[3.7] Ultimate Physical Wander Guide [Kinetic Blast/Barrage] [All Content] [5M+ DPS] [In-Depth]

The guide is divided into two main sections. The first section (posts 1-3) discusses "budget" wanding viable for temp leagues while the second section (post 4) discusses high dps min-maxing in standard.

If you have any questions or want gear advice feel free to leave a post on this thread and I will get back to you as soon as possible. This is preferred instead of PM so that other people with similar questions can see the response.

- 7/12 added a new section under "Map Mods" elaborating how to use the point system to your advantage while gearing. Anyone playing the build, especially newer players is highly advised to read this b/c it will make your wanding experience a lot better.
- 7/13 added mastercrafting tips to amulet + ring sections since I've seen some setups with unoptimized multimod rings/amulet.
- 7/16 added new multimodded ring/amulet crafting sections.
- 7/19 added new POB with mostly multimodded gear. For those with 30-35 ex budget and want no hassle guaranteed 6-7mil+ shaper dps.

Temp League Phys Wander


Phys wanders have long been considered "off-limits" in temp league mainly b/c everyone thinks it costs hundreds of ex to make one, or it's just pointless since ele wanders "are cheaper to gear and provide more dps". Both of these beliefs are false. In fact, with the 3.7 nerfs disproportionately affecting ele wanders, phys wanders have a clear-cut advantage now except in extremely budget cases. Phys wanders were largely unaffected by nerfs because we aren't dependent on abyss jewels. If you want to play a bossing wander with good dps, phys will outperform ele in both damage and cost. That being said, this isn't a cheap build that you can take to Uber Elder with zero investment. To tackle end-game bosses you'll need to spend some currency as elaborated below.

NOTE: This wander was built to have a balance between both end-game bossing and map clearing capabilities. For those who want to go the MF/more clearspeed route, you can do so with some minor changes (check FAQ section)

League-Starter Guide + Order of Upgrade
League starter as a phys wander??? Wha?? Impossible!!

Contrary to popular belief, it's possible to play a phys wander as your first league character. Will it be the smoothest character to start out with? Uh, definitely not, but content up to T15s is doable for most people using only leveling gear. However, for T12+ it won't be comfortable at the start... so stick to more vanilla map mods early on in the gearing process. The goal is to farm yellow and low red tier maps, gain some levels, get money and begin making upgrades.

Below are videos of my friend trying out T16 guardians for the first time using pretty much all the leveling gear mentioned later + Dying Sun + Taste of Hate + 2 rare non-abyss jewels; excuse some of the sloppy play + rippiness. :P The intention here is to display the potential of the build.

T16 Minotaur w/ increased boss life/AOE + crit chance/multi. No fortify.

T15 Summit Boss deathless. No fortify.

It may be easier to level first as a bow character, taking generic damage + life nodes that benefit both wanders + bowyers, or if you have enough respec points you can spec into bow nodes and respec out of them later.

Here's a video describing the leveling process. You can probably make the transition to wander once you're able to equip Hyrri's Truth (lvl 64) and have a tabula. Instead of Atziri's Promise you could also use Wise Oak to help with resist cap, but make sure to keep cold resists higher than fire + lightning. You should try to stay in Blood Aqueducts for as long as possible (~lvl 80ish), and obtain a 6L Tabula before moving to maps.


Gear breakdown (based on Day 3 League prices):
Hyrri's Truth (5c) + Tabula (14c) + Belt of the Deceiver (1c) + Thief's Torment (20c) + Hrimsorrow (1c) + Poet's Pen (9c) + Atziri's Promise (1c) + 3x 2 mod Cobalt jewels (1c each) = 53c total

The rest is just rare resists + life gear that can be IDed off the ground or costs a few chaos more. This setup is sufficient for clearing all white/yellow maps with no problem, and has enough dps to complete up to T15 maps. It's quite rippy though (only ~4k life), so make sure to keep fortify up via shield charge, use CWDT - steelskin, and don't mindlessly facetank eveything...

The following order of upgrade is what I find best in my experience. This order assumes you are NOT going to multimod your rings. If you are, then craft the rings AFTER you've finalized your rare helm + shield (+ boots for some people) that way you know exactly how much resists you need on your rings.

Have a live-search up for good jewels so you can snag the best deals before everyone else; you should be doing this throughout the entire gearing process...

1) Complete your flask setup. Taste of Hate + Dying Sun will provide lots of damage + clearspeed + defense. Socket a Conqueror's Potency jewel (you get this as a quest reward in Act 8) for the extra proj once you get Dying Sun + spec into Alchemist cluster!

2) Craft a +1 Barrage helm, get a mana gain on hit viridian jewel, and then upgrade to elder rings + drop Thief's Torment.

3) Upgrade to a worthy belt + shield; hopefully your resists are capped or near-capped at this point. If you're using rare boots, get them now to finalize your resists. You also should replace Conqueror's Potency since your belt should have %flask effect.

4) Transition into 6L Loreweave + crafted wand + Bubonic Trails (unless you're using rare boots).

5) Buy Lethal Pride + Watcher's Eye + drop Hrimsorrow for a nice pair of rare conversion gloves

6) Replace Hyrri's Truth with your end-game amulet

7) Get to lvl 92ish and go do all content

- make sure proj weakness + frostbomb are socketed into your Poet's Pen, that way it autoprocs and provides a good chunk of single target damage
- use Precision Aura from Hyrri's Truth to reach 100% hit chance
- don't forget to gradually transition from the tree in the POB above to the finalized one

Can I afford this build?
You can craft an endgame wand yourself with ~6-7 exalts. You also want a Hatred conversion Watcher’s Eye, 6L Loreweave and ~5-10 ex for the rest of the gear. This is very cheap by phys wanding standards, and can probably get you through all map bosses and shaper, and perhaps uber elder if you have some skill. The less experienced will probably need to invest ~5-10 ex more to do uber elder comfortably.

Pros and Cons
- enjoyably fast clearspeed.
- crunchy crits all the time
- easy, graceful playstyle.
- can reach decent single target dps sufficient for uber elder (with some investment).
- you shoot beautiful explosions out of a tiny stick. Hehe...
- very high damage ceiling
- gearing up can be a science... or an art.
- you'll baffle all your friends by playing a phys wander in 2019.
- build is probably never going to be nerfed. Not based on any broken mechanics and isn't meta anymore, so likely not on GGG's hitlist. Also one of the classic build archetypes that's been around since forever and remains more or less unharmed. Expect the build to only get stronger with every future patch.

- it's a life wander on the right side of the tree, so not an inherently tanky build.
- stay away if you hate the nuances of gearing and only care about playing the actual game; gearing up requires planning and assessment.
- needs some currency investment before it starts to feel really good.
- point blank barraging is a skill that requires some practice to develop.
- not meant for farming very deep in delves. Can probably farm depths ~350 comfortably, but go deeper at your own peril.
- bossing requires actually engaging with game mechanics. Not a mindless faceroll build unless you invest a lot of currency.
- piano flasking 12345 12345 12345; petition GGG to allow flask macros!

Offense/Defense Summary
Just to make things clear, this isn't a physical wander in the sense that we deal mainly physical damage. In fact, no true physical wander really exists. We focus rather on converting all of the phys from our wand and abyss jewels into cold damage, which allows us to take advantage of both %elemental and %physical damage modifiers. On top of this, we also scale some efficient sources of flat cold. Therefore this wander is technically a hybrid between a phys conversion and an ele wander. For simplicity's sake we will just call it a "phys wander".

Pretty straightforward. We convert/invest in cold instead of lightning/fire for 4 main reasons:

1) Winter Spirit node cluster makes it super easy to fully convert.

2) Hatred is the best dps aura especially with the change to a "More" multiplier for cold damage.

3) Cold pen from the tree is easily accessible.

4) Cold damage provides chill/freeze which greatly helps with survivability by slowing down enemies and keeping them at a distance.

Barrage requires you to facetank within melee range, which isn’t the most pleasant method of tackling bosses. To overcome this problem, we try to steer away from rng-dependent defenses and focus more on overall tankiness and a high life recovery rate from leech + life gain on hit to mimic instant leech.

5.2-5.5k life, but you can reach 6k+ if you sacrifice some damage.

78% all ele resists

20% block chance + 30% dodge chance = 44% of attacks will miss you

~60%ish chance to evade if you use blind on hit jewel (recommended)

16% reduced elemental damage taken

30% physical damage taken as cold damage from Taste of Hate. This is equivalent to ~1300 extra life against large physical hits

~ 3-4k life recovered per second when barraging/facetanking with Vaal Pact + elder LGOH rings

Steelskin procced by CWDT absorbs 70% of incoming damage up to ~1-1.5k depending on gem level. This reduces your chance of getting KOed by back to back large hits

Shield charge procs fortify, granting 20% reduced damage from hits. This is equal to an additional ~1000 life

Other damage mitigations on gear, flasks, pantheon etc.

Map Mods
This build can safely do most map mods. The ones I would definitely avoid are ele reflect and no leech. Don't run phys reflect maps either unless you have rare conversion gloves (see later section).

Why Pathfinder instead of Deadeye?
Pathfinder is much better for bossing because of ailment immunity and flask sustain. This means you don't need to worry about getting freeze/shock/ignite immunity and can stack high damage unique flasks. Deadeye needs to get these immunities somewhere, which is a big hassle and most likely requires sacrificing dps flasks. On POB, Deadeye shows more dps than Pathfinder if you ignore ailment immunity, but this is unrealistic "paper" dps, because their flasks aren't up 100% of the time. So if you screw up your flask management as a Deadeye, or a boss has 3 phases, your dps is actually much lower than a Pathfinder (not factored into POB). The one advantage Deadeye has over Pathfinder is faster clearspeed, so they're better for running low tier maps (see FAQ section).

All of the videos by me were recorded using self-crafted gear + wand on a 20-25 ex total budget. The videos from 3.6 are pretty old and since then the build has gone through major revisions. The dps has nearly doubled compared to what you see in those videos. I'll try to update them later when I have time.

3.7 First attempt using leveling gear by Country_Falls: T16 Chimera w/ 40% ele resist + Beyond. No fortify due to bug :(

3.7 Deathless Shaper Kill by NameMerken (Click here for POB)

3.7 Legion First Deathless Uber Elder Kill by Country_Falls (Click here for POB)

3.7 Legion Emblem Three-Way Fight by Country_Falls

3.6 Uber Elder Kill
- cleaner fight; careless mistake at very end or else deathless

3.6 Minotaur Run -extra boss life

3.6 Phoenix Run

3.6 Hydra Run

This section is meant for players with little to no POB experience or who don't think about weighted modifiers/have little knowledge for how damage scaling works in this game. Veteran players may still find some stuff here useful so I suggest everyone read through this at least once.

Have you ever wondered about how to make sense of all these complicated damage mods in POE? For example, there's crit multi, crit chance, attack speed, flat damage, %increased phys/cold/ele/projectile damage, phys as extra ele, %ele pen etc. etc. How do you know if 30% WED is better than 30% crit multi? Or if 4% ele pen is better than 10% attack speed? Should you go for 30% crit multi or 30% increased damage? Well there's an easy way to grasp all this but requires some effort from you to learn it.

Once you begin to think about all mods in the way I describe below, this game becomes much simpler, making your overall POE experience more enjoyable :)

First are some basic concepts and "rules of thumb" you should memorize/learn.

Rule 1:
6% INCREASED damage = 1% MORE damage.

1% MORE damage is NOT 1% INCREASED Damage. "MORE" multiplies your total dps. For example if my dps is 100k, and I had 10% MORE damage, my damage would go up to 110k. Very simple right?

"INCREASED" refers to a specific type of modifier. "MORE" and "INCREASED" mean the same thing in real life but in game these are two very different things. So following the same example from above, if my dps is 100k, and I had 10% INCREASED damage, my damage would go up to 101.7k. WTF less than 2k dps gained? Huh??

It's ok if this makes no sense right now, all you have to remember is the 6:1 rule above and know that MORE damage is much better than INCREASED damage, approx six times better.

Rule 2:
1 Passive Point = 3% MORE damage = 18% INCREASED damage.

This is a general rule b/c each damage cluster tends to give 3% more damage per node if the tree pathing is efficient.

Rule 3:
~50 life = 6% increased life = 3% MORE DAMAGE = 18% INCREASED damage.

How did I equate damage with life? It's simple. From Rule 2, 3% more damage is one passive point. One passive can also get you a life node = ~6% life, so the two are roughly equal. This rule is important because it helps quantify the value life provides to the build so you can better understand the trade-off you make when you neglect it. Some people think when they don't get life on their gear, they aren't sacrificing damage, but in fact you are giving up damage, just in an indirect way.

Rule 4:
The tree allows you to swap damage for life and vice versa.

This rule is what gives you gearing flexibility. Have too much life on gear? No problem, drop life nodes for more damage nodes. Have too much damage on gear? Also not a problem, drop damage nodes for life ones. However, there are limits to this. For example, there are only some life nodes within range of your tree pathing, and only some damage nodes worth taking. If you have to go out of the way to switch life nodes for damage ones and vice versa, this rule becomes less useful or even detrimental. So don't assume you can just have no life rolls on your gear and expect to make up for it by getting all the life nodes on the tree. This rule will help you out on one or two occasions, such as if you find a really good dps amulet but with no life. That's not a problem b/c you can substitute damage for life via tree. But no flat life on all or most of your gear? Yeah don't even think about it.

Final Rule:
Each type of mod has a certain value or "weight" representing how powerful it is, and to denote this we use a POINT SYSTEM.

There are many different mods that can scale your dps, but we all know 1% attack speed is not the same as 1% ele pen or 1% increased cold damage or 1% increased physical damage, and each of these mods provides a different amount of dps. To represent these differences, we assign each mod a certain number of points per 1% of that mod, thereby giving it a certain "weight".

To standardize everything, we will base our point system on 1% increased damage, meaning that 1% increased damage = 1 point.

So for example, 1% increased attack speed gives 2.5x more dps than 1% increased damage. How do we represent this? It's very simple. 1% attack speed = 2.5 points. Thinking like this means we can quickly compare what's better: 10% attack speed or 10% increased damage? 10% attack speed must be better b/c 10 x 2.5 = 25 points. 10% increased damage is only 10 points, so 25>10, attack speed wins... by a lot.

The hardest part of this entire system is figuring out the point values for each mod like attack speed is 2.5 points, crit multi is 1.5 points, etc. etc. Luckily for you, I've already figured this out so all you need to do is compare them using the reference list below:

Reference List:

1% increased damage = 1 point
1% increased global physical damage = 0.5 point
1% increased cold damage = 1 point
1% crit multi = 1.5 points
1% increased elemental damage (with attacks) = 1 point
1% increased projectile attack damage = 1 point
1% increased attack speed = 2.5 points
1% non-chaos as extra chaos = 3.5 points
1% ele pen = 4.5 points
1% increased damage while leeching = 1 point
1% physical damage as extra cold = 2.5 points
1% physical damage as extra fire/lightning = 1 point
1 flat phys = 2 points (Add min + max values and divide by 2)
1 flat cold = 1 point (Add min + max values and divide by 2)
1 flat fire/light = 0.4 point (Add min + max values and divide by 2)
+1 to minimum frenzy charge = 41 points
+1 to minimum power charge = 24 points
1% cold damage as extra chaos = 2.5 points
1% chance to deal double damage = 6 points
1% increased global critical strike chance = 0.6 point (based on effective crit chance of ~73%, if your crit chance is <73% expect this point value to be higher)

You might think, damn there are way too many modifiers. This will take forever to learn... Don't worry just practice a few times and you will memorize the important ones without effort. Go on poe.trade and look up some amulets for example. Use the point system and figure out how many total points each amulet gives to judge which is better. It's only important to memorize the common modifiers like attack speed, increased damage, flat cold/phys and crit multi b/c those show up 80% of the time. It's also useful to memorize the best mastercraft mods like "+1 minimum frenzy" = 41 points, so you can add extra points if you notice an open craft slot. In fact even I probably have only half the list memorized.

For flat damage, like "Adds 10-20 physical damage to attacks", you need to add bottom and top value and divide by 2. So, in this case 10+20/2= 15, so it's 15 flat phys. Based on our reference list, 1 flat phys = 2 points. So 15 flat phys = 30 points. This means if you had to decide between 30% elemental damage and 15 flat phys, you'll know they give you the same amount of dps so go for the cheaper one!

One key point! There are different types of %increased mods, like %phys, %cold, %lightning, %fire, %ele, %projectile, etc. They don't give the same point values. For example 1% increased phys is only 0.5 points! Why only 0.5 and not 1 point, especially since this is supposed to be a "phys" wander?? That's because only part of our damage comes from phys sources, so that mod is only scaling one part of our damage! But then why is 1% increased cold worth 1 point instead of 0.5 points? This is because of 100% PHYS TO COLD CONVERSION for this build! It's the same reason why %ele damage is also worth 1 point. Because when you convert phys over to cold, these ele mods can now apply to all damage sources - both physical and elemental (cold). This is why conversion is so important! If you didn't convert any phys damage to cold, %ele damage and %cold damage would probably give you only 0.3-0.5 points and destroy your dps. Why is %increased lightning and fire not on the list at all? Because, we have virtually no sources of lightning or fire damage, so what can those mods scale? Therefore %lightning and %fire is worth ~0 points. Don't get excited if you see something like 50% increased fire damage and think it'll give you lots of dps. 50 x 0 is still 0 points, so even like 5% increased WED would be better than 50% increased fire for this build.

*REMINDER: The point system only applies to global modifiers, so mods on your weapon do not follow this system! That's no problem b/c I tell you exactly how to craft your wand :)

*when using this method, if you find that two items have very similar point values, also consider the range each mod can roll. For example, if you had a ring with 36% WED vs a ring with 35% WED, it might seem like 1 point difference, but 36% WED is actually T1 while 35% is T2, so with divines you can technically roll the first ring up to 42%. If you're unsure about ranges, it should be displayed on the official trade site, or you can use poecraft.com or poe affix to find out.

If you memorize/understand the concepts above, it can entirely change your approach to the game. It takes probably 20-30 minutes max to fully grasp so it's well worth the investment; I urge you to learn this b/c it will save you tons of time in the future.

To help you guys with gearing I'm going to provide recommendations for each gear slot in terms of points. I will also provide the point value for Tier 1 (T1) of each mod type ranked from best to worst. Note I only include T1 mods, but the relative rankings should stay the same as long as the tiers you're comparing are consistent. The rankings DO not apply if you compare mods of different tiers i.e. T1 mod vs a T3 mod.

If you're deciding between attack speed and a different mod that gives the same amount of dps, always go for attack speed b/c it increases your hits per second, which directly affects your life recovery rate (assuming you use elder rings).

Poe.trade search filters support this kind of point system so you can actually set the filter to only show items worth a certain amount of points or higher. This would make your gearing 100x easier and ensure you get the best deals! I'm choosing not to provide the links on this guide, b/c I think it'll incentivize you to actually learn how to use this method and make sure people who master these concepts are rewarded for their time with better gear and deals. If you're curious about how to set up filters like this, just google it.

One last thing worth mentioning: In reality these point values are not absolute/fixed. They vary slightly depending on how much you invest in each mod, and this in turn depends on your specific setup. Each setup is unique but these point values should at most be only slightly different. For example, my build might have crit multi as 1.5 points, but for your build it may be 1.7 points, or 1.4 points, etc. This is the Law of Diminishing Returns at play here. The more of something you get, the less valuable it becomes, which means point values for a mod gets slightly reduced the more you invest into it. When comparing between phys wanders, this effect is pretty small since all our builds are very similar, which is why I'm recommending this system to you. Just don't do something crazy like get only %increased damage and no multi, pen, phys as extra, etc. Try to spread your points out across many different types of mods. This also means don't be too nitpicky/inflexible and think one item is better b/c it is worth 100 points while the other is worth 98 points. Those values were determined using a system based on my sample build. For yours the opposite might be true if the differences are so small. Plus, even rerolling the mods with divines might account for such small differences. This is why I mentioned earlier that gearing is not just a science, but also an art!

Here are 3 extra problems to help you better understand how to apply this method. Use these if you need additional practice or want to reinforce your understanding.
Problem 1:
I have a Steel Ring with "Adds 4-14 Physical Damage to Attacks" implicit, an Opal Ring with "25% increased Elemental Damage" implicit, and a Diamond Ring with "30% increased Critical Strike Chance" implicit. I don't know which one I should craft with. Which one is the best and which one is the worst?

Steel Ring: 4 + 14/2 = 9 flat phys. 9 x 2 points = 18 points. Opal Ring: 25% ele damage = 25 points. Diamond Ring: 30% crit chance = 30 x 0.6 = 18 points. So order goes Opal (25 points) > Steel (18 points) = Diamond (18 points).

Therefore, you should craft on an opal base. Steel and Diamond provide approximately the same dps.

Problem 2:
I am deciding between two amulets. Both Amulet 1 and Amulet 2 cost 1 ex.
Amulet 1 has the following: 32% increased WED, Adds 9 to 19 flat physical damage to attacks, Gain 20% of physical damage as extra fire damage, 30% increased critical strike chance.
Amulet 2 has the following: +38% to global critical strike multiplier, Gain 20% of physical damage as extra cold damage.
Which amulet should I pick??

Answer: Amulet 1: 32 WED = 32 points, 9-19 flat phys = 28 points, 20% phys as extra fire = 20 points, 30% crit chance = 18 points. Total points = 32 + 28 + 20 + 18 = 98 points.
Amulet 2: 38% multi = 57 points, 20% phys as extra cold = 50 points. Total points = 57 + 50 = 107 points.

Therefore Amulet 2 is better. Most inexperienced people would have picked Amulet 1 b/c there's more damage mods. Also, if Amulet 2 has open craft slots you can mastermod something and make it even better!

Problem 3:
Your overall dps is currently 4mil. You added a new cobalt jewel to your setup with the following 4 mods: 4% increased attack speed, +12% to global critical strike multiplier, 8% increased attack speed with wands, and 12% increased projectile damage. How much did your dps go up by?

Answer: 4% attack speed = 10 points. 12% crit multi = 18 points, 8% attack speed w/ wands = 20 points, 12% proj damage = 12 points. Total points = 10 + 18 + 20 + 12 = 60 points.

Remember 1% more damage = 6% increased damage = 6 points. Therefore 60/6 = 10% MORE damage.

Therefore 4mil x 1.1 = 4.4mil. Your dps went from 4mil --> 4.4mil is a 400k dps increase from that jewel.
Last edited by Enahkra on Aug 5, 2019, 3:10:00 PM
Last bumped on Aug 23, 2019, 8:03:49 AM
To reach 100% hit chance, you need ~701 total flat accuracy. This is a must. Luckily, a lvl 20 Precision aura gives exactly 701.... Some people may still have 99% hit chance, but if you can get lvl 21 Precision it will guarantee 100% hit chance.

You must have +2 mana gain on hit jewel or ring mod if you want to use Barrage. Or else you won't be able to sustain and your single target will be non-existent. This is one of the first things you need to get! Getting extra mana nodes doesn't help.

The minimum amount of strength required for this build can be obtained from an onyx/agate base and high attribute Loreweave. If you aren't using an onyx/agate base, you may need some strength on gear. However, it's advised to get higher strength so you can better utilize Steelskin's defensive buff (~117-138 str). Dexterity + Intelligence requirements are easily met by tree pathing. One easy way to obtain all the strength you need is with the new Timeless Jewel Lethal Pride.

Lastly, I want to add that using the point system, the wander showcasing ~5.5mil shaper dps in my POB pastebin has a total of 728 points (78% increased crit chance) across all gear + jewels EXCLUDING flasks + wand! If you reach approx. the same total number of points on your gear + have a roughly similar character level and distribution of points across each modifier, you can expect to have 5mil+ shaper dps. Therefore, it may be wise to keep a point tally as you gear up so you can estimate where your damage will be in your finalized setup. Use my POB as a guide if you're unsure of the bigger picture. I've laid out every little detail on how to build your wander; if you follow my instructions meticulously you'll have good dps; if you take creative liberties, don't be surprised if it doesn't turn out well...

One issue I've come across when looking at people’s setups is what I call “inter-gear dependency”. Basically this refers to the problem created by spreading your resists across all or most of your rare gear pieces. There are two main drawbacks to this:

1) You lose damage.

Certain slots are better for dps and others are better for resists. There’s a tradeoff to everything in this game so if you sacrifice resists where it’s easy to get, you have to make up for it somewhere else, and the net result is usually less damage for more cost aka being unoptimized. For example, if you stack 120% resists on your helm instead of only 80%, maybe it will cost 100c more. But you make up for that by getting or mastercrafting an extra damage suffix on a ring or amulet. Indirectly that extra 40% resist is giving you damage elsewhere. Remember that damage scaling is very flexible. You can do it in many ways such as crit multi, increased modifiers, phys as extra, flat, attack speed, etc, even flat life! (ex: 2x T1 life rolls on jewelry = 1 free passive point for damage.) Resists on the other hand are very specific mods. So if you have to hunt for a specific resist on a ring or an amulet, that greatly limits the options available, which drives up build cost. Some people end up compensating for the damage loss by buying extremely expensive jewelry, but in the end, they still have less damage compared to someone who didn't cheap out on the helm in the first place.

2) It becomes extremely difficult to upgrade.

If you have resists on every rare item, replacing one will require replacing another to maintain resist cap or force you to buy very specific items with the exact same resists. Either way, both of these things tend to drive up build cost. Unless you have an unlimited budget, higher cost = less to spend on good gear = lower dps. This build relies a lot on optimization since it’s not a meta build, so being able to continue upgrading is very important for attaining respectable damage.

Anyways, tldr main point: Don’t be cheap and spread your resists across all your gear, especially in spots meant for damage (amulet, belt, gloves), because it will come back to bite you in the ass and force you to overspend to get better damage, or ragequit the build. I'm not saying you MUST avoid getting resists on those pieces altogether, just try to minimize inter-gear dependency in your setup. To do this, stack resists heavily on your helmet + shield + boots (if using setup 3) + some on rings. For everywhere else, stack lots of damage.

Now let’s analyze resistances. With Loreweave, you need 414% total res to reach the 78% cap. Alira will give you 45%, Snowforged cluster gives 20%, and Command of the Elements cluster gives 12%. This means you need 337% on your gear. Ideally your helmet should have 120%. Your shield can easily get another 90%, and your two rings with the implicits alone can provide 60%. That leaves you with 67% left. This is easily obtainable by just getting 2 extra resists on your belt or rings. Keep in mind that every extra point of resists you get over the cap is an indirect loss of dps. If you find yourself massively overcapped, that’s a sign of bad optimization so you should look for ways to sacrifice resists for more damage.

Gearing Tips
If you plan to follow my instructions on multimod crafting gloves + amulet + rings, note that each ring can provide between 0-60% resists depending on your needs. I advise getting good enough resist gear to not rely on your rings for more than the implicit resists (RARE BOOT USERS SHOULD NOT RELY ON RINGS FOR RESISTS AT ALL). And definitely no resists in the amulet slot, same with gloves. Therefore plan accordingly and focus on crafting the helm/boots + purchasing a very good high res + life shield + a good belt with double WED (70%+). AFTER you do all this, THEN begin multimodding each piece of jewelry. The reason we upgrade in this order is b/c if you finalize everything else first, you can figure out how much/what type of resists you need so you don't choose the wrong ring base/mastercraft the wrong mods. Remember that once you mastercraft your ring, you can't change up the resists anymore! This is the most efficient way to gear. Otherwise, if you do the opposite and multimod everything first, it's going to greatly limit your options by forcing you to select shield/belt/helm with specific resist combinations, which could result in spending a lot more.

If you don't plan on multimodding, the gearing tips below are more applicable to you.

- Craft your high resist/life rare helm/boots first before you finalize your jewelry. This way you know how much resists you'll need on the other slots.

- buy elder rings next b/c they are most expensive/hardest to find. Buying these first will probably save you money + time b/c in the later steps of gearing, item requirements become more specific. If you want to be a rebel and not use elder rings, aim for higher dps regular rings instead.

- Amulet is your best source of damage on jewelry, so go for combinations of high multi/ele pen/flat phys/phys as extra cold/WED/life depending on your budget. Life isn't mandatory here. You can spec into 2 extra life nodes on tree to compensate so long as you're replacing life with an extra high-tier damage mod.

- Try to get a stygian vise belt with at least high life + 70%+ ele damage + open prefix for Jun's flask effect %.

- Use rest of the gear slots (shield + gloves + boots {if not using Bubonics} +jewels) to round out resists + get extra damage.

- Keep a livesearch on for non-abyss jewels (preferably cobalt) with crit multi, life, attack speed, as well as for other jewels like mana on hit + abyss. If you see a good 4 mod jewel for a fair price, snatch it up quick!

It's probably best to craft your own wand because those on the market are often more expensive and provide less dps. The highest pdps wand doesn't necessarily give the most real dps, as pdps doesn't factor in local crit chance and ele pen.

Crafting Your Own Phys Wand
Don't craft using a shaper or elder base. ALWAYS USE IMBUED BASE. Also, don't confuse crit chance with crit multi. Crit chance is the one you want on your wand.

Crafting Instructions:
1) Alteration spam an ilvl 83+ IMBUED WAND base until you hit T1 flat phys (Flaring). If you land on T1 %phys (Merciless: 170-179) instead, you can yolo augment to try to hit T1 crit chance (35%+) or T1 attack speed (14%+). Succeeding means you can move on to Step 2 and treat the Merciless as a Flaring for the remaining steps. If you hit anything else, just continue alteration spamming. Once you hit a Flaring, make sure NOT to augment. If your Flaring came with a bad suffix, apply an annulment to try to remove it.

2) Use the Craicic Chimeral beastcraft to make an imprint of the base. This step may be optional depending on the beast's cost. The Flaring mod isn't too rare (1/440) so most likely you can skip this step and just resume alteration spamming if it bricks later in Step 3. For those who got lucky in Step 1 and landed on both a good suffix + prefix, I advise you make an imprint.

3) Apply a regal orb. If you hit a good mod (T4+ %phys/T2+ hybrid %phys + accuracy/T1 %cold (prefix!)/T2+ flat cold/T2+ attack speed/T2+ crit chance), this step is complete and your wand might be better than advertised. If you regal a bad mod, yolo annul off that mod and proceed to the next step. If the annul bricks your base by removing the Flaring, apply imprint and repeat Step 2. If you didn't make an imprint, return to Step 1.

4) Slap on Multimod (2 ex), and craft M1 %phys (1 ex), M1 "Damage with this Weapon Penetrates % Ele Resists" (1 ex), M1 hybrid crit chance + quality (1 ex), and M1 attack speed (1 ex). If you got T2+ hybrid %phys + accuracy or T1 %cold (prefix!) or T2+ flat cold from Step 3, you can skip the ele pen mod and save 1 ex. The lucky few who hit a desired suffix in Step 1, or regaled a desired suffix/prefix in Step 3 will save at least 1 ex in this step.

Never ever mastercraft the hybrid mod: attack speed + quality


5) Divine to a high roll.

6) Get Rank 3 Hillock in Transportation to add an extra 8% quality to your wand (recommended).

You're done! As you can see the process will on average cost 6 ex + price of magic base, so keep this in mind if you decide to shop for a finished wand. Don't be tempted to buy a wand with higher pdps but lacks crit chance + ele pen. Most likely they will be worse. I highly advise against making such a purchase until you've confirmed it's actually better via POB. Having high pdps but lacking attack speed mod hurts too since it cuts into our life recovery rate.


Loreweave is the best chest for this build. The 78% max res mod makes you tankier in general against ele damage and safer in -max res maps. The crit chance, %WED, attributes, flat phys, and even some flat life are all very useful for the build.

Farrul's Fur will give you the most dps on paper, but is pretty much inferior to Loreweave in nearly all practical scenarios. First off, the cost is ridiculous. With the money you spend on a Farrul’s you can spend it in other places to get even more damage using Loreweave. You also need to take a frenzy and power charge duration node on the tree to ensure 100% uptime which isn't efficient. Farrul's will give you only ~5-10% more dps than Loreweave but comes with a much higher price tag and loss of defenses.

What about an elder chest w/lvl 1 Maim or Belly of the Beast? I want more life!!
40% increased life is not that significant. With Loreweave, I could remove 9 passive points and inefficiently path into life nodes and come up with the same amount of life as a Belly user but with more damage. What's more, Loreweave's +3% max res gives you basically the same amount of ehp as a Belly against all elemental damage, which is the stuff that usually kills you.

As for an elder chest with "supported by Maim" delve mod, you're going to need a really really nicely rolled chest close to mirror tier to beat a Loreweave. It'll need to have a ton of flat life + %life + Maim + base crit. But having the Maim will raise your Barrage cost, which leaves less room for making mistakes. If you have this much currency to spend on a chest, may as well get the 50% increased damage implicit on a Loreweave or save up for a full set of decent 4 mod jewels, 2 mod Watcher's Eye, etc.

3.7 accuracy changes means you can reach 100% hit chance using the new Precision aura! This makes gearing way easier as you now can use a Rare Shield.

Treat this as a versatile slot for filling out your resists and getting some extra damage

Legion trade link:

All the shields available in this trade link have at least a 70+ life roll and 3 useful mods excluding mastercrafted slot. Feel free to modify it to suit your needs/budget. Don't accidentally buy a shield with too high of a strength requirement!!!

PS: hybrid armor + ES shields have %all res as an implicit, which is far better than any other shield implicit.

T1 Shield Mods Ranked:

70+ flat life (mandatory)

%cold damage - 79 points (insanely rare)
%attack damage - 34 points
%elemental damage - 34 points
%cold as extra chaos - 34 points
%damage = %block chance - ~20 points
%global phys damage - 17 points
%increased life (Elder)

%cold as extra chaos (M1) (recommended) - 21 points
24+ hybrid flat life (M1)


%attack speed - 34 points
%attack + cast speed - 21 points

30+% fire resistance
30+% cold resistance
30+% lightning resistance
9+% all resistances
Socketed Gem have 15% reduced mana reservation (Shaper)- free Enlighten 4, frees up gem slot

%double damage (M1) - 29 points
resists (M1)

Helm + Boots
+1 barrage projectile helm enchant is a considerable dps and survivability boost since it gives both life recovery + damage. Prioritize getting this.

The best boot enchant by far is "Adds 45 to 68 cold damage when hit". This is almost always up and gives a ton of damage. I highly highly recommend getting this, even if it requires running lab. "10% ele pen" enchant gives the most theoretical dps but realistically isn't up most of the time (not recommended). "16% attack speed if you’ve killed recently" is a very decent clearspeed option, but only get this one if you're satisfied with your damage.

For these two gear slots, you have three viable choices: rare helm + bubonics, Starkonja + rare boots, and rare helm + rare boots. I'll go over each below.

Setup 1: Rare Helm + Bubonic Trails

Pros: This will be the easiest setup to acquire since a +1 barrage base is easy to find and you can essence craft it without much risk (see instructions below). Bubonics are also pretty cheap so finding one with flat cold enchant isn't too hard either. I highly recommend crafting your own helm. This setup usually provides more life than the other 2 options due to Bubonics + 2 jewels, but only slightly.

Cons: You lose out on Vaal Haste + golem. This means for single phase bosses like Minotaur, Hydra, etc. this setup is worst for damage out of the three. But for longer boss fights like Uber Elder, Chimera, it will probably be the best. Resist capping also becomes slightly harder and your damage is more dependent on the quality of your abyss jewels.

Crafting the Rare Helm
Buy a +1 barrage enchant base (evasion/armor are easier to roll than ES). Make sure it's at least ilvl 72+, ilvl 84+ is recommended. Avoid getting one with too high of a strength requirement! Spam shrieking/screaming essences of greed/hatred/wrath/anger until you hit 2x T2+ resists, high life, and an open suffix. You can then mastercraft +20% hybrid resists for a helm that gives 125%+ total resists.

Mods to look for:
Useful prefixes (ranked)
High life roll (mandatory)

%physical damage from hits taken as fire damage (mastercraft) (recommended)(solid defense boost, provides ~7% phys damage reduction = ~350-400 life)

+1 proj gem level + proj pierce 1 additional target (mastercraft) (extra buff for your Kinetic Blast)

12% WED (mastercraft)

Useful suffixes (ranked)
40+% resists x 3 (get as much as you can, aim for 120+% total!!)

Setup 2: Starkonja's Head + Rare Boots

Pros: Starkonja's with barrage enchant is usually very cheap and easy to find. The two extra sockets give access to Vaal Haste + Golem. You also don't have to worry about buying 2 abyss jewels.

Cons: Decent high res rare boots can be harder to craft/buy than rare helm, so gearing/reaching resist cap might be more difficult overall compared to the other two options. 5% lower dps than the other two options on average. May need to run uber lab on your own to get flat cold enchant.

Setup 2: Rare Helm + Rare Boots

Pros: Most flexible of the three setups. Makes resist capping way easier and allows you to get extra damage elsewhere to compensate for lack of abyss jewels + bubonic trails. Make sure you get 70-90 more damage points using the point system from earlier in the guide. This can be done by stacking 2x WED (suffix + prefix) on belt and an extra damage mod on shield and damage implicits on rings, etc. Another advantage is the two extra gem sockets so you can run both vaal Haste and golem. And you don't have to worry about getting 2 abyss jewels either! Also gives you the most flexibility when upgrading jewelry since there's less dependency on resists in those slots. Having rare boots should free up ~3 suffix slots, which is enough to get the 70-90 points needed to completely compensate for loss of Bubonics. This means that if done correctly, this setup is the best of the three. Newer players stay away from this!

Cons: Requires more thinking when gearing up to compensate for lack of bubonic trails + jewels (70-90 extra points!), otherwise you end up with the worst damage out of the three options. Getting flat cold enchant probably requires lab running. Good rare boots can cost a lot, as can higher-end pure dps jewelry.


I highly recommend having at least one elder ring in your setup with T1 life gain on hit mod. You fire ~30-40 projectiles per second with barrage so each LGOH mod grants you an additional 600-800 life recovery per second, which greatly assists with facetanking. It's definitely possible to do all content without these elder LGOH mods, but they really are a huge QOL, especially for lazier/less experienced players. Upgrade the ring slot first since decent elder rings will be the hardest item to find and you always have more flexibility earlier in the gearing up process. Of course, if you find some insane dps non-elder ring, you could use that instead...

Legion trade link:

This is a trade link for all rings with 50+ flat life and at least 3 useful mods. Feel free to make the filter stricter, set LGOH as mandatory, etc since a lot of these rings are terrible.

Insane Multimod Elder Ring for 2-3 ex

You can craft the ring above with 2-3 ex, and this ring will beat out pretty much any ring in its price range.

This only works well if your gear is solid and you only need 1 resist per ring (implicit) to reach res cap. Make sure you've socketed in a Lethal Pride by now and replaced Master of Force cluster on tree with Snowforged (extra damage + 20% resists).

If you're using Bubonic Trails, get a resist implicit ring like the one pictured above. If you're using rare boots, you DEFINITELY SHOULD use one of the following ilvl 75+ bases: Opal > Diamond = Steel.


1) Obtain an ilvl 75+ elder ring base. The implicit should be resists if you're using Bubonics, or Opal/Steel/Diamond if you're using rare boots.

2) Alteration spam until you hit T1 +Life gained for each Enemy hit by your Attacks (Eldritch) prefix. On average this will take ~86 alts. Once you hit the mod, DO NOT augment. If your T1 LGOH came with a suffix, reroll UNLESS it is one of the following: % increased Projectile Attack Damage (26-30%), or +% to Global Critical Strike Multiplier (17-20%).

3) Yolo regal. If the regal gets any of the following mods: Flat life (50+), T1 flat phys (9-15), T2+ flat cold (19-34), T2+ WED (31%+), T2+ proj damage (20%+), T2+ crit multi (13%+), T1 %cold damage (18%+), you can keep it and proceed to next step. If your regal gets something else, proceed to YOLO annul. If your annul bricks the ring by removing LGOH mod, return to step 1.

4) Multimod (2 ex) and mastercraft the following: M1 flat life, M1 WED, +1 to Minimum Frenzy Charges, +1 to Minimum Power Charges.

If you kept a suffix from earlier, you can drop +1 Power Charge. If you kept a prefix from earlier, drop the M1 WED.

Using the point system, this ring provides LGOH + flat life + 1 resist (implicit) + up to 88 points in damage for the Bubonic user. The rare boot user should get ~100-105 points in damage.

Insane DPS Ring for 2-4 ex

If you really don't want to use Elder rings and prefer pure dps instead, you can craft this ring for 2-4 ex, and it will beat out almost every ring in its price range. In fact this ring will beat out most rings that cost 10-20 ex or more!

Using my point system this ring can provide up to ~152 points of pure damage. Insane, basically an amulet in the ring slot.

Make sure you've socketed in a Lethal Pride by now and replaced Master of Force cluster on tree with Snowforged (extra damage + 20% resists). Bubonic users may need to substitute the +1 minimum power charge for a M1 resist to be capped. Rare boot users should have no excuse not to get +1 minimum power.


1) Obtain an ilvl 81+ Opal Ring. This does not need to be elder, a regular base will work just fine.

2) Alteration spam until you hit T1 % increased Elemental Damage with Attack Skills (36-42%) prefix. On average this will take ~229 alts. Once you hit the mod, DO NOT augment. If your T1 WED came with a suffix, reroll UNLESS it is one of the following: % increased Projectile Attack Damage (26-30%), or +% to Global Critical Strike Multiplier (17-20%), T1 % increased Cold Damage (18-22%).

3) Yolo regal. If the regal gets any of the following mods: Flat life (50+), T1 flat phys (9-15), T2+ flat cold (19-34), T2+ proj damage (20%+), T2+ crit multi (13%+), T1 %cold damage (18%+), M4+ %resist (Bubonic users only!!), you can keep it and proceed to next step UNLESS YOU ALREADY KEPT A SUFFIX FROM STEP 2!! IF YOU DID KEEP A SUFFIX FROM STEP 2, MAKE SURE THE MOD YOU HIT WITH REGAL IS NOT A SUFFIX. Otherwise, proceed to YOLO annul. If your annul bricks the ring by removing the WED mod, return to step 1.

4) Multimod (2 ex) and mastercraft the following: M1 flat life, +1 to Minimum Frenzy Charges, +1 to Minimum Power Charges, M1 %increased damage. The last mod costs 1 ex, so if you don't have a huge budget, replace it with M1 flat cold instead. Bubonic users may need to replace +1 power with a resist.

If you kept a suffix from earlier, you can drop +1 Power Charge. If you kept a prefix from earlier, drop the M1 %damage and you save 1 ex.

Recommended Mastercraft Mods:
Flat life is top priority. If you already have this, get 15-23% WED. If your ring already has WED, get M1 flat cold.

Best is +1 to minimum frenzy charges. This beats all the other mastercrafts and even most T1 suffixes by far. If you have a second extra suffix slot or you only want to map clear all day, +1 minimum power might be better since blood rage will keep frenzy charges always up making +1 minimum frenzy useless. Otherwise, +1 frenzy is better in every other scenario. Third option is 16% increased cold damage or the hybrid mod: 21-23% crit multi if shattered recently + 16% crit chance. The hybrid mod is much stronger than 16% cold but isn't up all the time, so if you want to do high level content probably stick to 16% cold damage.

T1 Ring Mods Ranked:

15+ life gain on hit (Elder) (T2+) (highly recommended)
50+ flat life (M1) (T3+) (highly recommended)

%elemental damage w/ attacks - 42 points
Flat cold to spells + attacks (Shaper) - 32 points
Flat cold to attacks - 28 points
Flat phys to attacks - 22 points
Flat light to attacks - 16 points
Flat light to spells + attacks (Shaper) - 15 points
Flat fire to attacks - 14 points

2+ mana gain on hit (Elder) - need it here or on a jewel to sustain Barrage


%projectile attack damage (Elder) - 35 points
%crit multi (Elder) - 32 points
%cold damage - 22 points
%attack speed - 18 points
%crit chance (Shaper) - 15 points

30+% fire resistance
30+% cold resistance
30+% lightning resistance
9+% all resistances


Rare Belt

As a pathfinder, the tree provides 46% flask effect, so you need an additional 4% to reach the threshold for an extra projectile from Dying Sun flask.

You'll need either the Conqueror's Potency jewel, or "%increased effect of flasks on you" (prefix), which is a Jun mastercraft/elder mod. This mod is therefore worth an entire jewel slot, and should be weighed more heavily than any other belt mod

Try to get at least one %elemental damage mod on the belt like a high WED (36+) or %ele damage suffix (30) in addition to the %flask effect mod. I highly recommend stacking 75+% elemental damage here... Stygian vises will probably be better/easier to find than a well-rolled elder leather belt.

Headhunter if you can afford it. Boosts your clearspeed significantly. Will make it harder to get resist capped though.You should still own a stygian vise or an elder leather belt for bossing situations like uber elder. Try not to get any resists on your belt. Go for life, pure damage + flask mods instead. Also remember to replace your Conqueror's Potency with a well-rolled jewel for boss fights. If you don't want to swap jewels each time, ditch the %flask effect and try to get a useful delve/elder prefix or mastercraft %20 increased damage.

T1 Belt Mods Ranked:

70+ flat life (mandatory)
4%+ flask effect on you (M1) (Elder) (highly highly highly recommended)

%elemental damage w/ attacks - 50 points
%cold damage (frigid fossil) - 30 points
%global phys damage (jagged fossil) - 15 points

%increased life (Elder)
%chance for flask not to consume charges (Elder)
%flask life recovery

%elemental damage w/ attacks (M1) - 32 points
%damage (M1) - 20 points


%attack speed during flask effect (Elder) - 36 points
%projectile attack damage during flask effect (Elder) - 35 points
%elemental damage (prismatic fossil) - 30 points

30+% fire resistance
30+% cold resistance
30+% lightning resistance
9+% all resistances (Elder)
%reduced flask charges used
%flask charges gained
%flask effect duration
%life recovery rate (Elder) - will increase your "leech cap" by buffing LGOH

%flask effect duration (M1)
resists (M1)

Rare Conversion Gloves

I suggest getting at least a pair of ilvl 76+ gloves for crafting. ilvl 76 unlocks the chance of rolling T1 attack speed suffix, which is probably the best damage mod in this slot.

You have two options:

Option 1 (recommended): Find gloves carrying the Temple mod: Topotante's (hybrid flat cold + phys to cold conversion). This will enable you to mastercraft the very strong %damage while leeching mod as a prefix. Drawback is that you can brick these gloves easily.

Option 2: Craft a pair of Gripped Gloves + leave an open prefix to mastercraft 20+% physical damage converted to cold damage. This mod + Watcher's Eye + Winter Spirit cluster = 100% phys to cold conversion and allows you to run phys reflect maps. The drawback is that you won't be able to mastercraft any of the juicy damage prefixes without paying for an expensive multimod + wasting a suffix slot.

Got ~2 exalts to spare?

You can craft this pair of gloves GUARANTEED with ~2 ex. Most likely it will beat out anything you can craft using fossils, with very little RNG involved.


1) Obtain a pair of magic gloves with Topotante's prefix (hybrid flat cold + %phys converted to cold) and an empty or useful suffix.

2) Yolo regal; if you hit a mod such as high life or T1 attack speed, or a mod you need such as high resists, you can move on to Step 3. If you hit a bad mod, you can buy another pair of Topotante's and try again or attempt to annul off the bad mod. At the time of writing this, the gloves are dirt cheap. If somehow their prices go up a lot, go straight to annulling.

3) Craft multimod (2 ex), M2/M1 %damage while leeching (3c-1 ex), M1 flat life (4 alchs), M1 hybrid %ele damage if crit + %crit chance (4 chaos), and M1 attack speed (2 chaos). You could also replace one of the suffixes with resists (3 chaos) if you're desperate...but I don't recommend this.

4) Divine it to a high roll.

5) Get a nice enchant from Uber Lab (optional).

Congratz you're done and you'll never need an upgrade again!

Other than life + conversion mod being mandatory, the rest of the affix slots are flexible. This is probably the easiest item to self-craft.

If you want to buff your KB, you can craft a pair of Elder Gripped Gloves (ilvl 76+). I find this unnecessary since KB has enough damage already. This option is mainly for those who focus only on speedclear.

T1 Gloves Mods Ranked:

70+ flat life (mandatory)
20+% physical damage converted to cold damage (M1) (mandatory!)

Flat phys to attacks - 14 points
Flat cold to attacks - 11 points

Supported by Faster Projectiles (Elder) - KB buff

%damage during flask effect (M1) - 28 points

+1 lvl of Projectile gems/+1 Pierce (M1) - KB buff
24+ hybrid flat life (M1)


%attack speed - 42 points
%attack and cast speed (Elder) - 36 points
%attack speed if you've hit a rare/unique (Shuddering Fossil) - 26 points

Supported by Chance to Bleed (Elder) - KB buff
Socketed attacks supported by crit multi (Elder) - KB buff
30+% fire resistance
30+% cold resistance
30+% lightning resistance
Supported by Faster Attacks (Elder) - KB buff (not recommended)

%crit chance + %elemental damage if you've crit recently (M1) - 32 points
%attack speed (M1) - 31 points

Tombfists will likely give more dps than the average rare glove, but there are several drawbacks. You aren't phys reflect immune, have less gearing flexibility, and you lose 1-2 gem sockets, which matter a lot for this socket-starved build. On top of that you need to buy more jewels... I suggest not going with Tombfists unless you are really really poor and need a temporary budget option.


Rare Shaper/Elder Amulet
Agate is the best base, followed closely by onyx, but you can probably go with any implicit depending on whether you have strength anywhere else on gear (besides Loreweave). Shaper bases are better than elder b/c they have greater range of useful mods.

Try to get an amulet with at least 3 high tier damage mods and a good life roll. Or you can replace the life roll with another damage roll, and spec into 2 extra life nodes on the tree. If you really can’t find a cheap one, you can craft by spamming shrieking/deafening essences of contempt/scorn/suffering/hatred/loathing until you land a good combo of damage mods, yolo annul the bad ones and then mastercraft life or a decent suffix.

Insane Multimod Amulet for 3-4 ex

You can craft the amulet above with 3-4 ex, and this amulet will beat out almost any amulet in the 20-40 ex range.


1) Use trade site live search to find an amulet with the following suffix: T1 Crit Multi (35-38%), and ONE OR MORE of the following prefixes: T1 Gain % of Physical Damage as Extra Cold Damage (16-20%), T1 Damage Penetrates % Elemental Resistances (8-10%), % increased Elemental Damage with Attack Skills (43-50%), Gain % of Non-Chaos Damage as extra Chaos Damage (7-13%). MAKE SURE THIS AMULET DOES NOT HAVE ANY OTHER MODS. This amulet base should cost at most 1-2 ex. DO NOT ATTEMPT TO CRAFT THE BASE ON YOUR OWN. If you're patient with livesearch you can find one for <1 ex. Ideally you want Amber/Agate base, but any base might work depending on your strength requirement.

2) Multimod (2 ex), and craft the following mods:
M1 flat life, +1 to Minimum Frenzy Charges, and M1 %damage while leeching (37-43%). This last mod costs 1 ex, but you can also craft M2 (31-36%) version for 3c if you don't have a large budget.

This amulet should beat out almost any amulet you find on the market including most of the ones above 20+ ex. So you'll never need an upgrade again.

Recommended Mastercraft Mods:
Flat life, and/or %damage while leeching. This mod is OP, even a M2 costing 3c gives 31-36% increased damage (36 points). M1 gives from 37-43% increased damage (43 points), rivaling the best T1 mods, but costs 1 ex. This mod is only active when Blood Rage is on and you're using Energy Leech gem. Third option is WED (15-23%) but this is much weaker than the other 2

Best is +1 to minimum frenzy charges. This beats all the other mastercrafts and even most T1 suffixes by far. If you have a second extra suffix slot or you only want to map clear all day, +1 minimum power might be better since blood rage will keep frenzy charges always up. Otherwise, +1 frenzy is better in every other scenario. Third option is 6% attack + cast speed, 27% crit chance or 16% increased cold damage, all are similar in damage but not recommended.

T1 Amulet Mods Ranked:

70+ flat life (recommended)

%elemental damage w/ attacks - 50 points
%phys as extra cold (Shaper) - 50 points
%non-chaos as extra chaos (Elder) - 46 points
%ele penetration (Shaper) - 43 points
Flat phys - 37 points
Flat cold - 28 points
%phys as extra lightning (Shaper) - 22 points
%phys as extra fire (Elder) - 22 points


%crit multi - 61 points!!!!
%attack speed (Elder) - 34 points
%cold damage - 26 points
%crit chance - 23 points

42+% fire resistance
42+% cold resistance
42+% lightning resistance
15+% all resistances
%quantity of items found (Shaper) - for fun
%chance to gain P/F/E charge on kill (Shaper) - good for speed mappers

Abyss jewels have been nerfed, so go with non-abyss jewels in all your passive tree sockets. Make sure each jewel has at least %life + 2 damage mods (multi + attack speed with wand/shield). Attack speed with wands is the best mod since it can roll up to 8%. With shields is a bit worse (up to 6%).

You also need a single +2 mana gain on hit mod on a viridian jewel base if you don't have this mod already on your rings.

Remember that with Bubonic Trails, 3 mod Hypnotic + Murderous jewels function like pseudo-4 mod jewels. Attack speed if crit + crit multi can be found on any abyss jewel base other than Ghastly.

Both Blind on hit/Onslaught on kill mods are available on either murderous or searching eyes. I recommend you get one of each somewhere in your build. Onslaught for the bonus clearspeed and blind on hit for extra evade chance.

A 3 mod jewel with multi/attack speed is typically better than a 4 mod jewel with only %increased damage rolls, so don't be fooled and overpay.

Ideally you want the following:

1 Watcher's Eye
1 Lethal Pride Karui Timeless Jewel
3 cobalt jewels with multi/attack speed with wands/life
1 viridian jewel with +2 mana gain on hit + life + some other useful damage mod(s)
1 hypnotic eye jewel with life/crit multi/attack speed if you've crit recently
1 murderous eye jewel with onslaught on kill/blind on hit + life
1 searching eye jewel with attack speed if crit recently/life/multi or a high flat phys/cold roll

Non-Bubonic Trails users can just get an abyss jewel with onslaught/blind and disregard the other two.

Abyss Jewels

Legion trade link (Abyss jewels):

Any of these budget jewels will carry you to end game; find at least one jewel with blind + onslaught. Get mainly cobalt jewels for the tree (other trade link below!)

T1 Abyss Jewel Mods Ranked:

T2+ flat life (mandatory)

Flat wand cold - 19 points
Flat wand phys - 13 points
Flat wand lightning - 11 points
Flat wand fire - 10 points


%attack speed if you've crit recently - 21 points
%crit multi - 19 points
Flat cold - 18 points
%attack speed - 13 points
Flat phys - 11 points
Flat light - 10 points
Flat fire - 9 points
%phys as extra fire if you've crit recently - 4 points

%blind on hit (should have 1 in setup)
%onslaught on kill (nice QOL, up for some boss fights)

Regular Jewels

Legion trade link (Non-abyss jewels): https://www.pathofexile.com/trade/search/Legion/5ZPWqdfa

A cobalt jewel will be best for damage b/c of the mod: attack speed with wands. If you're considering a 4 mod damage jewel, make sure 3 of the mods are: %crit multi + %life + %attack speed with wands/shield.

This trade link doesn't include mana gain on hit jewels so don't forget about that...

T1 Non-Abyss Jewel Mods Ranked:

%increased life (mandatory)

%attack speed with wands (highly recommended) - 21 points
%attack speed while holding a shield - 16 points
%damage with wands - 16 points
%cold damage - 16 points
%damage with 1-handed weapons - 14 points
%global phys damage - 8 points


%crit multi - 19 points
%attack speed - 13 points
%projectile damage - 12 points
%damage - 12 points
%attack and cast speed - 10 points
%crit chance - 7 points

+2 mana gain on hit - need one in entire build setup

Watcher’s Eye

Hatred 35%+ of physical converted to cold damage mod is essential for the build. If you’re very rich and want to get a 2 mod Watcher's Eye, you have several options. In terms of damage the order from best to worst will probably be something like this:

Flat cold (Hatred) > global crit multi (Precision) > %base crit (Hatred) = %cold pen (Hatred) > % attack damage (Precision) = %cold damage (Hatred) > % attack speed (Precision)

Lethal Pride Timeless Jewel

This jewel adds a mod to each node in its range. You want to socket it at the top of the tree. This location will give you 3 notable mods. You also get +4 strength per small node and +2 strength per travelling node which adds up to 34 strength! This will allow you to run a higher level Steelskin and not have to worry about attribute requirements.

Alternatively, you can also try socketing your LP just below Heartseeker. This should affect the three notables: Heartseeker, Herbalism, and Winter Spirit.

On one of the 3 notables, you ideally want "10% chance to Intimidate Enemies for 4 seconds on Hit". This is a huge 10% more damage multiplier. If the jewel you own doesn't add this mod to any of the 3 notables, you have to throw a divine orb on it to reroll its "seed" and check again. At the moment no one understands what the relationship is between seed number and mod combination so I can't tell you exactly how many divines this would take. Therefore you might be fine stopping once you hit 5% chance to deal double damage + 2 other useful mods

Based on what people have told me recently, intimidate on hit seems to be pretty rare, so keep in mind that two 5% double damage mods gives slightly better damage than Intimidate on hit.

A Lethal Pride with a good seed is way better than a perfect 4 mod cobalt jewel and probably cheaper too.

The following are all the useful mods Lethal Pride provides for this build:

5% chance to deal double damage
4% increased maximum life
5% chance to gain an Endurance Charge on Kill
10% increased Effect of Fortify on you
20% increased Physical Damage
5% of Physical Damage from Hits taken as Fire Damage
You take 10% reduced Extra Damage from Critical Strikes
+20% fire resistance

Corrupted Blood Immunity Jewel

You may want a corrupted rare jewel with “corrupted blood cannot be inflicted on you” implicit. A well-rolled one can be expensive so get one with 2-3 useful mods for cheap. Regular corrupted jewels tend to be cheaper than abyss ones. You could also try killing two birds with one stone by getting the implicit on a mana GOH jewel.

This jewel gives us the freedom not to use a staunching flask. However, the tradeoff is loss of damage since it's very hard to find a good jewel with this implicit. Keep in mind that this jewel only protects against corrupted blood from nemesis rares/bloodlines magic mobs, not regular bleeds. But b/c Kinetic Blast is excellent at screen clearing, the mobs usually won’t be able to inflict normal bleed. If you do suffer one, you can usually outleech it or use a life flask or worst case scenario, log out. The benefits of not using a staunching flask far outweigh the drawbacks since it gives you flexibility to use another damage flask (Wise Oak, Atziri's Promise etc.) or a better life flask (Blood of the Karui) or some other useful utility flask (basalt of warding). I suggest waiting until you have a good end-game setup before getting this jewel.

Conqueror’s Potency

This jewel is mandatory when using headhunter/rare belt without %flask effect to enable the extra Dying Sun projectile.

Last edited by Enahkra on Aug 6, 2019, 11:47:21 PM

Dying Sun
#1 dps flask for wanders. The extra projectiles helps with both survivability/damage/clearspeed and the AOE mod is an extra clear boost; absolutely essential for build.

Diamond flask of the Order/Warding
This %crit chance suffix provides a huge chunk of dps so make sure to get it as soon as possible. In most mapping situations you may want to use a Warding suffix instead unless you have it somewhere else, b/c it helps a lot with curse map mods. Being immune to enfeeble + TC will give more damage than "Order" for those types of maps, and being vulnerability/ele weakness immune is pretty important too. I suggest reserving "Order" crit flask for bossing situations like Uber Elder/Shaper/Catarina/Guardians w/o curse mods etc.

Taste of Hate
This flask gives you a lot of tankiness and the phys as extra cold is a solid dps boost. Essential if you want to do T16+

Quicksilver of Adrenaline/Order
This flask is a must-have for clearing maps quickly. Try to get "Alchemist's" prefix for even more movement speed. For suffixes you can either use "Adrenaline" for max movespeed or "Order" (% movespeed + %chance to avoid stun) for a balance of mobility and stun immunity.

Blood of the Karui/Life Flask
Blood of the Karui provides more life recovery than any crafted life flask. You can also use a Catalysed Eternal Life Flask/Bubbling Divine Flask of Staunching if you don't have a corrupted blood immunity jewel.

Utility Flask/Wise Oak/Atziri's Promise
For leveling and killing Uber Elder/Shaper/Chimera, use a life flask.

For Minotaur/Hydra or farming, when you don't care about the occasional death, use a basalt flask. Warding is the best suffix for this flask slot. You could also get a staunching if you're really paranoid/don't have corrupted blood immunity jewel yet.

Your life recovery from rings + Vaal Pact leech should be enough for life flask to be optional in most situations. KB + cold damage's freeze + chill makes sure mobs don't get anywhere near you to deal damage.

Another option is Wise Oak, which'll give you a lot of damage if your cold resists are the highest + keep you ele weakness-capped. If you can somehow balance your resists, Wise Oak provides a super strong defensive boost ~800 more life against elemental damage.

If you find yourself struggling with certain chaos damage betrayal encounters, an Atziri's Promise gives a good amount of damage + chaos resists.

Experiment and figure out what suits you best... it's really up to personal preference for this last flask slot.

lvl 21/20 Added Cold Damage should be the first gem you try to corrupt. Lvl 21 Hatred is also pretty easy to get b/c quality doesn't matter.

Barrage setup (chest)

For situations requiring single-target damage make sure to activate blood rage so you can access Energy Leech gem's 39% more damage multiplier.

Slower Projectiles is no longer recommended as it provides less damage, has a higher mana cost, makes sockets harder to color, and has way less projectile speed making it harder to hit targets outside of immediate melee range.

Kinetic Blast setup (gloves)

Aura + Heralds setup (helm)

- all your accuracy requirement should come from lvl 20+ Precision.

If you're low level and/or don't have Enlighten 4, your mana pool may be too small to sustain attacks effectively. There are two temporary options available.
Option 1: keep your Precision at around lvl 17-18 until your mana pool increases through leveling/obtaining Enlighten 4. There is a de-leveling vendor recipe for your gems (1 scour I believe)

Option 2: sacrifice 1 passive point for Eldritch Battery. Since Loreweave provides ~130 ES, your mana pool essentially becomes your ES pool + unreserved mana pool combined. This second option requires a +3 ES gain on hit jewel instead of +2 mana gain on hit jewel. The advantage is that you'll likely get more dps than Option 1 in the short run + less issues with mana sustain. However, this option will be less flexible in the long run when your mana pool is no longer a problem b/c you'll need to buy a +2 mana gain on hit jewel or else waste a passive point on Eldritch Battery.

Single Target Boosting Setup (wand)

- useful for T16 Guardians/Shaper/Uber Elder fight. Just drop it over the boss and it'll provide a huge damage boost.

Utility setup (shield)

- Blood rage provides a huge damage buff and triggers Energy Leech support gem. If you don't like the degen, only activate it for single target scenarios.

- Don't go higher than lvl 14 CWDT and and lvl 18 Steelskin. Most likely you won't meet the strength requirement anyway and will have to settle for lower level.

Shield Charge + Fortify setup (Boots)

- shield charge into the boss every few seconds to maintain fortify buff while facetanking. This will improve your survivability a lot by essentially adding ~1000 more ehp.

- make sure you keep the gem level low enough that you can meet the strength requirement.

Extra utility setup (for those with Starkonja's/Rare boots)

- socket Blood Rage - Fortify - Shield Charge - Vaal Haste in boots.Put Lightning Golem together with CWDT - Steelskin. This enables golem to be active for all situations including hard boss fights and saves you the trouble of constantly respawning it.

- turn on Vaal Haste right before boss for an extra damage/life recovery spike.

Passive Tree/Bandits/Ascendancies/Pantheon


If you have enough strength, spec into Snowforged cluster instead of Master of Force. Not only will Snowforged probably give more dps, you also get +10% cold and fire resistance which'll help with gearing.

Vitality Void is also a viable option; raises your leech cap at the cost of 2 points.

Once you have enough damage, you can consider switching to the more defensive tree, which is better for bossing.

Level 92 Passive Tree

Level 96 Passive Tree

Level 96 Passive Tree (more defensive)

Pathfinder Ascendancy
Nature's Boon - Master Alchemist - Veteran Bowyer - Nature's Adrenaline

Go with Alira... she gives a lot of resists and juicy crit multi. Much better deal than 2 passive points.

Major Gods: Lunaris/Solaris each have their merits. I like Solaris b/c it's less rng-dependent.

Minor Gods: Shakari helps with strongbox opening and poison maps. This is preferred for general mapping. Ralakesh if you want extra layer of safety against normal bleeds + help with uber elder degen.

Playstyle Tips
Make sure you're doing the following:

- sipping all your flasks (except life) on a constant basis every 3-4 seconds.
- clearing the packs surrounding the boss before using barrage (or else it auto-targets and you'll die from lack of leech).
- making sure your barrage proj is actually hitting the boss; at the start of the fight always pay close attention to where your barrage projectiles land. If they "pass through" the boss and fly offscreen that's a sign you're missing; readjust your cursor position accordingly.
- re-positioning/dodging with shield charge occasionally when facing difficult boss, while hitting something along the way, either a mob or the the boss itself in order to proc Fortify.
- not using shield charge more than 1-2 times in a row, or else you don't have enough mana to sustain barrage.
- putting down frost bomb preferably before entering the boss's aggro range.
- re-position more often if the boss deals too much damage for you to facetank; if you're low on life flask charges, fire off 1-2 shots of barrage between each re-position in order to heal. Try to move around the boss in a tight circle to keep it stationary, or else your barrage will miss more often. The leech + LGOH acts as a pseudo-life flask while you dodge and hit.
- using basalt flask on Minotaur/Enslaver/Hydra so you can face tank and not have to worry about boss mechanics.
- start barraging phoenix once you reach the center of the arena, and sidestep as he spins towards you. This allows you to deal some damage to him before he begins his first explosion.

Path of Building Pastebin
POB link w/ multiple passive trees

POB link w/ mostly self-crafted gear (~30-35 ex budget, 6-7mil+ shaper dps)

FAQ Section

Q: I keep getting stunned and dying! How do I fix this?
First make sure you have over 5k life to avoid dying to most one-shots. Next, you can also replace the suffix on your quicksilver flask with the Betrayal (Order) mastercraft that gives up to 12% movespeed and 50% chance to avoid stun. Our pathfinder flask effect scales this up to 18% movespeed and 75% chance to avoid respectively. This should solve all issues with stun, but you will lose a little movespeed by sacrificing the "Adrenaline" suffix.

Q: I'm having trouble with mana sustain! It's making my barrage damage awful...
You definitely need a mana leech node on the tree and +2 mana gain on hit on one of your jewels or elder ring. You fire ~40 proj per second, so this mod will give you an additional ~80 mana recovered per second which is significant.

Barrage takes some skill/practice to use. You want to begin firing when you're certain you'll hit the boss. If you fire too early or from too far a distance and miss several times, you will run out of mana fast and be stuck with your default attack for 1-2 seconds. This can be very dangerous since your survivability depends on successful barrage hits.

If you find yourself constantly missing the boss with barrage due to poor mechanics/lack of practice, you can temporarily remove a herald until you feel more confident or reduce the level of your Precision (there's a vendor recipe for this).

An Enlighten 4 is not necessary for the build and is very expensive, but having one can be a big QOL boost since it would enable you to miss multiple barrage attacks and still be able to recover.

Another option is a shaper shield with 15% reduced mana reservation. This functions like an Enlighten 4 and frees up a gem socket.

Q: How should I prioritize upgrading? I want to have crazy damage.
First off, don't underestimate how much character level does for your damage. A rule of thumb is that each level you gain is equal to ~3% more damage. So a lvl 90 compared to a 100, is nearly 30% difference in damage! That's like an extra gem link! Try to get 95+ if you can. Wanders are not the best builds for levelling since they're somewhat rippy so you could go the boring beachhead/breachstone route, which sucks but it definitely pays off.

Having mediocre jewelry + jewels is typically what separates an average wander from one with double or triple the damage. The amulet slot is the best place to get damage, so prioritize it there. Wasting valuable amulet + even ring affix slots on resists, attributes, etc. is a bad idea from an efficiency standpoint. Shields and helms tend to have the lowest damage modifiers, so follow the efficiency principle and stack as much resists as you can there in order to free up more room on your jewelry for damage.

As your overall dps increases, it becomes easier and easier to scale damage. For example, assume you just leveled and specced your newly earned passive point into a node granting 3% more damage. Someone with 2mil dps would gain 60k extra dps whereas someone with 8mil dps would gain 240k. So basically the guy starting out with four-fold more dps gets four times as much dps per incremental upgrade! This is of course an oversimplification, but it crudely demonstrates why one person can have triple the damage of another person without having triple the amount of damage modifiers. You have to keep making small, incremental improvements even if you think it won't make that much of a difference. They'll quickly add up and "exponentially" increase your dps.

Q: I want to MF/clear maps really really fast rather than farm bosses. What changes should I make?
You can first start by juicing up your KB by making it a 6 link. I suggest testing out faster attacks/faster projectiles/chain/fork/volley; if you find your damage lacking, you can put in Added Cold/Hypothermia/Cold Pen/Increased Crit Damage/Ice Bite. These gems have very similar damage values, and the best one really just depends on your setup.

If you're dropping barrage entirely, a 75% KB explosion enchant rare helm should be prioritized. This is a huge damage multiplier and comes with no drawback to mana cost. It's damage is equivalent to an extra gem link.

You could also craft a pair of elder gloves with "supported by" mods (see glove section for list of KB boosting mods) + life and mastercraft 20+% phys converted to cold. This will give you a 5-6 link KB and also allow you to keep your barrage for single target purposes.

Since our original setup has Bubonics + rare damage gloves, we can easily switch into Sadima's + Goldwyrms with no resist problems. Similarly, our Loreweave doesn't provide resists either so you can swap that for a Queen of the Forest if you want, and get a warding flask/jade flask etc. to get a lot of movespeed. Your damage should still be good enough to farm map bosses.

You can also switch over to Deadeye ascendancy which will give more clearspeed than Pathfinder, but your boss farming ability will be somewhat reduced.

Q: Should I dual-wield instead of using a shield? What are the pros and cons?
Let's first consider what dual wielding gives us that shields don't: 10% more attack speed and 20% more physical damage. We also get access to Twin Terrors cluster, which provides lots of crit, and dual wield multi jewel mods.

My original plan for this build was to make a temp league wander that derived all damage from flat phys sources -a true phys to ele conversion wander or "phys wander" in the traditional sense of the word. However, the more I tinkered with the build, the more I realized that this just wasn't practical. It's too difficult getting enough flat phys from wand + jewels for heavy investment into phys scaling to be worth it, especially since there're so many easily accessible generic ele damage multipliers (ex: 16% ele pen on wand). What's more, GGG has nerfed flat phys on abyss jewels, making true phys wanders even less feasible. So I decided to compromise and combine the best qualities of both ele and phys wanders in as optimal a way as possible. For the current version of the build, ~33% of our damage comes from flat ele sources. So in reality, the build is 66% phys wander + 33% ele wander. On the other hand, for standard league, mirrored phys wands with 470+ pdps exists, as well as legacy abyss jewels etc. This makes heavy investment into phys scaling worthwhile and flat ele scaling less attractive.

So why did all that matter for the question of dual wield vs. shield? Well, precisely because an important advantage of dual wielding is the 20% MORE physical damage. Since the build is only 66% physical, this multiplier is quite inefficient. You're effectively utilizing only a bit over half of that multiplier. We also have to consider what we give up in order to dual wield too. We lose a shield slot that gives high flat life + some damage/resists. This makes it harder to gear up without spending a lot more and also affects our survivability. The lower life pool could result in dual wielders getting more life nodes on the tree, which is counterproductive. We also lose some good shield nodes and shield mods on jewels. The 18% crit multi jewel mod for dual-wielders is definitely the best dps mod on a jewel, but it's only a little better than 8% attack speed with wands. Plus, the build doesn't use that many rare jewels, so the net contribution from those mods are minimal (~3-4%). KB and Barrage rely on both mainhand and offhand wands alternating attacks which means you need at least two similar-dps wands which will increase the build cost by 6+ ex. That amount of currency could get you a really nice shield and better gear in other places. Plus, this doesn't even factor in the additional cost from having to get more resists elsewhere. Taking all this into account, you will definitely gain some damage from dual wielding, perhaps 5%, at most 10%. But the drawbacks of less tankiness far outweigh the advantages in my opinion. The build's biggest weakness is survivability, not damage.

Of course the reasoning above only applies if you actually give a damn about survivability. For those who don't care and just want to be a dps warrior/glass cannon, feel free to post on the guide and I'll help you personally with a dual-wield setup.

Bonus Uber Elder Guide
If you have ~5.3kish life and 3mil+ shaper dps, comfortably killing Uber Elder just comes down to developing the right technique and fixing some bad habits. Having a non-potato PC helps a lot too since that fight is laggy as hell.

Habits to fix:
Tunnel-vision: The hardest thing to correct. I struggle with this a lot too. If you can't correct this habit, keep your eyes on Shaper for most of the fight. Elder's ice projectiles can be mostly avoided/tanked if you shift positions every 1-2 seconds, but Shaper's balls come in groups of three, so a single stun lock will likely result in instant death.

Overusing flasks: Practice developing an internal rhythm of hitting your flasks every 3-4 seconds. If you do this, your flasks will be up for almost the entire fight. Occasionally glancing at the bar below your flasks works too.

"trick" at end of Elder portal phase(s)
During the portal phase, Elder is chained up in the center of the arena, and doesn't move. However, as soon as this phase is over, there's a short 2-3 second animation of Elder getting released from his chains. During these 2-3 seconds, Shaper is also once again vulnerable to damage despite still having the purple invincibility cloud around him. Most people don't take advantage of this window of opportunity because they think Shaper is still invulnerable even though he's not. Elder will be in the middle of his animation, which means you can safely facetank Shaper and deal as much damage as possible without worrying about Elder. If you pull this off, by the time Elder becomes aggressive again, you'll already be done phasing Shaper.

Shaper gives away his teleport location
Shaper often teleports to one of the four corners of the boss room to get away from you. He will always face the corner he's teleporting to before beginning his teleport animation, so if you watch him carefully before he disappears offscreen, you'll know the direction that his balls will be coming from.

Keep dialogue/game sound on
Shaper will usually say "gaze into the abyss" before he starts beaming, so upon hearing this dialogue you know to instantly move several steps to avoid getting caught in the beam. The groaning noises your character makes when you get chunked by damage/stun locked is also useful because that's your cue to drink your life flask. You can also hear when Elder/Shaper does their slam attack even if they're offscreen.

Circular motions
When you're repositioning, try to move in circular motion around the bosses. Never move very far in a straight line unless you know for certain the positions of both Shaper + Elder or you might run straight into three of Shaper's balls. Circular motions will also help you dodge most of Elder's projectiles, even if your attention is mainly fixed on Shaper. Circular motion will reduce your risk of getting hit by multiple balls. This is especially the case if you get slowed by Uber Elder, and Shaper is trying to simultaneously ball you down. You're moving like a snail at that point so you must move in an arc/circle to avoid them.

Move when Elder dives
If Elder dives into the ground, you are guaranteed to be slowed for the next few seconds as soon as he re-emerges. When you see him perform the action of diving, begin moving immediately; don't bother doing anything other than moving around the arena; focus on circular movements to avoid Shaper's balls and don't dps until the slow effect is over.Also don't backtrack in your movements b/c you could run into Elder's degen move as he emerges from the ground.

Stay within melee range of Shaper
This is something most people know already but I'll re-emphasize here. If you need to deal damage to Shaper, make sure to stay within melee range of him while barraging. This forces Shaper to use a weaksauce melee attack instead of chucking deadly balls.

Choosing the right moments to deal damage
The best time to attack is when Shaper is using his beam. As soon as you see Shaper entering beam mode, you want to get in point blank range and begin facetanking/dealing as much damage as possible to the vulnerable boss, relying on your life flask if necessary. Always focus your attention primarily on Shaper's ball attack rather than your barrage target. There's ~1 second in between each set of balls, so develop an internal rhythm for when to expect them. If Shaper is far away/offscreen throwing balls at you while you're barraging Elder, time your movement so that you take little side steps right before each set of Shaper balls arrive. You'll notice that most of the damage I deal in the video comes during Shaper beam phases.

Don't overestimate how fast his expanding "Ring of Death" procs.
Elder occasionally does this expanding ring attack that creates a small safe spot near him, and if you don't stand there when the attack goes off, you are guaranteed to get 1 shot. A common rookie mistake is to stand in the "safe spot" the entire time as soon as it appears. All of a sudden Shaper does his slam and you have no room to move because you think stepping out of the safe spot will mean certain death.
You actually have quite a while before the ring actually 1 shots you. Doing more Uber Elder will give you a feel for how long this period is. This is another situation where game sounds come in handy, you can usually hear when Elder/Shaper begin telegraphing their slam animation. As soon as you realize they're trying to slam you, sprint out of the safe spot and wait a brief moment before running back in. Otherwise you will most likely rip to Shaper/Elder's slam since it will cover nearly the entire safe spot. Or you'll run out of the safe zone to dodge the slam just in time to get 1 shotted by the Ring of Death.

Stay near the edge of the safe spot during Elder's "Ring of Death" attack
When Elder does his "Ring of Death" expanding nova attack, you are forced into a small circle or safe spot where you won't get 1 shot when the nova goes off. Try to move around the interior edge of this small circle. This is because if Shaper decides to beam you, and you were standing in the center of the safe zone, the beam will cover virtually the entire circle. This could force you to move out of the safe zone and get one-shotted or die to the beam degen. If you move around the perimeter of the circle, Shaper's beam will usually cover only a small part of the safe spot, leaving you with room to maneuver.

Phase 1: Elder/Shaper @ 100% - 75% life
- As the dialogue is rolling, circle around the two bosses in one direction so that when the fight begins, Elder's first attack will be guaranteed to miss you. Shaper nearly always starts by teleporting to one of the four corners of the zone so track him down and begin barraging. When Shaper is down to 75% life, move to Elder, but keep your eyes mainly focused on Shaper. Constantly repositioning every 1-2 seconds if he's throwing balls or straight up facetank barraging if he's using his beam.

Phase 2: Elder Portal Phase 1
- This part is easy and you should almost never die here. Locate Shaper and move around him in a small circle while KBing everything on the screen. If Shaper teleports away from you, locate him ASAP and repeat this circling movement. This technique will make it nearly impossible to die to a surprise shaper ball. Your KB's range means you can fire towards the Elder portals regardless of where you are in the arena. Towards the end of the Elder portal phase, start checking on Elder in the center to get an idea of when the phase actually ends so you can utilize the trick mentioned earlier.

Phase 3: Elder/Shaper @ 75% - 50% life
- This part is pretty much identical to phase 1. Try to immediately kill any octopus that appear, because they poop out degen ground which will make the fight harder later on.

Phase 4: Shaper Portal Phase
- You should also never die here. Shaper does nothing but spawns a bunch of adds which gives you constant flask sustain. The adds aren't enough for you to spam flasks, so make sure to time your flask usage very carefully here. Luckily not much is going on so you can afford to stare at the flask bar. Run around Elder in a tiny circle, occasionally attacking the trash mobs for flask charges, and ideally time your movement so that you re-position right after Elder locks on to you. Even if you get hit by his projectiles it's not a big deal just heal up. When a good amount of time has passed, start checking on Shaper again in the middle. He will suddenly come out of this phase and ~80% of the time will beam you, or otherwise start chucking balls right away.

Phase 5: Elder/Shaper @ 50-25% life
- At the beginning of this phase Elder almost always slows you down. So focus on moving at first rather than trying to deal damage. Otherwise this phase is very similar to 1 + 3. Make sure you get rid of any degen-ground shitting octopus things as quickly as you can.

Phase 6: Elder Portal Phase 2
- This is virtually identical to the first Elder portal phase. Do the same thing here.

Phase 7: Elder/Shaper @ 25-0% life
- This and phase 5 are the hardest parts of the fight; Elder has two additional attacks that you must recognize and avoid. Also, depending on how well you managed the octopus adds/vortex balls, there may be a bit of cold/phys degen lying around. The strategy is basically the same as phase 1, 3, and 5 except you need to pay attention to two additional Elder attacks (these also occur in phase 5, but less frequently).
1) Rising Slam Attack: Elder flies upwards and drops a bunch of little projectiles that look like black stars. Those projectiles do a lot of cold damage, so if you see Elder begin this animation, make a run for it. This attack ends with a slam similar to Shaper's that will one shot you. So once you move to a different location to avoid the projectiles, wait 1-2 seconds and change locations again to avoid the slam. If you watched my Uber Elder video, you'll notice my only death was due to laziness and deciding to tank this attack at the very end.
2) Tentacle Whip: If you see Elder floating slightly higher above the ground than usual and point his hands downward, that's a sign that giant black tentacles are about to spawn out of the ground. Stop whatever you're doing and take evasive action, preferably along the perimeter of the arena until the tentacles disappear. This attack does a ton of physical damage and if you get caught up in one there's a good chance you'll get stun locked and die. The tentacles are an AOE attack that spawn where you stand, so if you keep moving and don't backtrack, you'll be able to dodge all of them.

Watch both of my Uber Elder fight videos to see these tips being applied (sometimes very sloppily)

If you pay attention to everything mentioned above, you will never fail an Uber Elder set.

Overall the fight is very fun and somewhat challenging. You'll feel a sense of accomplishment after completing this fight since you would have done it on a build whose single target skill is more melee than any melee skill without the advantage of being super tanky, meaning you had to actually play the fight as GGG intended, and not cheese your way through it. With enough practice you'll be able to consistently do it with very few deaths/deathless and also improve your bossing skill. Mastering the fight with this build will greatly prepare you for any future builds you take to Uber Elder.

Last edited by Enahkra on Aug 6, 2019, 11:44:28 PM
Min-Maxing Phys Wander in Standard League

*note: dps has since doubled...


For the rich bois wanting to perfect their phys wander on standard, there are some major differences to note. Access to legacy and mirrored items changes some of the fundamental ideas underlying the build. Rather than worry about a balance between tankiness and damage, we trust in the cliche strategy: “the best defense is a good offense”. The biggest difference maker is instant leech, which enables us to facetank any boss with ease. The focus then shifts toward stacking insane amounts of damage to instant phase or “1 shot” any boss in the game. The short duration of boss fights means being resist capped without flasks is no longer a concern, so we can substitute resist gear for even more damage and rely solely on our flasks for resists + tankiness. Enough life to survive one shots, instant leech, and high damage leads to trivializing all content. Lastly, the bragging rights of having the highest dps build also plays some part in the build design. It's pretty satisfying one shotting T16 guardians in a 6 man party.

Essential items required for the build are: Double Legacy Vinktar (conversion preferred) + full set of legacy flasks, a permanent frenzy/power charge generation source like Farrul’s Fur or synthesised chest, 2x mirrored wands.

With an overwhelming number of mirrored gear options out there, and every other crafter slapping on the vague #1 tag to their items, it's really easy for people to be misled into buying expensive, non-optimal gear. Knowledge about BIS rare items is not readily accessible, and oftentimes people make purchases without knowing the full range of good options available. This guide will try to point you in the right direction. I'm no crafter, so there's no conflict of interest in the items I recommend. My only interest is in min-maxing and preventing people from getting ripped off.

This build is designed for efficient bossing, fast party/solo mapping and e-peen stroking. It is not intended for hardcore delving.

Build Objectives
Here’s what I consider important for an "optimized" phys wander and what this build delivers.

- has enough life to survive all damage dealing sources besides certain easy-to-dodge one shot mechanics (ex: shaper slam, phoenix guardian explosion). I’ve found 5.2-5.4k life + some layers of defense to be more than adequate for cheesing all content.

- great mobility/clearspeed; not as fast as a QOTF Windripper build, but enough to finish a T16 guardian map in under two minutes without headhunter.

- able to clear any trash mob using 3 link KB (4th link is IIQ gem)

- both resistance and ele weakness capped while flasks are active

- instant leech

- immunity to shock, freeze, bleed, poison

- able to clear all content including uber elder with ease

- able to run any combination of map mods (alch and go) except for ele reflect + no leech

- excludes sources of dps inflation that are actually detrimental to your real dps (ex: manual cursing, blood rage, frost bomb, etc.)

- as high single-target dps as possible for deleting all content

Background and Miscellaneous Topics

Phys wanding vs ele wanding
Phys to ele conversion archetype has been the meta since forever, and the popularity of these builds, especially bow builds creates huge incentives for crafters to continue making improvements to gear. Top tier ele attack builds are nowhere as popular, so there hasn’t been that same profit incentive. Thus, despite ele wanders being able to beat phys wanders by a slim margin with hypothetical gear in POB scenarios, actual phys wander gear is far closer to reaching theoretical perfection, which is why ele wanders have less damage in realistic min-maxed situations. As of 3.7, GG abyss jewels have gone legacy, which affects mainly ele wanders since phys wanders can reach nearly the same level of damage using non-abyss jewels.

Scaling cold vs lightning
Tree pathing allows for equal access to both Fangs of Frost (8% cold pen) and Arcing Blows (8% light pen), so we should focus on scaling either cold or lightning for optimal dps.

Cold is by far the best option since we have so much phys as extra cold from gear + Hatred aura + taste of hate. Winter Spirit cluster + Hatred conversion Watcher’s Eye mod lets you convert 80% phys to cold, and vinktar converts the last 20% to lightning.

If we try to scale lightning instead, we would only be able to convert 60% phys to lightning (Wrath Watchers eye mod + Vinktar), and the last 40% would have to be converted to cold via Winter Spirit cluster or remain unconverted. Phys to lightning support gem is out of the question since there are so many better support gems for damage.

There are currently three mirror-worthy phys wands, but only two of them I would recommend buying. For this build, you must use two to take advantage of the significant dual wield bonus and the dual wield crit cluster. Since your mainhand and offhand alternate attacks for kinetic blast/barrage, both wands must be high pdps. Using a budget shield such as lycosidae or a mediocre offhand wand can reduce your dps by 35% or more.

#1: Blood Thirst - Victheslik
- currently the best phys wand in the game and will probably remain so for a long time. This wand comes with a hefty price tag, and should probably be the last mirrored piece to fully upgrade. If you haven’t fully upgraded all your other gear slots yet, I would suggest a pair of Foe Bites instead.

#2: Foe Bite - Rayamn (crafted by JakeAlmighty)
- the difference in dps between this wand and Blood Thirst is about 9-10%, but since it's an old item, you can find a lot of them on the secondhand market for relatively cheap. Note that there's three different versions: an old 428 pdps with legacy implicit, a 428 pdps current implicit, and 432 pdps newly divined version. Go with the 428 pdps one, since it's usually much cheaper than the newer version. The spell implicit doesn’t matter

#3: Rift Weaver - Clicky
- this ridiculous wand was IDed off the ground during Incursion League. The wand itself has nearly identical pdps compared to Foe Bite, but overall the wand is slightly worse (~2%). Although the 10% phys as extra chaos looks impressive, we have no chaos scaling and not much phys scaling, which means the contribution of this mod is negligible. In all other departments Foe Bite wins: crit chance, crit multi, attack speed, accuracy, and of course, overall dps. Plus, this item hasn’t been around for that long, so there's not too many on the secondhand market, and with Foe Bites costing much less than a mirror, there's really no reason to mirror this.

Body Armor:

Mirrored Options:
*both the 8% max life/mana hybrid mod and additional curse mod are available for either chest upon request. My personal preference is the 8% max life/mana b/c it's useful in all situations, unlike curses, which can be mitigated by map mods, and can be hard to squeeze into an optimized setup.

#1 Tempest Mantle - Mai_Cedere
- this chest is the powerhouse of the build. Implicits ensure permanent charge sustain, and the explicits give you a ton of survivability + damage + QOL. The difference between this chest and Farrul's is substantial.

- gives more life than any other similar type of chest.

- attribute requirement is lower so you can recycle it for non dex-based builds.

#2 Apocalypse Pelt - UIFreezer
- gives slightly less life than Tempest Mantle.

- Assassin's Garb base means very high dex requirement; harder to recycle for other build types.

- might be cheaper than Tempest Mantle, especially on the secondary market.

Farrul's Fur
- this is the "budget" option. You get permanent power AND frenzy charge generation in all bossing situations. Power and frenzy charges account for around 40% of your dps which is why this chest is the best unique option. On top of this you get free mana reservation for aspect of the cat (great dps boost), which is mandatory for this chest.

*If you're interested in a corrupted version, the order from best to worse damage corruptions are: %increased damage > +1 to socketed gems/+2 to socketed projectile gems. For defensive options, my personal preferences are: 50% reduced crit damage taken > 1% max res > %increased life.


Mirrored Options:
*for most of the amulets, you can choose between 6% attack + cast speed or 27% crit chance as the mastercraft. In most cases 27% crit will give more dps but it really depends on your setup. Make sure to double check on POB or pm me in-game for help before making your purchase.

For Farrul's Fur Users:

Tempest Locket (old version) // Pain Noose - Croppie
- provides the highest dps for Farrul's users

- has 20% "phys as extra lightning" instead of T1 life. 20% phys as extra light is worth ~4 passive points while T1 life is worth ~2 passive points, so damage roll is more efficient than life roll on this slot.

Death Gorget - Hitma47
- has T1 life roll instead of 20% "phys as extra lightning"

- Agate base means you get an extra point by dropping a strength node (for non-Headhunter users)

- overall gives ~7% less damage than Tempest Locket/Pain Noose but you get ~4% more life and some flexibility with the extra point you free up.

For Mirrored Chest Users:

Golem Noose - Mai_Cedere
- provides the most dps possible in the amulet slot when paired with headhunter or a rare belt with T1 strength.

Corpse Locket - Mai_Cedere
- similar to Golem Noose, but without the 29% crit chance mod. You can get 27% crit chance as a mastercraft though, which means the real net loss compared to Golem Noose is 6% attack speed + 2% crit chance.

- the dps difference between Golem Noose and Corpse Locket can be made up with 2 passive points. However, 14% all res from Corpse Locket is impossible to get with only 2 passive points.

- if you crave more resists, this amulet is arguably better than Golem Noose.

- if you are a firm believer in having resists on both rings, getting Corpse Locket will enable you to swap one resist/damage ring for a pure dps ring, which could result in more overall dps than Golem Noose.

Tempest Locket (new version) - RicTran
- strength roll enables you to free up 2 passive points on tree.

- 2 extra passives can net you an extra frenzy charge, which results in higher dps than Golem Noose if you use a mirrored/rare belt WITHOUT strength roll.

- gives less dps than Golem Noose for headhunter/rare belt w/ strength users because the strength roll becomes redundant.

Non-mirrored Rare Amulet
Follow the amulet section in the budget guide to figure out how to buy or craft a decent amulet. Shaper bases are better than elder bases. Avoid single resists so you don’t screw up wise oak balancing. Given how scammy the prices for jewelry are in standard, you may be better off trying to craft one using fossils/essences and multimodding if necessary.


Mirrored Options:
there are quite a few options out there, so I've organized them into three tiers

Tier 1 (best):

Behemoth Grasp - Mai_Cedere
- objectively the best ring for this build; gives far more dps than any other mirror-worthy ring and also provides 16% all resists

Blood Hold - Plushiess
- if you're near min-maxed and want to include some MF into the build, this ring provides the most dps. The all-res implicit is good QOL and preserves Wise Oak balance

Tier 2 (solid):

Grim Nail - pNR
- similar to Behemoth Grasp but gives less dps. The 16% all resists is a huge QOL buff for the build.

- essentially a budget "Behemoth Grasp"

Hypnotic Whorl - Mai_Cedere
- gives almost as much dps as Behemoth Grasp ≈ 6% more dps than Grim Nail

- lacks resists

- might gives less dps in certain maps with curse effectiveness reduction/hexproof

Bramble Eye - Rayamn
- in some ways this ring is like a slightly worse "Grim Nail" since it gives less dps, and 6% less all res. However, the ring’s attack speed roll does give a slight advantage in clearspeed and for certain bossing scenarios (ex: chimera). It's also usually cheaper than Grim Nail.

- you could go with 1x Grim Nail + 1x Bramble Eye for slightly more mobility/clearspeed.

*note that there’s two versions of Bramble Eye. One with 10% all res, and the other with 16% crit chance. Don’t buy the crit one.

Tier 3 (average):

Corruption Knot - Ahfack
- 50 strength roll let's you drop 2 strength nodes and spec into more damage; doing this will give ~2-3% more dps than Grim Nail

- lacks resists

- if you use Headhunter, the strength roll is essentially wasted and Corruption Knot will give less dps than Grim Nail

Loath Grip (new version) - Ivygreen5 (crafted by Mortalo)
- for Headhunter users, this ring can give more damage than Grim Nail and will give more dps than Corruption Knot.

- lacks resists

- if you do consider this, get one with the mastercraft: 20% damage. Flat phys is the second best mod following by cold. Everything else is inefficient.

Non-mirrored Ring:
For the most part, follow the ring section in the budget wander section. There are two exceptions: try to craft on an elder opal/steel/prismatic base and don’t worry about life/mana gain on hit. Focus mainly on damage. If you want resists, craft %all resists to maintain wise oak.

Don't spend 100+ ex on non mirrored jewelry if you eventually plan on upgrading to mirrored ones. Higher end non-mirrored jewelry is often not worth the price tag, and if you're spending that much ex trying to squeeze out marginal improvements in dps, may as well just save up some more and get the BIS or less pricey older generation jewelry, which you can then recycle for future builds. Mirrored jewelry is a good long term investment for those who want to make other min-maxed builds in the future and saves you from the inevitable frustration of shopping for subpar, overpriced jewelry.

Make sure you get aspect of the cat on one of your jewelry pieces.

Mods to avoid: single resists, especially fire, unless you can balance it on your other jewelry pieces (for wise oak users).

Getting a helmet with legacy barrage enchant should be one of the first upgrades to your build. Each projectile will give ~10% more damage and slightly reduces the time between each projectile, which helps maintain full life while using vinktar.

Mirrored Option:

Blood Visor - TheTempests (crafted by Mai_Cedere)
The tri res on here provides a lot of QOL. Unless you use 2x rings with T1 all resists (32% all res), it’s pretty much impossible to be ele weakness capped in a min-maxed setup even with all flasks up. The +132 flat life is also equal to 2-3 passive points, which can be specced into damage nodes to close the dps gap between this helm and Rat’s Nest. It’s by far the best defensive option and my personal favorite. If you plan on mirroring this, request the new 8% physical damage taken as fire prefix rather than the 12% WED for added tankiness.

Rare Non-Mirrored Tri Res + Life Helm
I highly recommend a rare tri res + high life helm if you plan on taking this build to the min-maxing limits. Damage will not be lacking, but survivability can be if you focus entirely on former. This slot is the best place to get your resists and some extra life. Ideally you want to be resist-capped relying only on Wise Oak. If you need both Wise Oak + your other 3 resist flasks to be resist-capped, it'll be much rippier unless you are a very skilled player because there will inevitably be times when not every flask is up. If you rely only on Wise Oak for res capping it'll be much safer because Wise Oak has the longest uptime.

But what if you don't want to pay 300 ex+ for a mirrored tri res helm?

Aside from the cost of mirroring the helm, there is also the drawback of not having socket color flexibility. Luckily crafting a similar rare helm yourself will most likely be much cheaper than mirroring although a bit more time-consuming. Read below for detailed breakdown on how to create one.

Crafting Your Own Helm:
1) Find a +2 barrage enchant base. Crafting a helm with tri T2 resists (45%) is much cheaper/easier than tri T1 (48%). I will provide a cost comparison for tri-res T1 vs. T2 below. You must decide whether to go for T2 or T1 before crafting. If you want Triple T1 you need to buy an ilvl 84+ base whereas for Triple T2 you want one between ilvl 72-83. I suggest an evasion or low-tier armor base because the chance of rolling life is higher than on an ES base.

2) Spam the helm with Shrieking (T2 resists) or Deafening (T1 resists) essences of Hatred/Wrath/Anger until you get triple resists of the same tier. It doesn't matter which of the three you use so go with whatever is cheapest/available. The chance of hitting triple T2 resists will take around 2.5k essences and shriekings are 3x cheaper than deafenings. Depending on the market, and especially if you can hoard some essences from temp leagues, it will on average cost ~50 ex for this step.

3) Mastercraft either %armor or %evasion depending on your base type and yolo exalt. You ideally want a 80+ life roll. If you get a low tier flat life, craft suffix cannot be changed (2 ex) and scour. If you hit another mod such as hybrid life or item rarity, yolo exalt again.

4) If your helm now has 80+ total flat life, then you're almost finished. If not, remove your mastercrafted mod and apply suffix cannot be changed (2 ex), and scour. Repeat step 3.

5) Remove the mastercrafted garbage mod and craft 8% physical damage taken as fire; this will provide a good chunk of survivability. If you want some more KB buff, you can apply the +1 level of proj gem, extra pierce mastercraft or if you want more life you can craft hybrid life.

6) Divine your helm until all three resists are identical so you can maintain wise oak balance. Your helm is finished!

Average cost of crafting triple T2 resists, 80+ life helm = cost of base + 80 ex
Average cost of crafting triple T1 resists, 80+ life helm = cost of base + 180 ex

Rat’s Nest
This is definitely the best dps option for the helmet slot, and if you prefer damage over safety, then this is undoubtedly BIS and also a more budget option.

Starkonja’s Head
A more balanced option than Rat’s nest and costs roughly the same. In a fully optimized tree, you won’t be able to reach same dps as Rat’s Nest even if you give up equivalent life nodes, but the 100 flat life is really nice.

From a pure dps standpoint the 10% pen enchant is by far the best. However, if you want faster clearspeed, go with “16% attack speed if you’ve killed recently”. “Flat cold if you’ve been hit recently” helps you for the longer duration, multi-phase boss fights like uber elder.

Bubonic Trails (2 abyssal sockets)

The BIS damage option, and also provides more life than rare boots if socketed with 2x T1 flat life searching eye jewels. No other pair of boots comes close to providing this much dps. The drawback is less gem sockets, which can be a problem if your wands don’t have the right colors, or if you want more gem setups.

Crafted rare boots

Not recommended, unless you can balance your resists for wise oak. May as well use bubonics or fossil craft %life/flat life + 1 abyssal socket etc. for more damage/tankiness.


Legacy Tombfist (2 abyssal sockets)

- pretty much the best pair of gloves. It’s cheaper than good rare gloves and gives an unrivaled amount of dps + life. Make sure to socket a murderous eye (see jewel section) to get the 10% more damage from intimidate.

Glove Corruptions:
Several of the glove implicits are really powerful. I would suggest buying at least a pair with single corruption.

- For single corrupted, get +1 frenzy or base crit. If you’re using Wise Oak, an average rolled base crit implicit will give more dps than +1 frenzy, but frenzy charge also gives attack speed which is a clearspeed/mobility boost. If you decide to go the diamond flask route, +1 frenzy will be better than base crit.

For double corruptions, get +1 frenzy and one of the following:

8-10% attack speed: for more clearspeed and solid chunk of dps. My personal preference.

0.5%-0.8% base crit: the roll really matters for this one. A base crit lower than -0.6% will be worse than attack speed. But a base crit close to 0.8% will be BIS for damage (if you're using Wise Oak)

Ele weakness on hit: the best dps boost on paper, but not my favorite, since map mods such as less curse effectiveness + hexproof render it sometimes useless.

Enfeeble/Temporal Chains on hit/%increased life: if you prefer a more defensive setup

Atziri’s Acuity (Legacy)

- the only reason I recommend these gloves is for the instant leech on crit. If you’re not good with flask management, these gloves could save you. But with pathfinder, your flasks are always up anyway unless you fall asleep while playing.

Rare Elder Gloves (map clearing)

- elder glove mods improve KB clearspeed for a smoother mapping experience.
Look for gloves with at least life + socketed gems supported by faster attacks + faster projectiles. Supported by additional accuracy is also nice too. Other than those 3 mods, socketed gem is supported by Chance to Bleed/ +50% crit multi/flat phys are also decent, especially since KB damage was nerfed significantly in 3.4

- if you’re running T15 maps or below, may as well put these on for faster mapping. You should have enough single target dps to melt T15 bosses even in 6 man parties without the DPS boost from Tombfists.

Mirrored Option:

Skull Hold - RicTran
- this is the best pair of rare KB gloves available. You will lose some bossing dps but if your setup is near min-maxed this is a solid QOL buff to consider.


Mirrored Options:
*a mirrored belt will provide more dps/life than a headhunter in multi-phase bossing scenarios such as Uber Elder/Shaper/Chimera/Uber Atziri. For Phoenix/Minotaur/Hydra and map bosses w/ a single phase, headhunter is much better for dps/clear.

*There is currently a wander belt halfway through the crafting process that will eventually become the #1 bossing belt. As of now, it's very difficult to switch between a mirrored rare belt and Headhunter because no mirror-tier belt has a high strength roll. When it's finished, you'll be able to choose between 8% flask effect or 20% increased damage if you don't want to swap out Conqueror's Potency*

#1 Blight Bond Stygian Vise - yozorae
Currently the best dps mirrored belt for wanders. If you're swapping from Headhunter, you'll need to take 2 strength nodes on tree. Choose either 8% flask effect for max damage or 20% increased damage if you use Headhunter and don't want to replace Conqueror's Potency.

#2 Nemesis Tether Stygian Vise - pNR
Similar to Blight Bond, but gives slightly less dps in most setups. Also has a much higher mirror fee. You do get 2% extra flask effect though so slightly more tankiness/movespeed. Don't bother mirroring this. Only buy one from the secondary market if you can find one for really cheap.

Best belt for clearspeed/farming. The strength roll lets us drop 2 str nodes on the tree and spec into more damage. Make sure to use a Conqueror’s Potency jewel to make up for the lack of % flask effect, that way you still get +3 from Dying Sun.

Stygian Vise/Elder Belt
If you want to craft/buy a bossing belt it’s definitely possible but it must either be an elder belt base (leather/rustic sash/stygian) or a regular stygian if you go the fossil crafting route. Follow the belt section on the budget guide for more details.
Make sure it has at the bare minimum a good life roll (70+) and it MUST have 4+% flask effectiveness. This mod alone provides a ~10% dps. You can now mastercraft this as a Jun prefix so keep a prefix slot open!
Don’t forget to balance resists! Elder belts have %all resists which comes in handy.


Conversion Vessel of Vinktar (double legacy)

This is the single most important item in the build. Despite the new leech nerfs that cap our leech to only 10% of our max life per projectile (compared to instant full life before), barrage's rapid firing rate will let you heal back to full life approximately 4 times per second (compared to 40 times per second before 3.6). This is still plenty to facetank any boss in the game. This flask also allows you to take advantage of the more multiplier from Damage on Full Life support gem and accounts for 99% of your survivability. The 10% more damage from shock (not factored into POB) is substantial, the 20% phys to light conversion allows you to run phys reflect. The instant mana leech is also OP and trivializes problems with mana sustain. Pathfinder negates the only drawback to this flask. If you don’t have a double legacy vinktar, you should play the budget version instead.

* A flat attacks vinktar needs to be max roll to give the same dps as a conversion vinktar, and those can be several times more expensive. A pen vinktar gives less damage than both, and a spell vinktar gives no damage aside from shock, but if that’s the only one you have, you should still use it because the instant leech is essential. These 3 versions will not let you safely run phys reflect however, since 20% of your damage is not converted to ele.

Dying Sun (legacy or current)

This flask gives you +3 projectiles and is the best dps flask for wanders. The AOE helps with KB clear.

Taste of Hate (double legacy)

This flask gives a ton of damage since we scale cold most effectively, but it’s phys damage taken as cold mod is arguably more important, because it scales up to 45% with Pathfinder and makes you a lot tankier for bosses that deal phys damage, which is the majority of them. Without this flask, having 5.3k life as a wander would be very painful.

Alchemist’s Quicksilver of Adrenaline

You need to use this for clearspeed since wanders have no real movement skill and can only run. I would suggest an Alchemist prefix for the extra ms boost.

Wise Oak (legacy) or Diamond Flask of the Order (80% crit chance)

Since sources of crit are so easy to get (ex: base crit on gloves, base crit from watcher’s, dual wield crit nodes, etc.), diamond flask is no longer the optimal choice for dps.

For maximum damage you want to pair Wise Oak with a Hatred Crit + Conversion Eye. Diamond Flask of the Order with a Hatred Pen + Conversion Eye is not a bad “budget” option. However, the main advantage of Wise Oak is that you get the added benefits of capping resists more easily and 15% reduced ele damage taken is a significant defensive boost.

The drawback of not using a staunching flask is of course, lack of bleed immunity, so make sure to vaal or buy a decent abyss/rare jewel with “Corrupted Blood cannot be inflicted on you”. KB’s offscreen clear will pretty much ensure you never die to a normal bleed. You can also take Soul of Ralakesh as an extra layer of safety.

Even if you can’t afford a Hatred crit + convert eye, I’d still sacrifice some dps and use a Wise Oak mainly for its defensive advantages.

Bottled Faith or Atziri’s Promise

Swap out Quicksilver of Adrenaline for either of these two flasks for the maximum dps possible during hardcore e-peen stroking sessions. Bottled Faith will most likely give more dps than Atziri's Promise.


Watcher’s Eye

- The Hatred 40% phys to cold conversion mod is essential to this build. This mod is the one that any viable Watcher's Eye must have.

- There are three options for 2 mod Watcher's

#1 Hatred Crit + Conversion
- this is the best 2 mod combination for damage, the base crit from the eye lets you swap out diamond flask for Wise Oak without losing any damage. Since it’s BIS, expect to pay a lot.

#2 Hatred Pen + Conversion
- this 2 mod combination is way cheaper, and is only 20-30% worse than the #1 eye. If you use this one, Wise Oak will provide less dps than a diamond flask.

#3 Hatred Increased Cold + Conversion
- this is the most budget 2 mod eye I would recommend. Much cheaper than the #2 eye and only 15-20% worse.

Murderous Eye Jewel (Intimidate)

You need one well-rolled Murderous Eye to take full advantage of Tombfist’s Intimidate on hit mod. All prefixes besides life are pretty much useless for a wander, so this is essentially a 3 mod abyss jewel at best.
Prefixes: T1/2 flat life, Mana (optional)
Suffixes: Attack speed if crit + crit multi are the best. Attack speed, flat phys/cold are also decent, check below for the list of suffix mods to look for.

Rare Jewels:
*abyss jewels have been nerfed in 3.7. Unless you have legacy abyss jewels, non-abyss jewels will most likely be better for dps and life. Try to keep the number of searching eyes at a minimum.

Searching Eye Jewels:

Mirrored Options:
The best legacy abyss jewel will always give more dps than the best non-abyss jewel. This dps difference depends on how well-geared you are. At the extreme upper limits of min-maxing the average difference is ~700k per jewel socket, but it's more likely to be around ~300k for the typical min-maxer. These values were determined by calculating the total dps difference between 6 BIS abyss jewels and 6 BIS non-abyss jewels and then dividing by 6 to figure out the average dps difference per jewel. However, note that this is only the AVERAGE DPS DIFFERENCE PER JEWEL. The law of diminishing returns dictates that the fewer BIS abyss jewels you have in your setup, the more damage you get per jewel. For example, the first BIS abyss jewel you add into your setup might provide ~500k more dps, while the 6th provides only ~100k. One caveat to consider is that in most cases, a T1 flat life roll will give slightly less life than a %life roll.

With perfect abyss jewels going legacy, it becomes more tempting than ever to mirror them. However, this should only be considered once you've min-maxed all other gear slots, as abyss jewel upgrades provide the lowest dps gained to currency spent ratio.

Morbid Globe/Foul Globe/Hollow Goad - Enahkra
- this is the best 4 mod life jewel available. If this jewel doesn't give you the highest dps possible of any life jewel, your build is extremely unoptimized.

- mirror service is free to promote phys wanding :)

Ancient Needle - JeNebu (crafted by thanhnahn)
- this jewel provides unrivaled dps. There will never be something able to beat this in terms of pure damage, especially as Onslaught becomes easier to get (ex: future onslaught on hit ring/onslaught boots)

- doesn't have a life roll, so you should have at most 1-2 in your setup unless you're okay with being rippy.

I’ve categorized all the useful abyss jewel mods and ranked each category from best to worst to make things easier:

Category 1 (best)
T1 flat physical damage to WAND ATTACKS
T1/T2 flat life

*Every searching eye should have at least these 2 mods

Category 2 (excellent)
Attack Speed if you’ve crit recently
Crit Multi
T1 Flat physical damage to attacks

*A good searching eye should have one of these 3 mods. Attack Speed if crit is the best one, followed by crit multi/T1 flat phys

Category 3 (good)
T1 flat accuracy
T1 flat lightning to attacks
T1 flat cold to attacks
Attack speed (non-conditional)

*Depending on how much accuracy you have on other gear, a T1 flat accuracy here may actually be more dps than any mod in category 2 or otherwise completely useless. I recommend checking POB to see which scenario applies to you.

Category 4 (decent)

2% ele pen if you haven’t killed recently
%Phys as extra fire
T1 flat fire to attacks
%chance to gain Onslaught on kill
%chance to blind on hit

*These mods are only slightly worse than those in category 3. The 2% pen mod gives the most dps in this category, but is least recommended since it won’t work in some boss fights. The chance to gain onslaught mod is good for general clearing and some bosses with lots of adds. Having just one of them is enough for perma onslaught sustain during map clear. Blind on hit is a solid defensive boost for bossing.

Normal Jewels (Viridian/Crimson)

Category 1 (best)
%maximum life
%crit multi while dual wielding

*Make sure every rare jewel you buy has at least these 2 mods

Category 2 (excellent)

%global crit multi
%projectile damage
%increased attack speed

Category 3 (decent)

%increased damage
%attack and cast speed
%global critical strike chance*

*Global crit chance roll is only good if you aren’t using a diamond flask. And don’t have this mod on more than ~2 jewels because crit chance has huge diminishing returns.

Corrupted Blood Immunity Jewel:

You must have Corrupted Blood Immunity on one of your rare jewels. I would just buy one with at least 2-3 good mods, but you can also try your luck with crafting. Buy/craft decent 3 mod rare jewels, and then yolo vaal. It’s about a 2.5% chance to hit CB immunity, so expect to brick ON AVERAGE 40 jewels for this implicit.

Conqueror’s Potency:

If you’re using Headhunter or don’t have % flask effectiveness on your belt, this jewel must be socketed. %increased crit/damage implicits are pretty nice on this.

Suggested order of upgrade
Before you can play this build, you need at least a legacy vinktars, a Farrul’s Fur, and a very good pair of phys wands (350+ pdps with crit). I would suggest just waiting until you can afford 2x Foe Bite wands before starting the build if you’re on a tight budget. And you will need 100-200 ex for the rest of the gear. You can buy decent 3 mod searching eyes with wand phys, life, and a good mod (see list in jewel section), and yolo ex the last suffix or use decent normal jewels with less optimal mods like %phys damage. Also get a solid corrupting blood immunity jewel.

1) Wands: The most important items to min-max first are of course the wands. If you can afford to min-max all slots, or have that as a realistic goal, I would suggest getting a pair of Blood Thirsts first. Otherwise a pair of Foe Bites can serve you almost as well and frees up a lot of currency to min-max other gear slots.

2) Legacy barrage enchant helm: get Rat’s Nest/Starkonja’s. Should be around 60-80 ex. You can also attempt to craft a high-res helm on your own using a +2 barrage base.

3) Legacy flasks: Get double legacy Taste of Hate, Legacy Dying Sun, Legacy Wise Oak if you haven’t already.

4) Amulet: Tempest Locket will likely be your cheapest/best option, especially if you don't plan on switching from Farrul's to mirrored chest.

5) Watcher’s Eye: Get one with Hatred crit + conversion, or at least a Hatred cold pen + conversion.
Spend 10-25 ex per jewel slot and get 4 mod (with life) BIS normal jewels or very good searching eyes. They should be around this price range. You will eventually need 11 of these, and this will give another ~20% more damage to your build compared to the 3 mod budget jewels from before. An easy way to get good jewels for cheap is to play temp leagues and buy them for much cheaper and then wait until merge.

6) Upgrade to Blood Visor helm: if you want more survivability/resists, and maintain Wise Oak balance.

7) Rings: Get two mirrored rings. I suggest having all resists on each ring since damage shouldn't be an issue at this point.

8) Upgrade to mirrored belt: You can skip this step if you're satisfied with your damage using Headhunter. Mirrored belts are a luxury and really only help for bossing and showcasing dps.

9) Blood Thirsts: upgrade from Foe Bites to these if you haven’t already.


Barrage Single Target (chest):

Barrage - WED - Damage on Full Life - Vicious Proj - Ele Focus - Slower Proj

Kinetic Blast Clear (helm)

Kinetic Blast - IIQ - Pierce - GMP

I prefer using IIQ for the extra loot. A 3 link KB has enough damage to clear all trash mobs in the game. You can sub in WED for IIQ if you want more damage, but there shouldn’t be any problem one shotting packs with only 2 support gems.


Hatred + Herald of Ice + Herald of Purity + Enlighten 4

Another option is to replace HoI with HoA for more dps, but I prefer HoI for the extra shatter/AOE. Herald of Purity is by far the best herald for damage.

If you’re using Tombfists + Bubonics, you’ll need to socket heralds into your wand and use two Enlighten 4s, so try to get RGB wand. This will give you the flexibility to switch between Herald of Ice/Ash. Otherwise, a GBG (Hatred + HoI) or RBR (HoP + HoA) wand works too but will give you less flexibility

If you’re concerned with accidentally weapon-swapping and unreserving your aura/heralds, you can socket the exact same gems into your secondary weapons, which will let you keep your heralds reserved if this happens.

Vaal Haste

I use this mainly on the boss for an extra spike in damage/mobility. Usually lasts the entire duration of the fight.


Ice Golem

Best golem for damage, although you could also use Lightning Golem for the extra attack speed

Depending on your setup, you will have anywhere between 2-6 free gem slots. Below are some suggestions but feel free to customize.

Portal gem

Flame Dash

CWDT - Steelskin - Increased Duration

CWDT - Curse - Enhance

Temporal Chains/Enfeeble for more defense, Projectile Weakness for more dps

*Don't use Blood Rage, because it messes with Damage on Full Life support.

Passive Tree - Bandits - Pantheon


Link to Passive + Ascendancy Tree

- Farrul users need at least 1 frenzy + power charge duration node for permanent charge uptime. Otherwise, for 2 seconds every 12 seconds, you won't have any charges.

- if you’re using diamond flask instead of wise oak, make sure to drop Twin Terrors cluster and spec into Forces of Nature.

Alternative pathing options:

- if you want more survivability for leveling, you can sacrifice some dps clusters and take Revenge of the Hunted. If that’s still not enough, take the Melding cluster also, which should give you more than enough tankiness to reach lvl 100. This will require sacrificing ~30% of your total dps.

- Heart of Oak is nice QOL node, especially the life regen.

- if you’re struggling with resists, you could also take Nullification for life/resists, or Survivalist cluster.

Alira is the best since resists are so hard to get, and the crit multi/mana regen is perfect for the build. If you have enough resists, switch to +2 passive points and take a 2nd Frenzy charge (Fervour) or 2 life nodes.

Soul of the Brine King: getting stun locked can be an issue, especially since we don’t use life flasks, so this one really helps.

Soul of Solaris: best for bossing if stun isn't an issue for you.

Soul of Shakari: I prefer this since we don’t invest in chaos resists. It’ll make opening strongboxes less risky too.

Soul of Ralakesh: if you want more normal bleed protection.


True Min-Maxed POB: https://pastebin.com/QAPsmnT2

Farrul's ""Budget"" Min-Maxed POB: https://pastebin.com/CFhp2cBv

Videos (3.6):
Last edited by Enahkra on Aug 4, 2019, 4:57:32 AM
sick bro !!!!. nice build <3
IGN: _YunaAura_BestAura_
Yuna aurabot build : 2519298
Cute ingame ༼ つ ◕_◕ ༽つ *:・゚✧ :
Nice!! Finally an updated phys wander build I can follow :) Been so tired of playing ele wanders
Thanks for the great writeup! Looking forward to trying out a phys wander again :)
Hello, i want to know why wouldn't this build be viable in HC? I haven't played wand builds for the 3 last years but i wanted to play one in this league.
mdrlolkikoo wrote:
Hello, i want to know why wouldn't this build be viable in HC? I haven't played wand builds for the 3 last years but i wanted to play one in this league.

Hi thanks for bringing this up. I guess it just depends on what one considers viable. Any build is hardcore viable if you spec into enough defenses.I only meant to say that the tree + gear I recommended in the guide would not be optimal for high level hardcore content. A phys wander will still be much tankier than an ele wander though because we can utilize taste of hate.

I just meant to say that wanders in general because they are located on the right + top of the tree and aren't naturally high dps and the fact that single target requires facetanking bosses just wouldn't be the best choice of a hardcore build, but you can definitely get it to work if you aren't running any crazy content in hardcore.

Thanks a lot :) ok i understand, of course i will adapt the tree for HC. I just have zero knowledge about wand builds in this game.
Will maybe try it out when i die but not sure, and let's hope i don't die. :D

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