[3.12] 🔥Oro’s Flicker Strike Raider🔥 | Top tier mapper/currency farmer | 10M+ DPS | All Content

Here's some advice for people reporting single target issues:


- Be sure your flasks, auras and totems are correctly set-up. Those flasks and gems will bring much more DPS to the table than any 20% increased damage on your gear, so check that out first. 20/20 gems are much better than 20/0 on your main link, and 21/20 and awakened are a nice DPS boost on top of that.

-Be sure you are not mana bottlenecked. Re-read the sustaining mana section. You should not notice a slowdown in your attack speed after a couple seconds on a single target.

-Do the correct single target DPS routine.
1) Drop Ancestral Warchief, then Ancestral protector X2 next to the boss
2) Pop your 4 utility flasks up, then Vaal Grace
3) Hold your flicker key down, refresh your flasks as they expire
4) If you tank a hit, briefly move to activate Enduring Cry before resuming flicker


This routine will allow you to net 15-20M damage under 10s to a red map boss even with starter gear, while being near immune to attacks and spells hits. Without maps mods, even a T16 boss should be dead as your flasks expire for the second time.

Use Cyclone and take your time for any boss which will not go easily down under those 10 sec, such as Guardians and Conquerors while on budget gear (around 35M HP + map mods)

- Be wary of degen zones and effects
Degen effects can not be evaded, nor dodged, and are not reduced by Fortify, meaning we dont have effective defenses against them. And if they are dealing chaos damage while you have -60% resist, they will hurt, a lot.

Most of them are balanced assuming the player will manually dodge them, which might not be obvious to do when flickering 12times/sec. When you are not familiar with a boss which use those, swap to Cyclone to be safe.
Exemples : Laboratory, Canyon, Toxic Sewer, Acid Caverns, Malformation, Al-Hezmin...

- Be wary of map mods. 40% extra Monster resistances, Hexproof, 30% extra monster life... will all make mobs much more tanky, so avoid combination of those when you are thin on DPS. Beyond can make the map much more rippy, as you'll often flicker back into spells/AoEs. Use Harvest to reroll dangerous maps while you are a bit undergeared.

Last edited by Heinarc on Jul 3, 2020, 5:50:22 PM
First flicker build I've ever tried.

First off, fun build and enjoyable. Level 95 atm. Love getting zoomed 5miles away in one second when mob packs are close to each other and asking myself
"How did I get here?".
Really enjoying the crafting in this league so I'll probably be looking to min-max as much as possible.

Farming t14, 15 and 16 constantly.
Died a lot getting here, especially to one shots, as I got to high maps on 3.5k hp. I've also died at my current 5.5k life but usually to rippy maps and not paying attention.
It's my first time getting to high tier maps with the new atlas. Got my ass kicked by sirus a few times trying to learn the fight, but I'll be waiting till I get to 96 to try again.

Gear
Everything was self-crafted with harvest except for the gloves which I bought for like 30c early on. (and uniques)
Spoiler







I'll eventually re-roll helmet and chest piece for t1s, but for now they're fine and I'll invest in gloves next.

I'd really like a 4-passive medium cluster with Cooked Alive & Cremator but there doesn't seem to be a reliable way to get one without buying it. Maybe I'll try my luck at alt-spamming in the near future.

For anyone who wants to know or is still confused about harvest, here's how I made them.
Spoiler

The basic idea with everything is spam harvest 're-roll with X modifier' until you get at least 2 or 3 usable, useful mods, accompanied by target-able mods.
Target-able in the sense that you can remove them with harvest annuls; i.e. 'defence' or 'physical' etc.

Helmet: Spam scorched fossils 'till -#% fire res to nearby enemies, preferably until you get at least 2 usable mods (t1/2 life, int, a resist etc). Alternatively you can spam harvest 're-roll with fire mod'. I just didn't have a lot of fire seeds at the time.

For me, I got -#% fire res to nearby enemies, t2 fire res, armour/evasion and int (which was very much needed). Swapped the fire res to cold res as I needed that more (with t2 wild seed). Then I Augmented life and remove/add life with harvest. Eventually hit T1 hybrid and augmented life again to get flat t3, which isn't too bad.
Eventually I'll be looking to get just flat t1 life and maybe get %physical damage taken as fire damage as prefix. Not sure how great of an idea it is but I'll find out eventually.

Body Armour: Spammed harvest re-roll with life modifiers, and I hit t2 life with t1 crit, t2 res, and two removable mods which I got rid of to augment another life modifier for % life (as it was guaranteed). Currently thinking of what I want on suffix.
I don't feel like % life recovered on kill is that great, especially when most of my deaths are against bosses, and survivability when clearing is not an issue, so maybe when I remake the chest-piece I'll go for something double-influenced. Don't know what would be best though.

Rings: Both rings were started off with alt-spamming and were probably the most tedious to make. After the alt spam I had either 1prefix / 2 suffix or the other way around, with both of them having life regen or some other life mod. Hitting the t1 life was pure luck as I couldn't figure out a way to block suffixes in either case without wasting too many harvest crafts. Hit both t1s first try tho so there's that, guess I'm lucky, but don't be like me and harvest-augment some resistances on suffixes first that you may remove later. Saves you the trouble of wasting remove/add life modifier.

Once I did, for 'Damnation Band' I augmented and/or re-rolled resistances (cold & lightning), then Augmented fire to try to force ignite on prefix, as suffixes were full, and re-rolled fire as I didn't hit t1 first try.
For 'Miracle Knot' I had area of effect, t1 life and a low tier resist. Bench-crafted a suffix to fill it up, and augmented / re-rolled attack to hit t1 or 2 accuracy, eventually got t1 and rolled it as high as I could. Then I re-rolled the resistance to a higher tier.

Still need to fire-divine the ignite ring for perfect fire / ignite / fire damage, and that one will be done.
I'll probably slap another resistance on the second ring, as I'm not sure what else would be useful.

Belt: Probably my luckies piece. Made it day.. 2? Spammed harvest re-roll with life modifiers like 3 times, and got STR, t1 life, t1 elemental, and one t2 resistance. Divined them to perfect using 'Randomize' from harvest, then augmented and re-rolled the second resistance with remove/add until t2. The mana is not really to my liking, but it's the best I could do at that time.

Gloves: Bought them for pretty cheap early on. Extra mana leech was nice to have before having -mana cost rings, so now I'm looking to craft a better pair with +1 to frenzy and strike skills.
Gonna start on the boots once these are done.



Regarding single-target, I definitely feel it could be better, but I'm also missing a lot of stuff. Bunch of jewels, watcher's eye, medium cluster...
Outside of the medium cluster and crafting the gloves my next upgrade will probably be picking up an anger watcher's eye with - fire res.

That said, red map-bosses outside of t16 melt. Definitely try to avoid hexproof and 40% elemental resistance though if you lack the damage; some of these fights can... take a while.

Also, Questions:

1. Is the chance to ignite hybrid on that ring of mine good? What would have been the ideal ring(s) there?
I saw you mention assassin's mark rings a few comments back so that's what I'm wondering. Maybe swap the warlord base for a shaper base for assassin's mark once one gets the +1 strike skills gloves and ditch the area of effect on the ring?

2. If you read my gear section / how I made them, I mentioned that I don't like / feel the need of %life gained on kill on the chestpiece. Would a Hunter / Redeemer double influence with 'nearby enemies are blinded' and 'additional curse' (in the case of shaper ring) be something good to work towards? Could you then drop flesh and stone for something else?
Or is the less damage taken from further enemies on flesh and stone more important?
Last edited by Rykk3r on Jul 4, 2020, 4:39:16 AM
Hey Rykk3r, thanks for your support!

- Flat fire damage : Between your Oro's and Anger, the build already has a lot base damage (around 650). So adding 25 to that is only an extra 4%. Not bad, but not better than 30% increased damage.

- Redeemer's blind mod on chest. Excellent if you can get it, and know how to use the 25% "saved" mana reservation for something else. Maybe a beastcrafted aspect?

- Assassin's mark ring + Additional curse on chest is a great luxury, made somewhat affordable thanks to harvest crafting. The 3 power charges you get + the extra flat crit will give you something like 30% more DPS while clearing, which is excellent for content like Simulacrum or hyper juiced up delirious maps.
However, you won't get those power charges on a single target (like Sirus) and the curse effectiveness itself is reduced by 60% on Shaper/Sirus/Guardians. For single target, the benefits are actually a bit less than 1.5% base crit.
Last edited by Heinarc on Jul 4, 2020, 8:32:04 AM
Loving the build so far! Still leveling but dumping that currency hard into it.

Finished my helm for the build and I think its beautiful. Gotta love harvest crafts.


Hello , Quick question , this is my second character this league i already have about 3EX to spend on it , and i can buy a 6l oro from start , as armor wouldn't be a good choice to buy "Belly of the Beast" untill i can get an expensive Rare ? Or do you have any other good armoor i could use up to 1Ex price ??
Hello, have you thought about using 6L Vaal Double Strike in armour/weapon for single target and simple 2L totem as debuff tool linked with Combustion? Or, is it possible to use Kaom's Heart and put Vaal Double Strike into swap? According to POB, Kaom is cca -90k dps loss but it gives almost 900hp. Thank you :)
Last edited by lampicka95 on Jul 6, 2020, 11:31:31 AM
Hey, I've actually started doing the build and it's great fun right now. I've invested some currency into these items:
Spoiler




I have around ~400 chaos, what would be the best investment right now? Also how can I find the people who could do the recipe for 6 link on Oro's?
"
Heinarc wrote:
Hey Rykk3r, thanks for your support!

- Flat fire damage : Between your Oro's and Anger, the build already has a lot base damage (around 650). So adding 25 to that is only an extra 4%. Not bad, but not better than 30% increased damage.

- Redeemer's blind mod on chest. Excellent if you can get it, and know how to use the 25% "saved" mana reservation for something else. Maybe a beastcrafted aspect?

- Assassin's mark ring + Additional curse on chest is a great luxury, made somewhat affordable thanks to harvest crafting. The 3 power charges you get + the extra flat crit will give you something like 30% more DPS while clearing, which is excellent for content like Simulacrum or hyper juiced up delirious maps.
However, you won't get those power charges on a single target (like Sirus) and the curse effectiveness itself is reduced by 60% on Shaper/Sirus/Guardians. For single target, the benefits are actually a bit less than 1.5% base crit.


Hey, what do you think about a trickster variand for the build?? Ranger still mutch better???
Quick update on progress. Got some lucky drops this weekend. These three upgrades alone threw the build into complete overdrive.



Still using pretty bad belt/rings/boots and clearing T16s fully juiced with no issues at all.

I have yet to 6S/6L my corrupted Oro's with Fortify, going to do this as soon as Delve decides to bless me with the proper chamber.

Vaporizing conquerors and the like in seconds.

Over 1M in additional Shaper DPS sitting at 2.7M total now.
Just curious, why combustion instead of fire penetration support?

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