7 hours ago
Level 97 Hybrid Crit Kinetic Fusillade Elementalist3.27
Life: 3,05564%
ES: 2,82330%
Mana: 83
eHP:
44,021
Resistances: 77%/77%/77%/77%
Evade: 80%
Evasion: 33,051
DPS: 23,924,626
Speed: 8.42
Hit Chance: 99%
Crit Chance: 99.00%
Crit Multi: 423%
Config:
12% Shock, Frenzy, Power, Custom Mods
Bandit: Alira
Gear




























Gems
Shield Charge
Lifetap
Faster Attacks
Kinetic Fusillade
Less Duration
Awakened Elemental Damage with Attacks
Sacred Wisps
Greater Volley
Trinity
Grace
Sniper's Mark
Mark On Hit
Precision
Arrogance
Summon Lightning Golem
Frostblink
Summon Flame Golem
Herald of Ice
Herald of Thunder
Empower
Increased Critical Strikes
Summon Chaos Golem
Summon Ice Golem
Enhance
Summon Stone Golem
PrimalAegis
Tree Preview
Tattoo of the Arohongui Moonwarden(x7)
+6% to Cold Resistance
Tattoo of the Arohongui Shaman(x19)
5% increased Effect of Herald Buffs on you
Tattoo of the Ramako Sniper(x3)
5% increased Projectile Speed
- +25% to Critical Strike Multiplier against Unique Enemies
- 5% of Leech is Instant
- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
- 10% chance to gain a Power Charge on Critical Strike with Wands
- Wand Attacks fire an additional Projectile
Notes
// custom mods// jolt from eshgraft: 10 stacks 0.3cd with 35% cdr= ~2s to max stacks 40% crit multi, 20% more attack dmg, 10% inc dmg taken //config set up for mapping dmg, this is a mapping build// onslaught on kill from boots (off during boss fights) 12% shock is what I do on Polaric Invitation boss, so seems reasonable. Power charge on crit+kill, fills in seconds, frenzies only on hit from snipers mark enemies (rares+), uptime is probably not a 100% during maps but it should be on bosses. Resonance 50; 7projx7attacks per second = this fills instantly //info/// Warning: This build is a speed mapper/farmer, it has the dmg (potential) but not the survivablity to do bosses. I personally avoid t17 bosses on this, most of them are a straight up gamble unless you're a Ben tier player. This build requires specific uniques one of which is corrupted to achieve maximum potential, pricecheck before you commit. Probably not SSF friendly. This build is not cheap, but not insanely expensive either. Rough estimate says around 50-100d for a build that's extremely similar to this POB, depending on market and crafts. ~20d to get started. This was my leaguestarter however, so it just depends on how fast you want to enter t16+. herald stacking info: herald of thunder and herald of ice give added dmg equal to a third of a lvl 20 wrath or a t4 flat dmg mod on wands (off top of head dont quote me on that) We scale this with +levels to skills from honourhome (+9 with a +2aoe corrupted honourhome with a lvl 4 empower) for lvl 30 heralds. Bringing herald of thunder to a WHOPPING 37-150 added dmg to attacks. (half a t1 flat mod) Increase this by 66% from elementalists bringer of ruin and a bunch of Herald Buff effect tattoos (Tattoo of the Arohongui shaman) for 5% increased per, in my case 17 for a 85% total. What brings this from a pretty okay way to scale dmg is the Lycia bloodline ascendancy paired with reduced mana reservation effeciency from Essence worm (and supports on the heralds for 130% (empower) and 120%(anything, i use inc crit support)) This scales our herald reservation to ~45% each for a 90% more buff effect. All of this together turns our measily 20-81 flat added lightning from lvl 21 HoT into a pretty massive 204-829 flat added lightning dmg, 10 times the base effect. Herald of Ice adds 409-613 for a total of 613-1442 flat elemental dmg to attacks. This 613-1442 is equal to having 5ish t1 flat lightning mods on your wand, or 2000+ int stack wander's wand. (they scale better on the backend, though) To further increase our damage effeciently we turn to Increased Spell Damage%. You can get up to 110% from grafts, 100-120% on shield, 94% on wand and all of this is multiplied by 1.5x for kinetic fusillade for 450% increased damage from 2 items and grafts alone. Golems (and investing in them) First off golem items are pricey; if you choose to not get anima stone with 3x Primordial eminence for the 5th golem (in our case probably lightning golem/flame golem) you lose out on 90% (130% with cluster) golem buff effect, you lose about 30% inc dmg, 50% inc crit and 500ish flat acc, 20% chaos res and 25% global defenses and depending on which 4 you keep, 1 whole golem buff. This cuts down on Ehp a bit but the dmg overall should be fine, you can replace these jewel slots with jewels with mods like life%, spell damage% and global crit multi (preferably all 3). Golems solve a lot of issues builds with unique jewelry have, chaos res and defense scaling and without the crit chance and more importantly accuracy scaling rom ice golem you'd have to solve both of those through passives. The dmg increase from flame golem is about 10% of my total increased damage but the aoe does help kill proximity shielded mobs. stone golem adds a solid increase to both our ES and Evasion, as well as giving us a decent amount of regen to deal with ground effects or poison/bleed/ignite. Kinetic fusillade's breakpoint is having 0.05s duration below your attackrate, my character has 0.14 attackrate without and 0.13 with onslaught, so we need delay to be 0.07s. This is achieved with ring (19-20%) + amulet + (19-20%), tree passives: 5%+5%+15%, annoint 10% reduced duration for 75%. So 0.7x0.25=0.175, add less duration 21/20 for 60% less, 0.175x0.4=0.07s. You can go as low as 73% reduced duration (or 19% ring+ammy). Anything above counts as 0.8 and will need a reduction in attackrate to match. 0.7 delay + 0.13 attackrate is the fastest feasable rate for the skill, anything faster needs a 2nd ring but that's just not worth it, especially not on a herald stacker. Precision on life only if you have a crit multi precision watchers, but I wouldnt use one unless it has grace supress+crit multi. //crafts// chest: just get lucky with the graft tree :). More realistically maybe is getting t1 supress fracture on a sanguine/necrotic base and using dense fossil spam till minimum 3xT2. You want at least 2500/500 eva/es for a chest to be worth using imo. belt: hunter stygian, spam with deafening ess of rage till life+life% + resist. More deterministic is getting suffixes done first and finishing with suffix can't be changed harvest life reforge but this gets expensive quick. (compare to ess price) gloves: deafening ess of rage till str+chaos res+res (or start with one of these on a fracture), finish suffix can't be changed harvest life reforge. Shield: probably easiest through tree, but I wouldn't count on these exact stats (spell%+max res +int) but try to get T2+spell% + t1 int, these should be relatively cheap on the market. easily spammable with int ess as well if you're just after a 2mod. boots: Bought mine, if you wanna force similar you can start with deaf ess (of any res) till double res then finish with suffix can't be changed + veil chaos for chaos+ele res suffix into suffix can't be changed harvest life. Wand craft: start with kinetic wand (can't roll attack mods, makes finishing the suffixes super easy with fractured t1 crit% base. Deafening ess of woe till t1-2 flat lightning + open prefix + open suffix. If no open mods yolo annul, bases are ~1d and essences are ~50=1d so it's cheaper to miss the annull and roll again. -If you can afford it get multiple bases incase they hit some other desirable mods (t1 chaos+open prefix, double/triple flat ele (t2+), t1 mana with t2+ flat lightning/cold), finish the crafts in the way described below and sell them to make back the crafting cost. wand should now be spell damage T1 or T2 added lightning damage -open prefix- /// (fracture)38% crit chance anything (gets removed) -open suffix- Benchcraft prefix can't be changed -> veiled chaos; if veiled suffix repeat process till veiled prefix: unveil 14-16% elemental penetration. This fills up the prefixes. (low chance it fills suffixes, you'd have to yolo annul a suffix afaik) Benchcraft prefix can't be changed (again!) harvest reforge crit, this GARANTUES crit multi% but the tier is random, if you're not satisfied with the tier you can Prefix can't be changed > crit reforge untill you do. Finish with benchcrafted attackspeed or dex+int/attackspeed if you want to minmax herald tattoos. //Not before Frequently Asked Questions I came up with myself for you// 1. Why so much int gear on a topside build: herald tattoos scale our main and almost only source of flat dmg and is the only way to scale it past base+lycia+elementalist without sacrificing a lot of great gear for absolutely terrible alternatives. With an int requirement on 188 from the wand, and hybrid gear we can drop any int node that doesn't take us below that 188 mark and replace it with herald buff effect, turning most of our travel nodes into some of the most effecient dmg nodes we have. 2. How do i solve res?: dex tattoos for some cold res, hybrid chaos+res benchcrafts instead of forcing pure chaos rolls (since we get most of it from golem), getting a shield with 1-2 t1 res rolls should also make the whole process a lot easier. Alira bandit choice for 15% ele res. 3. Can I play this as an int stacker instead of a herald stacker: I'd say yes but you can't give up the minimum 38% reduced duration from jewelry, so you have to make a choice to sacrifice amulet slot or both rings, competing with some really insane items on stackers.