Burning Arrow Chain Reactions // 30m DOT DPS // Faceroll all content

"
HardPrimat wrote:
Added detailed crafting guide for min-maxing Helm:

Please note upfront: The helm is the most expensive part if you want to min-max and should be done last! The invest for the small damage upgrade is in no relation to the rest of the required invest for the other parts!

I hope the effort was worth it :-D

Crafting Guide for Best in Slot Stats
Spoiler

I bought a base and did a breakdown of each single step and price it took me to get the Item to the finish form:

Get a Blizzard Crown with the Enchant you prefer (In my case 15ex)


Spam Deafening Essence of Greed (100-106 Life) until you hit either T1 Dex or any High Resistances.
Important: You only want to have mods on your item, that you can target remove with harvest: (In my case 5 tries <1ex)


Slam Redeemer Orb either on Prefix or Suffix (very slow chance that you directly hit one of the mods you want to have)
I hit T1 reduced mana reserved, which would be amazing, but will cause issues later in the process, you will see. (Redeemer Exalted 1ex)


If you didn't hit the desired influence mod by super luck, you have to remove the influence mod via Harvest, so you now have a redeemer base (70c)


In the next steps we want to add our both desired mods:
-T1 Phys taken as Cold
-T1 Chance to Ignite + Burning Damage

I went for Chance to Ignite first. A Redeemer Helm can only have 2 fire suffixes and no fire prefixes! That's why you only have to make sure to have fire res on your item (I crafted it) and then augment fire (with an open Suffix) via Harvest. If you don't hit T1, you have to remove your craft >> remove fire >> craft fire res >> aug fire until you hit T1 (I was lucky hitting on first try 1ex)


Next I got rid of the useless defence mods, so I did twice remove defence (2x 1ex)


Next step is to get T1 Phys Taken as Cold (Prefix). For that you have to make sure there is no open suffix and then augment cold via Harvest. If there is an open suffix you can hit cold resistance! (Was lucky again with first hit 1ex


Now the expensive part beginns.. When you have both desired mods T1, you want to use Maven's Orb. It will remove one of the 2 influence mods and upgrades the other to T0. If you hit burning damage, it will be upgrades to Ignites deal faster, but your phys taken as cold will be removed.(Lucky again at first try Maven's Orb 6ex)


Now you have to add Phys taken as Cold again via Augment Cold (1ex)


I was super lucky in the crafting process everytime hitting the desired mod directly T1. If you hit a lower tier you have to remove the mod and add it again.

Now the helm is open to finalize with the desired resistance and hybrid life.
IMPORTANT Only use Lightning resistance to get T1 resistance, that you can do remove/add lightning. If you pick Fire /Cold, you might kill your influence mods as they have each one of those tags!

Total costs from Start: ~30ex

That's why I mention many times, that the helm is the last piece to min-max! ;-)


im 70 ex in maven orb :D still havent got ignite.. rolled 6 times other mod
1) Have you thought about using a cluster jewel with "Smoking Remains" for mapping for a bit more safety when mapping? I'm not sure how useful it is; I just saw the mod when crafting jewels.

2) If you want to min-max a bit more, the anomalous golem gems grant 20% increased buff effect from your golems.

3) I was lucky and got a Watcher's Eye with Malevolence: Damage over time Multiplier and Anger: Damage penetrates fire resistance, so I guess I'm running Malevolence and Anger.
Quick question since I've never run a build with this many golems before. You want 2 of each out, except just 1 of fire?
"
Alamandaros wrote:
Quick question since I've never run a build with this many golems before. You want 2 of each out, except just 1 of fire?


The golem buffs don't stack so you want to make sure the most important golems (buffs) have the highest uptime (incase a golem dies). Therefore we use one flame golem (since it is considered the weakest golem buff overall).
"
Kronborg11 wrote:
1) Have you thought about using a cluster jewel with "Smoking Remains" for mapping for a bit more safety when mapping? I'm not sure how useful it is; I just saw the mod when crafting jewels.

2) If you want to min-max a bit more, the anomalous golem gems grant 20% increased buff effect from your golems.

3) I was lucky and got a Watcher's Eye with Malevolence: Damage over time Multiplier and Anger: Damage penetrates fire resistance, so I guess I'm running Malevolence and Anger.


1) Honestly I don't have any survivability issues as everything dies before it hits you. (You have to learn with the playstyle for the build to pre-shoot directions you will move to. But if you have defense issues, this might help and shouldn't sacrifice too much dmg

2) Switched my golems already but did not state that in the guide yet (will adjust later)

3) Anger is better than wrath anyways, but kills your EE with malachais ring if you are on budget build. So Anger is only better in engame version
"
HardPrimat wrote:


3) Anger is better than wrath anyways, but kills your EE with malachais ring if you are on budget build. So Anger is only better in engame version


So you only use wrath in your endgame setup because you have a watcher's eye with wrath?
is there an alt tree we can use till we have the cluster jewels? any input be appreciated xd
"
phexifa wrote:
"
HardPrimat wrote:


3) Anger is better than wrath anyways, but kills your EE with malachais ring if you are on budget build. So Anger is only better in engame version


So you only use wrath in your endgame setup because you have a watcher's eye with wrath?


You guys confused me.. :D I just POBed it again and I'm surprised..

In my POB with Wrath 21 + Wrath Watcher's Eye Phys as extra Light I have 31,5m DPS
If I switch to Anger 21 + Anger Watcher's Eye Phys as extra Fire I have 31,4m DPS

I think you can tell.. Long story Short.. It doesn't matter ;-) Get the one you get cheaper
"
HardPrimat wrote:
"
phexifa wrote:
"
HardPrimat wrote:


3) Anger is better than wrath anyways, but kills your EE with malachais ring if you are on budget build. So Anger is only better in engame version


So you only use wrath in your endgame setup because you have a watcher's eye with wrath?


You guys confused me.. :D I just POBed it again and I'm surprised..

In my POB with Wrath 21 + Wrath Watcher's Eye Phys as extra Light I have 31,5m DPS
If I switch to Anger 21 + Anger Watcher's Eye Phys as extra Fire I have 31,4m DPS

I think you can tell.. Long story Short.. It doesn't matter ;-) Get the one you get cheaper


Hehe I noticed that aswell when I just checked it in pob, more options always nice I guess :P

Just got these after 30 amulets corrupted :) Will all dot damage be leeched to life with leech ammy?

Also almost finished this beauty :D Just randomize fire left to roll 13% phys to fire and then defence till t1 hybrid def+life.

One enchanted fossil thrown into crown xD
I'd wish i got it earlier to craft on malevolence helm so i could swap auras if i get double anger + malevolence watcher.
Last edited by faraddox on Feb 13, 2021, 6:52:15 PM

Report Forum Post

Report Account:

Report Type

Additional Info