[3.11] CoC Bladefall | 20m+ DPS | 10k+ ES | Fortify | Suitable for any endgame content


^ kill using inc AoE gem instead of Conc Effect, just because I'm lazy


Path of Building

My Harvest character: Afolian
POB pastebin (use fork): https://pastebin.com/sKsQ2sfK (updated 24 Aug 2020 @ 16:00)

Disclaimer

"Bladefall? What about Blade Blast?" - you might think. And yes, Bladefall is the star of the build. Blade Blast is simply an extra utility in this build and isn't even necessary, you can replace it with whatever you like. Most people would tell you that Bladefall is simply a utility spell for clearing weak trash mobs and providing blades for blade blast, but they really don't know what they are talking about.

My current build version is the culmination of min-maxing in both Delirium and Harvest leagues. It's a very solid and fun build that can do any endgame content very effectively and stay alive while at it, except for HoGM for obvious reasons (kinda). It is especially good for 100% delirium maps and Simulacrums which you can clear with close to no effort on this build without headhunter and even with lower-end gear (although gear will improve your survivability greatly).

Build information

Showcase videos
I recommend watching one of the videos of this build in action on some of the hardest PoE content to see if it's something you're interested in:

100% Delirium maps

- [3.11] T15 Burial Chambers - AL8 + 100% Delirium + Double Beyond

Simulacrums

- [3.11] Simulacrum #1 - Hysteriagate
- [3.11] Simulacrum #2 - Hysteriagate
- [3.11] Simulacrum #3 - Hysteriagate
- [3.11] Simulacrum #4 - Bridge Enraptured
- [3.11] Simulacrum #5 - Oriath Delusion
- [3.11] Simulacrum #6 - Lunacy Watch

Note: Bridge Enraptured is the best layout, Oriath Delusion is worst, but you can still reach 5~6 rewards on any layout, just need more effort on worse ones.

Bosses

- [3.11] Sirus
- [3.11] 3x Uber Elders
- [3.11] 2x Shapers
- [3.11] Shaper Guardians
- [3.11] Elder
- [3.11] Cortex

All these runs were deathless and I was mostly using Awakened Increased Area Of Effect gem in main link instead of Concentrated Effect for more efficient clearspeed and I didn't really bother swapping it for most bosses.

Out of all endgame bosses - only Sirus pose real threat on last phase, and probably Aul if you fail too many mechanics. The rest of the bosses will die faster than they can throw anything at you.
PoB and Introduction
My Harvest character: Afolian
POB pastebin (use fork): https://pastebin.com/sKsQ2sfK (updated 24 Aug 2020 @ 16:00)

Early tree

There are two trees in PoB - lvl 90 and lvl 99. Reaching level 90 should be fairly easy and until you reach it - you can simply exclude some clusters or crit multiplier nodes on the tree.

Damage

It is very hard to estimate Bladefall damage - displayed damage (~685k) is per blade hitting the enemy under all buffs and debuffs active vs Shaper. With proper gear - awakened gems & cooldown reduction on boots and belt - you can proc ~36 (9x4) Bladefalls every second and each Bladefall can hit your target multiple times.

Important thing to understand - Bladefall can shotgun. And even if we would consider that only 1 out of 4 Bladefalls (you proc 4 with awakened spell cascade) hits the target and only 3 blades from that Bladefall actually hit within your target hitbox - it would still be:
( 3 hits x 9 casts per second x 685k ) = ~18.5m dps

But with Concentrated Effect there should usually be more blades actually hitting your target, that is why if you are lacking single-target early on - I recommend using Concentrated Effect gem instead of AoE. And that is also why it is hard to estimate actual dps on this build.

It certainly goes above 20m dps (just by looking at some boss kills I've done and approximating), but how much exactly is hard to tell.

One important thing - it's almost impossible to instantly kill big bosses on this build because it requires a bit of ramp up time to reach it's maximum dps - getting power charges, pride aura stages, aspect of the spider debuffs - it usually takes 1~2 seconds to reach your maximum damage output, at that point most bosses just drop dead. And also this build doesn't do big damage hits - it does lots of tiny hits, so you can't skip phases on Sirus or Shaper.

Clearspeed

Clearspeed and, most importantly, coverage is what makes this build great compared to many other high-dps builds. Your dps is consistent at any spot on the screen that you can reach by Bladefalls.

Yes, you obviously still need to hit something in melee with Cyclone to trigger Bladefalls, but once you do - even just 2-3 procs should be enough to clear the whole screen of monsters, including tanky rares and often even unique enemies.

That is what makes this build especially great for simulacrum, for which I have been using it during Delirium and Harvest and it never failed me.

Survivability

I've been trying a lot of things with this build originally - block cap, dodge cap, high evasion, different ascendancies etc - but I ended up with just a few defensive mechanics that are perfectly enough to survive any endgame content.

I'll properly cover them all in a separate section, but to list the most important ones:
- High ES pool - Having 10k+ ES pool allows you to survive big hits
- ES on hit - Coming from watcher's eye, your main way to recover ES
- Fortify - One of the strongest ways to mitigate damage
- ES leech - Always helpful to have when there are no targets to hit
- Block - Some attack and spell block from shield and flask
- Dodge - Some dodge granted by elusive & flask
- Cyclone - Being mobile at all times is the best way to survive

As you can see - it's nowhere near some other builds like max block Gladiator or max dodge Pathfinder in terms of defensive capabilities, but it is also way better than none. Paired with high ES pool and fast ES recovery options - it is more than enough to survive even toughest endgame content.

Build cost

This build is fairly expensive even in Harvest league. It's not hard to make the basic version of it, but it is difficult to polish and min-max it - it will most certainly require you to self-craft most of the items as they aren't available on the trade.

Appoximate cost of the build
- Basic: 25~35ex
- Polished: 90~140ex
- Min-maxed: 250~400ex

That being said - these are prices considering you would buy most of the stuff directly from trade. You can easily halve these prices if you are going to craft this gear yourself.
Pros & Cons
Pros
+ Very high single-target DPS
+ Very good clearspeed
+ Respectable amount of ES, up to 10~12k
+ Cyclone as main skill
+ 100% hit and crit chance for Cyclone and Bladefall
+ Fortify on hit
+ Immune to extra critical damage during Elusive (90%+ of the time)
+ 30 ES on hit, works really well with Bladefall
+ Flesh and Stone for extra defense or more damage
+ 40%+ physical damage reduction
+ 45/10% block and 25/25% dodge
+ Reflection immune once crit-capped
+ More defense layers can be added
+ There is always a room for improvement, given you have currency
+ Slot for portal gem
+ No legion jewel shenanigans


Cons
- Lots of visual clutter, courtesy of Bladefall
- Pushes your GPU to it's limits
- Can be quite squishy with very basic gear
- Very skill point -hungry build, level 96+ is recommended
- Requires expensive but obtainable jewels (clusters, watcher eye, etc)
- Quite expensive to min-max rare items outside of Harvest league
- Not recommended as a season starter

Content Rating
This is my personal rating of this build for each endgame content type with some additional notes and information:

Simulacrum - 10/10
This build was originally supposed to be my go-to for clearing Simulacrums back in Delirium league and it does it exceptionally well, even on a budget gear. You should be able to get 5~6 tiers of rewards on every wave, even on Oriath Delusion layout. It easily rivals headhunter builds at Simulacrum clearing potential, but you can also pair it with headhunter to make it even better.

100% Delirium Maps - 10/10
The more juice you have on the map - the easier it is to clear on this build. So yes, it is extremely good for delirium maps, even without a headhunter. In fact - you can check out the video section for an example run.

Metamorphs - 10/10
You get to kill them in under 2 seconds (when starting unbuffed), so they don't pose any real threat to this build. Just keep an eye on on-death effects metamorphs might leave as they die. Same is true for metamorphs on the map and in the lab.

Syndicate - 10/10
Syndicate poses no threat, all members instantly die as you engage them in the map or in the safehouse. Mastermind is also an extremely easy fight for this build if you choose to do it.

Normal Mapping - 9/10
Very fast and safe map clearing with pretty much any mods. Can do reflects, no leech and even no regen (but might want to have a bit more mana vailable for that or a mana flask). Gets minus 1 point because there are even faster builds out there for map clearing, although those are often way squishier and slower at killing bosses.

Garden - 9/10
Can easily clear T3-T4 seed patches in high quantity delirium maps when properly geared. Gets minus 1 point for visual clutter Bladefall creates which, on top of the garden and delirium, makes it impossible to see anything at all until you kill all monsters.

Bossing - 9/10
Easily kills all endgame bosses, but loses 1 point for Sirus being pretty sketchy on last phase. Even with chaos resistance capped and shock immunity - you might still die quite easily. That goes for most builds out there, but there are some that can tank all Sirus attacks without any issues (and I'm not talking about full immunity builds). So it's not the best for Sirus particularly, but very strong bossing character overall. You can check various boss videos in the video section.

Delving - 7/10
It's not a deep-delving character, you can go down to depth 700~800, but past that you will get one-shot very often and it generally won't feel good, mostly because build doesn't offer an excessive amount of defensive mechanics. But you can delve on it pretty efficiently - roam around the darkness for chests and walls, massacre monsters and do any available nodes. It is very good for delve bosses though, that's why it gets a fairly high overall score for delving.

Blighted Maps - 7/10
It's a strong build, but you still have to actively channel and stay in melee range of your enemies to kill them which is not the perfect case for blighted maps. I did clear a lot of blighted maps on this build and didn't fail any of them, but sometimes it was really annoying to manage towers and kill monsters at the same time, especially when you get packs with proximity shields. So yes, you can easily clear blighted maps with this build, but it isn't the best possible build for that task.

HoGM - 1/10
You can't do HoGM on this build for a simple reason - you are low-life and some of the enemies there have culling strike and will instantly kill you on hit. You might be able to clear it in a few attempts by simply overwhelming packs with damage, but you will surely die a lot.
My gear in Harvest








Enchantments
Labyrinth enchantments aren't necessary for this build, but helmet enchants can be useful to increase your damage or clearspeed.

Helmet
- Bladefall has an additional Volley - My personal choice for clearspeed
- 40% increased Bladefall Damage - A slight (~4% more) damage increase
Other enchantments are useless or even negative for us

Boots
- Regenerate 2% of Life per second if you were Hit Recently
- 10% increased Movement Speed if you haven't been Hit Recently
- 8% chance to Dodge Spell Hits if you've taken Spell Damage Recently
Other enchantments are useless or even negative for us

Belt
- 20% chance to Avoid Elemental Ailments while you have Elusive
- +300 to Armour while you have Fortify
Other enchantments are useless or even negative for us

Gloves
Use whatever you want, seriously, all glove enchantments are useless
Build explanation
Cast On Critical Strike (CoC)

Main damage in the build is coming from casting Bladefall spell whenever you crit with a linked attack, in our case - Cyclone. To make Bladefall be auto-cast upon critical strikes - we use Cast On Critical Strike support gem in the link, so the minimum link setup for this to work is next:

[Cyclone] - [Cast on Critical Strike Support] - [Bladefall]

For the remaining links we want to use whatever makes us do most damage while not hindering or limiting us in any way. So, after weeks of testing I came up with 2 optimal setups:

1. Single-target (~26% more damage than AoE setup)

[Cyclone] - [Cast on Critical Strike Support] - [Bladefall]
+ [Controlled Destruction Support] - [Spell Cascade Support] - [Concentrated Effect Support]

2. AoE

[Cyclone] - [Cast on Critical Strike Support] - [Bladefall]
+ [Controlled Destruction Support] - [Spell Cascade Support] - [Increased Area of Effect Support]

Whether you want to keep switching between these two setups or just use one of them is up to you. I personally use AoE setup for everything except Sirus and Delve bosses as it also has enough DPS to down any bosses fast.

For quite a while I've been using Brutality Support as the 6th link, but it locks you out of any other elemental or chaos damage which results in less overall damage with my new setup compared to physical only setup.

Awakened gems

Awakened gems, especially Awakened Cast On Critical Strike and Awakened Spell Cascade, provide a huge damage and clearspeed boost but aren't mandatory for the build to work.

If you have limited budget, this is the order I recommend upgrading gems to awakened versions in:

1. Awakened Spell Cascade Support - provides huge AoE coverage boost
2. Awakened Cast On Critical Strike Support - provides a substantial DPS increase
3. Awakened Increased Area of Effect Support - provides more AoE and a substantial DPS increase
4. Awakened Controlled Destruction Support - provides a small DPS increase


Cooldown recovery speed

Cooldown recovery plays a huge role in boosting any CoC build damage because it affects how many times per second you can trigger spell with your critical strikes.

Cyclone has a very high base attack speed which, when paired with ascendancy passives and high weapon speed, will be just enough to cover maximum possible cooldown recovery you can get on this build.

There are a lot of explanations around on how you should balance cooldown recovery and attack speed, so I won't go deep into that. But to put it simple - you need to have slightly less attacks per seconds than you can have casts per second to avoid losing a lot of dps.

If you want to check it in-game - you can simply look at the tooltips:




Cyclone attack speed should be tiny bit (0.01s or less) lower than Bladefall cooldown. Then you will have maximum possible output.

Obviously these tooltips (taken in hideout) do not show the actual attack time for Cyclone because in combat you will have all sorts of buffs affecting it, so you have to check it fully buffed in a map. Bladefall cooldown is pretty accurate though because it comes from gear and stays the same all the time.

If you want to know more about how CoC works, I recommend reading this reddit post from the time when awakened gems were introduced:
The Cyclone Cast on Critical Strike Cooldown Guide MkIII

My current build is only missing cooldown recovery on boots, but ultimately you want to have it there as well (and I will fix it quite soon).
Damage scaling
In current build version I tried to balance all of damage sources to make sure that damage output is at it's maximum potential, while also adding a lot of defensive layers to make sure build is pleasant to play and you won't die on it every second map.

Bladefall damage is scaled by many things:

Gem levels
Bladefall level affects it's damage a lot, so I strongly recommend finding a level 21 gem, preferable with 20~23 quality. Support gem levels provide a substantial damage boost as well, but it is far less than Bladefall levels. This is why I have [+1 Level of All Physical Spell Skill Gems] mod on weapon and shield. Specifically on the shield it is slightly weaker than getting 90%+ spell damage, but is much easier to acquire in Harvest.

Awakened gems
I already mentioned in explanation section that awakened gems are not mandatory, but they do provide a huge damage boost. Specifically Awakened Spell Cascade due to the AoE coverage and slightly better stats and Awakened Cast on Critical Strike due to it's additional cooldown recovery.

Increased cooldown recovery speed
This is the main stat you want to focus on getting on your belt, boots and on Awakened Cast on Critical Strike gem because it will basically increase amount of Bladefalls you can proc from crits per second and therefore substantially increase your DPS output. Overall you can have 20% on belt, 15% on boots and 22% on gem, bringing additional 57% cooldown recovery in total.

Critical strike multiplier
This build is a crit build, and we also have a 100% chance to crit on top of that, so every critical strike multiplier % provides a huge boost to our damage. That being said, I tried to find a perfect balance between % damage increases and critical strike multiplier on the tree, so resulting multiplier is about 475% when buffed. It would be hard to acquire more without abandoning some ES or defensive mechanics.

Spell damage
Bladefall is a spell, so it will be affected by any bonuses to spell damage or physical spell damage, percentile or flat. Although I don't recommend getting flat added physical spell damage on any gear pieces because that mod will result in less damage than other mods possible on the same items.

Physical damage
Bladefall only provides flat physical spell damage, which can be scaled by "Increased Physical Damage" nodes on the tree which we do take advantage of on the tree and on the cluster jewels. Don't confuse those with the similarly named mods on the weapons - those are local mods that apply to attacks with the weapon only, not spells.

Physical damage reduction overwhelm
Overwhelm is a fairly new modifier that was added to provide a way to mitigate enemy physical damage reduction. It is pretty handful, but it is hard to acquire a lot of it. While I don't recommend focusing on that mod - still keep it in mind when you purchase any jewels, they often have corrupted or Synthesis implicits which can include overwhelm.

Double damage chance
This build uses 2 large and 4 medium cluster jewels which are primarily focused on physical damage and chance to deal double damage. While low - double damage chance is not really that good, even with a skill like Bladefall. But if you are able to get higher chance - in this case 37% (25% from clusters + 12% from watcher's eye) - it gets more reliable and provides a substantial damage boost.

Increased damage taken by enemy
This is a very strong stat as it directly multiplies the damage our target is taking. We get it from a lot of sources - War Banner, Pride, Aspect of the Spider, Vulnerability, helmet mod, Bottled Faith flask and potentially some cluster jewels. You might also find this mod on the jewel implicits.

Increased critical damage taken by enemy
This is a pretty unique and strong mod that we get from our second curse - Assassin's Mark. I personally recommend getting Assassin's Mark first even though it provides similar to Vulnerability DPS increase. The main reason - it will help you to cap your crit chance, increase your DPS and provide some mana upon kills which can be very helpful early on.

Flasks
Bottled Faith is the biggest DPS increase you could get from a single flask. The other big increase you can get in addition or instead of it is Atziri's Promise. I personally don't use both because I still want immunity to freeze, bleed and curses plus additional survivability from Rumi's flask.

Extra damage procs
This refers to Overwhelming Malice node you can get on the medium cluster that provides you with a 10% chance to get Unholy Might (30% of physical damage as extra chaos damage) - this is a huge damage increase for us, even though we don't directly scale chaos damage. And it only takes 1 node on the tree. Other "extra" mods on the shield or weapon can also be used as an option instead of gem level or spell damage mods.
Defense Layers
Energy Shield
First and main layer of defense in this build is high ES pool. I've managed to reach 10k+ ES pool in both Delirium and Harvest while mostly focusing on offensive aspects of the build. If you feel that you don't need as much damage and would rather have extra ES - you can sacrifice mods on helmet, gloves, belt and boots to have extra 2-4k ES. My personal opinion - 10k is more than enough with all the other defensive layers on any boss except maybe Sirus, but he might kill you even with 14k+ ES pool anyway.

Energy Shield Recovery
We recover ES in two ways - leech & ES on hit modifier coming from watcher eye. Leech on this particular build can be strong, but it would require a lot of investment into passive nodes. Instead we are using [Soul Thief] notable that gives 0.3% spell damage leeched as ES, but our main ES recover comes from watcher eye. Bladefall paired with Awakened Spell Cascade and Cast on Crit produces hundreds of blades every second, even if only a portion of them hit - you can easily recover between 1k and 4k ES per second. It is especially powerful against large packs of monsters - you become practically unkillable due to huge recovery (watcher eye mod doesn't have internal cooldown).

Stun Immunity
Stun immunity is straight up granted by Presence of Chayula amulet which is best-in-slot for our build by a long shot - it provides us with extra ES, chaos resistance that is hard to get, stun immunity and also attributes that we are really starved for.

Block
While this build doesn't focus on capping out block or dodge - it still has a bit of both. 25%+ attack block comes from shield, Rumi flask gives another 20%/10% block. More block can be acquired by using different shield mods (spell/attack block).

Dodge
Quartz flask grans 10%/10% dodge, another 15%/15%+ come from elusive that you get from ascendancy and have up most of the time. It's not much, but it does help to mitigate incoming damage pretty well.

Physical Damage Reduction
Basalt flask grants 15% physical damage reduction. Another ~25% come from armour granted by Rumi flask. Some more physical damage reduction can also come from pantheon which I do recommend on this build.

Fortify
We can acquire Fortify buff by using Karui Sceptre as our main weapon paired with [Overlord] notable that is coming from cluster jewel. I would strongly recommend to get it as fortify is one of the strongest defensive options available in the game.

Flask Mods
We are using 3 non-unique flasks (Quartz, Basalt & Quicksilver) on which I recommend having anti-curse, freeze immunity and bleed immunity. On top of that - preferable "reduced charges used" prefix on each of those flasks to maximize uptime potential for bosses. Bleed immunity can be replaced with shock immunity if you are able to get corrupted blood immunity on any of the jewels.
Bandits
Kill all, we want every skill point we can get.
Even the last 2 points (level 99-100) give you quite major benefits.
The Pantheon
I prefer Soul of Lunaris and Soul of Gruthkul for extra physical damage mitigation which we are weak against. Other pantheons probably provide less benefits for us, but you can surely switch them depending on the situation and your personal preferences.
Ascendancy
Taking elusive buff (Mistwalker) first might be most effective during leveling, but otherwise you can invest points in any order you prefer - they're all quite powerful and useful.



I also prefer Opportunistic node over Ambush and Assassinate for the extra damage mitigation and movement speed. Ambush and Assassinate does provide slightly more damage and 10% culling strike, but you can also have it on the Warlord gloves instead, especially in Harvest.
Leveling
To be honest - I currently don't have any special tips for leveling this build from zero. My only recommendation would be - don't use this build until you reach the maps. Simply use any other Assassin build that is easy to level and then switch to this build once you complete the story.

If you have any questions about the build - feel free to ask here or poke me in-game at any time you see me online!
Last edited by mgarin on Aug 24, 2020, 9:52:41 AM
Last bumped on Sep 16, 2020, 10:13:10 AM
Reserving extra post, just in case.
Last edited by mgarin on Aug 5, 2020, 12:31:03 PM
I am sorry if I missed it, but where does the fortify on hit come from?
"
boustany wrote:
I am sorry if I missed it, but where does the fortify on hit come from?


No problem, I actually forgot to mention it - I'll update the build tomorrow with some new videos and more description.

Fortify is coming from cluster jewel node: Overlord

Normally it can be found on large cluster jewels, but those are attack-focused so I decided to go with megalomaniac. Those are usually pricey, but this is a less popular node so you can find a megalomaniac with maybe 1 more useful node for 1-3ex on trade. Other nodes could be anything - ES, spell damage, phys damage, block, etc. I found one with resists and physical damage and simply didn't spec the third bad one. It is a bit of waste because you won't be able to take 4th small cluster, but there are other ES nodes on the tree to replace it so it's about the same in the end.

Fortify is optional, but I played this build half of the time without fortify and the other half with and the difference is day and night. After I got fortify I basically completely stopped dying anywhere. So I do strongly recommend it. You can also take it on large cluster (which would be very cheap), but you'll lose some damage on it.

Overall this build is certainly not low-budget, so I didn't really restrain myself from using more expensive items, but it does work without a lot of things just fine as well, including fortify.
Last edited by mgarin on Aug 8, 2020, 8:24:14 PM
Added multiple new videos:

More sumulacrums

- [3.11] Simulacrum #4 - Bridge Enraptured
- [3.11] Simulacrum #5 - Oriath Delusion
- [3.11] Simulacrum #6 - Lunacy Watch

Bosses

- [3.11] Sirus
- [3.11] 3x Uber Elders
- [3.11] 2x Shapers
- [3.11] Shaper Guardians
- [3.11] Elder
- [3.11] Cortex

I didn't find any delve bosses yet unfortunately, so no videos for those, but all of them (including Aul) are easily doable on this build.
How does it deal with T4 seeds inside a map?
"
sorceone23 wrote:
How does it deal with T4 seeds inside a map?


I haven't done those recently on the Bladefall character as I already moved on to next build and unfortunately I wasn't recording when I did it on Bladefall, but I'll see if I can get another set of patches and record clearing them soon.

Meanwhile, here are some notes:

I did 6x patches ( 2x Wild + 2x Vivid + 2x Primal ) of ( 3x T4 + 17x T3 ) on a 40% delirium map with high quantity two times on this build and it was alright. Not exactly great because I did that when I had ~8k ES, no fortify and pretty mediocre gear overall, so survivability-wise it was kinda sketchy. But even then I instantly killed all T3 monsters and just needed a bit of time to take T4 guys down as they have that annoying phasing when they are nearly invulnerable.

You do want to dodge big attacks of the T4 guys and the delirium AoE slaps if you don't have fortify or high ES, otherwise you can tank them and recover fairly quickly.

The problem you might face is lacking flask charges as this is not a pathfinder or ascendant, so I recommend to carefully roll the map for clearing your high-tier patches - no ground effects (shock/fire/chaos) and no extra damage and preferably no monster speed. You don't care about monster crits as you are fully immune to extra critical damage under elusive. Reflect also shouldn't matter as long as you are crit-capped.

Clearing those patches outside of map will obviously be way easier, but drop will also be way worse than on a 100%+ quantity map with 40% delirium and 4x fragments giving 10% quantity each. But it is up to you to decide how much your build can handle at it's current state.

Potentially you can handle even 100% delirium garden clearing with good gear and high ES, but that will still be pretty scary at times.

One issue that I saw on one of the clears and that is probably worth mentioning - client might decide to just randomly close/crash when the patch monsters spawn and you start nuking them with Bladefall, but it doesn't crash the map so you can safely return. Just might want to keep that in mind. I saw it on other builds as well though, so this is probably just a general thing, unrelated to this particular build. It might also be related to insane amount of loot that gets accumulated around the patches if you clear all 6 at once in one map (and "better" loot filter won't help as the items are still rendered on the ground).
Last edited by mgarin on Aug 11, 2020, 6:08:15 AM
Updated the build:
- Added new PoB for lvl 99 and 90: https://pastebin.com/kVhC3Uew
- Updated gear section with my current lvl 99 gear
- Added enchantment section with some insights
- Added fancy gif with cortex boss kill at the top of the post
- Fixed some typos
Last edited by mgarin on Aug 24, 2020, 8:00:49 AM
hello....i decide to give this build a try in STD.
how you get 100%hit chance on cyclone?i see i have just 82%
am i missing something?
"
Lampra wrote:
hello....i decide to give this build a try in STD.
how you get 100%hit chance on cyclone?i see i have just 82%
am i missing something?

also how do you manage attributes with chayula...it seems i cant.i run astramentis to make it work!!
TY

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