[3.24] Bane/Blight Occultist Starter
" Thanks for taking the time to check my character now i have something to work towards ty ! <3 | |
This build ebbs and flows in power. I think it is a lack of my experience in PoE rather than an issue with the build itself. There are certain inflection points where a certain skill, item, or respec is necessary but isn't obvious until after the fact:
* dropping Vampirism for Melding * dropping Malevolence for Grace towards the end of the Acts * adding Enfeeble as a 3rd curse * getting to 5L Bane * adding Ghost Dance * switching 6L Bane -> 6L Blight * transitioning to LL * avoiding certain map mods Yesterday I dropped Allelopathy, swapped from 6L Bane to 6L Blight, and transitioned to LL at the same time. What a mess! Sockets were wrong, resistances were jacked, gems weren't leveled, and generally my gear just had the wrong specs... I'll offer this: make your transitions in stages so your build isn't temporarily bricked (I had to go back to white maps and level and farm to slowly build back into reds). For the LL transition: 1. You spec into Life Mastery | Skills cost life instead of 30% mana cost 2. You then use Arrogance linked with Clarity and Vitality to reserve life a. To hit 50% reserved life you need lv 17-20 gems b. Target 49-49.9% unreserved life by tweaking life passives, +life gear, and Clarity and Vitality gem levels 3. Finally, you must buffer the lost life with added ES I still haven't realized Pain Attunement but I'm close! Two more things. I mentioned avoiding map mods above. In addition to those in the guide: * With physical reflection + Void Sphere it is easy to forget and habitually cast Void Sphere into a mob and kill yourself. Unbind Void Sphere to play this mod. * Slower flask recharge with +1 Chaos gems, Lose 10% life and ES requires a temporary respect into Soul of Ryslatha * Cannot be hexed severely hamstrings the build; not sure why if Unholy Authority should break that... * Various combinations of Allfames and mobs (e.g., Allflame Ember of Wildwood Beasts) makes maps really slow to run Normal grumbling about farming unveils aside, how does one farm veiled uniques for the following? ``` (60-69)% increased Chaos Damage Chaos Skills have (13-15)% increased Skill Effect Duration ``` Dernière édition par imstimpy, le 12 avr. 2024 14:15:29
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" You may be confusing Hexproof with Unaffected by Curses, which is granted by the Lantern of Arimor and cannot be bypassed. Don't put it on mobs with high density. " It's a generic mod and can be unveiled on any weapon except for bows. | |
" LOVE THAT! | |
What Content do you guys run with this build ?
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When crafting a +2 wand, why fracture generic damage over time instead of chaos damage?
+1 all skills +1 chaos skills FRACTURED +20% damage over time multi +20% chaos damage over time VS +1 all skills +1 chaos skills FRACTURED +30% chaos damage over time +50% chaos damage/chaos increased duration | |
" When using fossils, the 3rd prefix you usually get is increased spell damage. If it's high enough, you just care to get crafted chaos damage over time multiplier, like this (ignore the Crucible tree mods): If your 3rd prefix is bad, you can try to remove all modifiers, except for 2 x +1, by using Orbs of Annulment as needed, locking prefixes, and using an Orb of Scouring. Then, you can get multiple crafted modifiers, like this: Using a base with fractured chaos damage over time multiplier isn't necessarily a bad idea - if you get lucky with the 3rd prefix, you may avoid worrying about crafting it further. Sometimes you can craft a small increase to chaos damage as a suffix. It's just a bit lower potential for the overall output. | |
is there an updated POB for 3.24?
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" https://pobb.in/u/Xayazi/bbocc - this link is always set to the current version. It's been updated for 3.24, except it didn't include Automation, I just added it. | |
First, wands.
This weekend I spent a great deal of time in PoB evaluating wand options and craftofexile exploring crafts. I finished with a ~900k DoT/s bump in damage across the two new wands. I now realize some of my difficulty stemmed from "only" 2.5M DPS. I evaluated the following fractured wand options: * Chaos Damage over Time Multiplier * Damage over Time Multiplier * +1 to All Chaos Spell Skill Gems Learnings: * +2 wands on their own do not offer big damage- they must be coupled with DoT multipliers and increased [spell] damage * >82 iLvl wands can be a great base if +1 is OK (+2, as said elsewhere, is ~8x more difficult at this iLvl) * Resonators are easy to farm but fossils are very slow to farm; targeting specific fossils is even slower * Hitting +2 with the fractured +1 chaos wasn't too bad but the odds of also getting good damage was low * Hitting +2 with a good increased spell damage was tough and this is where <=82 iLvl helps: you can get a re-roll every ~6 attempts * The damage king are wands the double DoT multipliers; fractured Chaos DoT multi or fractured +1 to Chaos both yield about half the damage as fractured DoT multi for the same cost * DoT multi is one of the best fracture choice because it must be rolled and cannot be crafted * Big damage wand crafting was expensive: 1-2 divs for base, 1 div for fossils, 1 div for prefixes/suffixes cannot be changed, 2 div for 3 crafted modifiers, and maybe 1 div for an explicit re-roll and there is room to brick the item and go back to step 1. Second, crafting a better pair of gloves was very expensive! My goal was to craft a T1/T2 pair of gloves (spell suppression to 10%, more evasion/ES, etc) and replace my T3/T4 gloves . The issue was hitting the right combination of T1 and T2 modifiers, one prefix and one suffix, with annulling to remove junk/free explicits. In the end it took ~20 Deafening Essences of Delirium; at 35c each that is ~5 divs! |