C dies -> Self-Hit (6) ... and so on. More minions can be added to the loop (in the extreme case - up to the minion's specific limit) if the duration of the minion is longer than CWDT's 0.25 sec cooldown. This is unnecessary damage from minion deaths if all you want to do is sustain the life leech. The following argument can be made: "Then just go with low 0.02 sec duration Skeletons loop with CWDT and increased cooldown recovery (belt or Bound by Destiny mod)" - Yes you can, but it's just unecessary damage during leeching unless your aim is to spam skills as quickly as possible via CWDT. Furthermore, as shown above, you'll be vulnerable to Temporal Bubble 4) Other thoughts and Ideas: i) Ignore the current passive tree and most of the damage setups as I was trying to take inspiration from Jousis' Build of the Week: https://www.pathofexile.com/forum/view-thread/3429470 Currently, I'm trying out Bladefall of Trarthus+Hextouch Support+Less Duration Support+Temporal Chains to get lots of Souls for somethin I'll cast myself (the Coiling Whisper ring is easy damage!!). That only leaves me space for 1-2 CWDT setups though. The curse mastery that grants "Recover 1% Life [and Mana] when you curse a non-cursed enemy" is good in our case since the Temporal chains duration is so short (0.56 sec in the in-game tooltip). CWDT+Righteous Fire just saves me a button press. Also, Cospri's Will provides a +1 curse limit, so you can either use Despair/other curses for more damage or Enfeeble for additional damage reduction from enemy damage. ii) An alternative approach to the setup I have above would be to use Summon Skeletons (x2 are summoned each time), giving a total of 840 physical damage per loop (before mitigation). Following that, you would back calculate how much armour you would need (taking into consideration the Physical Damage Reduction from sources like Adrenaline granted by the boots) to bring that value closer to 469.92. .... (Details: Lv1 CWDT+23% gives 11% reduced damage needed from the base of 528 .... i.e. 528*(1-0.89)=469.92). You'll probably need to put in multiple "To Dust" jewels though. iii) Additionally, a Slayer could leech on 20% of overkill damage and always be leeching by (1) using the new Squirming Terror ring to summon worms every 2 seconds and using Bladefall of Trarthus. Now sure how well that'll work though! You'll need to ensure your leech is enough to last for 2 seconds. According to the PoE wiki: """The duration of a life leech instance is defined by the maximum recovery per life leech, divided by the leech rate of 2% of maximum life per second. By default, the maximum amount of life leeched per instance is 10% of a character's maximum Life, resulting in a maximum duration of 5 seconds. No stat currently exists to modify the base rate of a leech instance. The maximum recovery may be modified through Maximum Recovery per Life Leech, which in turn modifies maximum duration. For example, a 100% increase from Brutal Fervour [in the Slayer Ascendancy tree] will result in a maximum recovery per life leech of 20%, recovered at a rate of 2% per second for 10 seconds.""" Some more details here: https://www.poewiki.net/wiki/Leech I'm personally not an expert on leech, but it sounds like a 2 second (maybe more) leech requires a total leech of 4% of your maximum life (e.g. if you have 4000 life, aim to leech 160 life. You'll receive 80 life in the 1st second, then another 80 life in the 2nd second. Since the slayer has the Endless Hunger passive skill which grants "20% of Overkill Damage is Leeched as Life", this means that you'll need to do at least 800 overkill damage on the target (Math: 160 / 0.2 = 800). iv) Apparently reflected poisons via The Golden Rule aren't affected by "#% reduced Poison Duration on you" but "#% increased Poison Duration" does work! It'll help prolong the healing you'll get from the poison stacks. https://www.pathofexile.com/forum/view-thread/3366418 vi) Death's Oath Astral Plate??? You could equip this, especially since armour doesn't matter with Gluttony, but you'll only take 450 chaos damage (before mitigation) for 3 seconds on kill. You could technically automate this with worms, but the chaos DoT it provides is very lackluster compared to Righteous Fire and Annihalation's Approach. Also, the armour it provides is nulled by Gluttony. If you're really desperate, buy the Transcendence or Celestial Righteous Fire MTX Effects in the shop ;D. vii) Probably need some stuff to mitigate stun as it'll disrupt the CWDT-loop and speedrun our character's death. iv) Time to figure out how I want to scale damage! For a spell based method: Maybe stack life for Forbidden Rite? This is way too unoptimized compared to the Perma Souls Forbidden Rite of Soul Sacrifice video I saw from Jungroan, but it was fun to experiment nonetheless! ... Could consider Spellblade support since we're using Atziri's Disfavour. ... "Supported Skills have Added Spell Damage equal to (40-135)% of Damage of Equipped One Handed Melee Weapons. If two Weapons are Equipped, each contributes 60% as much Added Damage" For a attack based method: Bloodthirst support provides "Supported Attacks deal Added Physical Damage with Weapons equal to 2% of Maximum Life while on Low Life" which is perfect cause we're always low life with Petrified Blood! vii) Other potentially useful Bound by Destiny jewel modifiers that only require 2 influences: ... (10-15)% increased maximum Life if 2 Elder Items are Equipped ... Nearby Enemies are Unnerved if 2 Elder Items are Equipped ... Unaffected by Shock if 2 Crusader Items are Equipped ... Nearby Enemies are Unnerved if 2 Elder Items are Equipped ... Nearby Enemies are Blinded if 2 Redeemer Items are Equipped ... Consecrated Ground around you while stationary if 2 Crusader Items are Equipped ... Projectiles Pierce 2 additional Targets if 2 Hunter Items are Equipped (depending on the skills you use) P.S. GGG, please give us more gem slots T_T.