Stress-Free PoE! RIGHTEOUS GOLEMS (RF): No Required Items! 1-Button Play! SSF League Start-End! 3.13

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jamie_4_1_0 wrote:
Thanks for the explanation, but I do not use any attack skill, I only use flame dash to trigger inspiration, so there is no way I can utilize EE?


EE works on hits.

Attacks and spells can both hit.

Flame Dash is a spell that hits.

Flame Dash is a fire damage skill.

Using Flame Dash will proc EE for fire.

RF will then function poorly for you as Fire resistance on the monster is now higher, at least until ball lightning goes off, but Ball Lightning is behind a CWDT setup and if it does not go off, you are stuck with bad resistance for fire.

If you are married to Flame Dash, unallocate EE on the tree.

If you want to use EE, you need to use another movement skill that is not fire based.
While leveling to 82 last night I felt I was not getting any where near enough out of WOC which is so powerful when combined with Mastermind of Discord.

I noticed it was either not going off, or going off too late, or going off and firing in the wrong direction since I am spinning.

So I removed it from being controlled by CWDT.

I selfcast it now which feels so much better. I can hit a ton of monsters with it (anomalous version), or hit a single target very easily, and every one ignites as I have 100% ignite chance.

Because everyone ignites on command, Cinderswallow becomes powerful again, which I have added to my flask set up.

I am going to continue to play with this set up today to experiment but in the hour or so I used it last night, everything died so much faster.
Last edited by AndyLovesHisBge on Feb 28, 2021, 10:33:36 AM
I have now reached the point where I can kill the conquerors on AW8. It is not super fast but they die with out too much work.

I should note though that the speed to kill them is probably 20 times faster as previously as I use WOC under my control and I went with Heart of Destruction for my last ascendency which is really powerful on the offensive side of things.

==========================

I should note, just in case I made a huge mistake in my build, that this build appears to function different than other DOT's I have used in the past.

I have done both bleed and poison builds before and in those I would build up the bleed or the poison and then go hide in a corner while the bad guy dies. But with this build, if the monster is not in my circle, I barely see his health move.

I likely have made a mistake as I feel my damage has been invested in more than enough (all awakened gems, cluster jewels, lots of points in DOT etc).

According to POB my clearing DPS is 1.7m dps and my single target is 2.2m dps, which at level 83 appears to be solid looking at the poe.ninja end game level 98+ builds.

Should I be seeing the fatties take damage while not in my circle if I have spun around them a few times already? The trash dies instantly so I am only really talking about the rares here.

Is there some sort of burning "time" that I need to extend?
Last edited by AndyLovesHisBge on Feb 28, 2021, 1:53:22 PM
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This is probably my most valuable item in my stash. Can this work for this build? I know the extra ES is wasted for health, but I think the ES would still add to the damage, as would the frenzy charges (which cyclone would proc easily).

Let me know before I sell it. I would rather repurpose it for this build if possible.

The biggest question I have is whether the explody part works in our build since we don't scale any physical damage.

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ok I have done a bunch of research tonight talking with other players.

The chest will function well but the explosions will not be huge. They will still occur though.

One suggestion to significantly improve the explosions was to take 2 points and spend them on Magmatic Strikes on the tree which then allows the explosions to benefit from some of the Fire scaling we have. These two points don't help RF at all since they are damage converts but they do help the explosions which should help clearing.

As such I think I am going to take this armor off the market and see how it works in this build unless anyone sees a gotcha that I missed.



IN case any one has an explody chest, let me save you some time, DO NOT TAKE Magmatic Strikes!!! :)

It took me an hour to figure out what was wrong but Magmatic Strikes converted a portion of physical damage into fire damage and put fire damage on my Cyclone which is a BIG no no for EE.

The explosions still work with out Magmatic Strikes.
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LibraExAnima wrote:

Edit: Phoenix is impossible for me, lasted less than 5 seconds even when avoiding his explosion x)
Edit2: Didn't notice the Maven button was on. That was likely the cause lol


I would skip Phoenix unless you absolutely have to fight him.

He has a constant debuff on the player which periodically reduces our max fire resistance. It continues to stack through out the fight. Obviously anything that screws with our max fire res is really bad for us.

As you mentioned, you can at least attempt to dodge the fire bomb but there is no dodging the debuff, every player gets it.
If you take the 2 points from Amplify out and 1 area of effect node near the other major AOE node, you can spend 2 points for Firewalker for a fair amount of damage and fire resistance and the other point you can spend for HP. Just saying ^^ The bonus AOE area is very minor.

Upgraded my equipment, I think. I've sold the stuff I bought for another build that turned out to not be my thing (Glacial totem thing with Soulmantle and a ton of curse related stuff) and thought I'd look for better stuff.

I cannot craft additional stuff onto my helmet and lost a little bit of armour, but it's not corrupted so I can do labs if I'm bored and try to get the enchantment. (My Offerings for the Eternal Lab are limited, so why the hell not :D Just need some more Twice Enchanted prophecies)

Edit: Bought my first cluster jewel for 7c. It has 4% DOT multiplier, Flow of Life and something else that gives 25% dot damage. I took out Fire Walker and one 4% DOT multiplier node to allocate them in the jewel. Did I do that right? In total I should have gained some useful stats I think.

Edit2: Testing replacing the Cursce cwdt setup with frostblink, hextouch and the curse at the moment. Because I'm a huge fan of frostblink and it's synergy with cyclone :D

Edit3: I think it works well, the aoe's are huge (As big as our RF I'd say) but the only problem is the fixed travel distance. It can be a pain on small targets because the enemy might be outside of our RF for a second before we adjust our position again... It requires some more testing I guess.

By the way this is the first build I'm actually tweaking and experimenting with :D So that's a huge compliment for you Wrecky because I get bored really quick :P

Edit4: Made it Frostblink - CWDT+Flammability. Zooming all around the map while fighting at the same time makes my brain all mushy :D

Edit5: I'm "completed" with this character for the moment. I'll switch over to the zomboys again and play that a bit more. Level 92 is mighty fine for me, leveling further seems rather annoying and tedious since I tend to die stupid deaths, heh.
Want to play a beginner friendly, highly expandable and reliable build? Try WreckerOfDays' ! https://www.pathofexile.com/forum/view-thread/2606288 -- My Hideout -> https://hideoutshowcase.com/hideout/show/2881
Last edited by LibraExAnima on Mar 1, 2021, 11:59:38 AM
After removing the one CWDT to allow me to control WOC, I realized I had a free socket.

Since I was pathing down to Bloodless for more life, I just decided to spend one tree point and take Call To Arms.

Now I have the nice QOL of Enduring Cry on my left mouse key.
Here is today's theory craft.

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To produce the most damage possible, this is the sequence to follow for this build:

1) Wave of Conviction

2) Ball Lightning

3) Curse with Flammability

4) Pop Bottled Faith and Cinderswallow

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The problem I wanted to solve is how to create the above 4 steps as simply and consistently as possible. The following is my perspective solution:


1) Self cast WOC. This will apply exposure, ignite and proc Mastermind of Discord. By using a Flammability on hit ring, flammability is also applied. I use anomalous version of WOC for a wider cast of the spell.

2) As soon as WOC is cast, Ball Lightning will automatically cast from my trigger scepter. This immediately procs EE on any monster in site for a huge DPS boost. Flammability will also be applied here on any monster that WOC may have missed.

3) Pop the flasks.


I believe this should be an extremely easy game play as it only requires self casting WOC and the flasks and then every thing else happens in sequence to maximize our damage.

And this should work on packs or on single target.

I intend to alter my trigger wand to only have a single spell in it so that I can guarantee that WOC will always be followed by Ball Lightning.

Since that will leave two open sockets in my weapon, I will support Ball Lightning with Culling Strike and Blind.

With Culling Strike on Ball Lightning, I may think about removing it from the Golems and maybe using Empower instead....I need to think more about this.

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if any one sees any holes here, please let me know.









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LibraExAnima wrote:
Spoiler
@ Wrecky;

Maybe you wanna add to the guide the following suggestions that are basically free except that they must be 'farmed' at the Eternal Lab (Lab Nr4):
Spoiler

--> Gloves Enchantment:
- Commandment of Winter
Spoiler
Unleashes an icy projectile that pulses with cold as it travels. (So it's a dot?)

- Deals 1020 to 1615 Cold Damage
- Trigger this Spell when you're Hit
- Damage cannot be Reflected
- Cooldown: 10 seconds

- Commandment of the Tempest
Spoiler
Charges you with lightning which lasts a duration (2 seconds) before unleashing, damaging surrounding enemies.

- Deals 3739 to 5920 Lightning Damage
- Trigger this Spell when you Hit
- Base duration is 2 seconds
- Damage cannot be Reflected
- Cooldown: 10 seconds


They are fairly common and trigger EE while providing a bit of extra damage that procs reliably every 10 seconds as long as we hit something, plus scales with our elemental damage.

--> Helmet Enchantments
Spoiler
- 100% increased Effect of the Buff granted by your Chaos Golems
- 150% increased Effect of the Buff granted by your Flame Golems
- 150% increased Effect of the Buff granted by your Stone Golems
- 30% increased Flammability Curse Effect
- Consecrated Ground from Purifying Flame applies 9% increased Damage taken to Enemies
- 40% increased Righteous Fire Damage
- 24% increased Righteous Fire Area of Effect
- Wave of Conviction's Exposure applies -6% Elemental Resistance

Viability may vary, but those are the effects that are the most useful to us. Plus, unfortunately to gain a specific helmet enchantment is rather difficult due to the grand pool of possible ability alterations in that enchantment slot. It may be better to outright buy a helmet that has one of those on it, that may be pricey though.


--> Boot Enchantments
Spoiler
- Regenerate 2% of Life per second if you were Hit Recently
- 10% increased Movement Speed if you haven't been Hit Recently
- 120% increased Critical Strike Chance if you haven't Crit Recently

I'm not sure which one of those would be the most useful. There are also options, in the same manner with "If you were/weren't hit recently", with dodge. I think the movement speed would be the most useful for bossing and fighting breaks while mapping, right?

Thanks Libry!

I think I do want to add a little more to the gear sections of my guides...but I want to be very careful with what I put. The second I start with specific suggestions, two things happen: 1) Some guide followers follow the suggestions as the guide's "gospel truth", 2) it opens the door to be specific about every other aspect of the build as well.

I like your suggestion for sure. I've been dwelling on 3.14's guides a lot including some of the details in gear, levelling, and such.

Good feedback. Thanks.
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Spoiler
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Spoiler
oh my god I am so stupid.

When I read the Elemancer node on the Ascendency, I mistakenly thought this line was referring to the Golems. It actually refers to us instead, making us fulling elemental immune (no ignite, shock, chill, freeze, scorch, brittle or sap) when we have at least 3 summoned.

35% chance to avoid elemental ailments per Summoned Golem.


That is a really nice QOL to not have to worry about with flasks.
Haha! It's easy to misread things in a game this complex. I do it all the time.


It really is complex!

I know it is just remnant of a previous version of the build but knowing we have freeze immunity now, you can probably remove freeze from your dream flask mods in the 3.13 version.
haha! You're probably right AndyLovesHisBge! I guess having Freeze on my flasks is like a safety blanket for me ;)
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