3.21 Champion of the Armageddon brands

Block, Suppression, or dodge//evasion would be nice as well but so far I have not been able to find a way to get meaningful amounts of them from the tree without sacrificing to much on other parts.

Getting it trough gear could be a option but not sure about that.
The whole point of the build was getting a lot of flat damage reduction though so that we don't get the casino defenses where mobs could get that lucky hit trough.
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FMCspriggan wrote:
Block, Suppression, or dodge//evasion would be nice as well but so far I have not been able to find a way to get meaningful amounts of them from the tree without sacrificing to much on other parts.

Getting it trough gear could be a option but not sure about that.
The whole point of the build was getting a lot of flat damage reduction though so that we don't get the casino defenses where mobs could get that lucky hit trough.


so far i don't die to random mob shots. as i said it tends to be an entire mob firing at once, like those $#%!@ eater of world mobs. and i'm relatively sure they do spell damage. so if they are doing cold spell damage, for example, then our reduction isn't helping so much.

on the other hand i've tanked some crazy stuff like kosis in a t14 map BEFORE i had my damage improvements. kosis was particularly weird. i was trying to kite him and he's dropping black blobs everywhere and hitting me with offscreen ranged attacks (i swear that problem has gotten worse in the game). so i said "F it", and just stood right next to him with no flasks left. firestorm/branded him to death. it took about 2 minutes too. couldn't believe it ! lmao.

i just enjoy playing with new build ideas and i just had to try a champion spell caster :-)

one last note: flask charge gain on hit is still OP, IF you have good armor/damage reduction, even after being severely nerfed.
I do have that issue that you describe as well to a certain degree.
10k projectiles that do 1 damage each will still kill you indeed and in those specific cases either dodge or block would be a strong extra layer of defense.

I might try experimenting some more with the build to see if I can keep the damage at around the same place for now while incorporating either block or (spell)dodge into the build. For now both talentwise and gearwise it's reasonably balanced for both offense and defence but maybe we tune 1 more towards defenses while tuning the other to damage. Defenitly worth trying.

Right now I personally feel that the build is a very solid league starter that can do everything and that it's now time to tune it up a couple of notches. There should be some gains possible
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FMCspriggan wrote:


Right now I personally feel that the build is a very solid league starter that can do everything and that it's now time to tune it up a couple of notches. There should be some gains possible


I agree. My level of investment is quite low right now and it's doing very well.

BTW, the cluster jewel upgrade was even more of an improvement than i thought.
also i got hematophagy allocated.

t14s and t15s really aren't much of a problem at this point.

t16s can still be very iffy.

(edit: i should say very mod dependent as you were talking about)

i just beat the searing exarch boss which is the first time i've ever done that. it took 6 portals, but i don't know the fight well at all.

the only thing i'm really concerned about is whether elemental overload is proc'ing. i keep watching the icons and it doesn't seem to be showing up. i checked my crit chance and it's only 5.6% or something, so i have a bad feeling i need to hurry up and get a wand with crit chance for spells.

thanks for the help and the build guide !
Last edited by plasticeyes on Jan 18, 2023, 11:59:43 AM
Great to see you enjoy the build and you are welcome for the help.

Elemental overload indeed needs between 8% to 10% to proc quite reliably on this build, maybe even a tiny bit higher if your cast speed is still quite low. It doesn't require much in terms of investment but a power charge or some crit rolls on wands//amulet wont hurt.

On the defenses another thing I personally noticed is that I died a lot more again once I sacrificed some defenses for more damage (used a +2 socketed gems + lvl 4 empower for a while) so at least it does get better to the point where you only need to worry on juicy maps but that does require some levels and investment and the big barrages of altar mobs still hurt.

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FMCspriggan wrote:
Great to see you enjoy the build and you are welcome for the help.

Elemental overload indeed needs between 8% to 10% to proc quite reliably on this build, maybe even a tiny bit higher if your cast speed is still quite low. It doesn't require much in terms of investment but a power charge or some crit rolls on wands//amulet wont hurt.



i got a new weapon and now my crit chance is 11%

Doesn't elemental overload have a top line icon when it's active ??

i was sure there was an icon for it.

could you let me know if you see one or how i would know it's really proc'ing ?
It does have a Icon it's the diamond shape in the bottom mid of your skill button on the actionbar while it's active.

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FMCspriggan wrote:
It does have a Icon it's the diamond shape in the bottom mid of your skill button on the actionbar while it's active.

/\
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ok. even with you telling me it was there, it was very hard to see.

definitely proc'ing.
What you reccomend for leveling?
btw you should post the poe tree, thanks for the awesome build
By PoE tree you mean the atlas tree or the talent tree from the website?

For leveling I am currently experimenting on a new char with good old Fireball ignite supported by ignite proliferation for the ignite spread As backup skills I use flame wall and a purifying flame totem.

Quite some buttons to press to get the full dmg going but the damage isn't to bad especially if you have some leveling gear already. Clear speed isn't great but that doesn't matter to me as I am skipping the majority of mobs during the first acts anyway.

Using 3 fire skills also makes it easy to roll low level wands as they still have very limited amount of modifiers that can roll on them but from lvl 1 they can already roll +1 to level of gems. As soon as I reached the town in act 1 I bought 2 random wands and using less then 60 alterations I had +1 level to fire skills on both of them together with some low roll of "# to # added spel(fire/cold//lightning) damage. Though that amount of alterations might be a bit of a thing at league start.

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