[3.13] Curse by Walking Cursebot | 10 Curses with x2-5 Curse Effectivness | Occultist

1.Introduction and focus of the build

Welcome to my build guide.

This is a Party Play Only guide so it will not be able to do content reliably on its own.
Additionally this build was focused around the idea of a group of at least a Magic Finder and an Aurabot/Aurastacker, because of that I do not use any non-curse auras and am solely focusing on providing as many curses as possible and maximizing the effects of those curses.

This guide includes 3 different versions, each version with a different level of investment required. The Low Budget version costs around 60c, the Medium Budget version 20ex and the High Budget version needs an investment of over 60ex. Each version is a significant upgrade compared to the previous one but you do not need more then the Medium Budget version, to be usefull in 100% Delirium Maps.

3.13 Ritual League Nerfs
The nerfs to the curse cluster jewels result in a reduce of 72% curse effectivness in the build, on the higher end versions of the build this does reduce the power but isnt that significant as you still get to the x5 curse effect on the low budget version this loss is much more significant and makes the use of Replica Doedres Damning much more mandatory.

Alternativly you can specilize in a single curse such as Despair or Frostbite by duing this the utility of the build gets reduced quite significantly but the curse effectivness of the curse you specialize in will reach the x6 curse effectivness modifier resulting in significant DPS boosts for the party.

All in all this nerf is a nuisance but you still get to -136% Elemental Resist against Sirus (-404% against non bosses) on the medium budget version


Pros & Cons

+Works with virtually any budget
+Increadibly simple gameplay
+Big increase to both team survival and damage
+Gear is nearly all Uniques (less trouble with rares)

-NO solo viability, at all
-Very squishy if you get out of range of your teams defensive auras
-Needs a lot of hard to find cluster jewels
-Can sometimes result in permafreezing of multistage bosses


PoB+Bandits+Pantheon
Bandits: Kill em All

Pantheon: Lunaris+Abberath

POB edit: The edits to "Doedre's Skin" are to recreate the effect of the item that PoB doesnt naturally display.
PoB with all 3 Budget versions:
https://pastebin.com/5hxFHnMF


2. Passive Tree, Equipment and Gems


Passive Tree+Cluster Jewels

Ascendancy

The reason why we go for Occultist is to be able to curse Hexproof enemies through "Profane Bloom" and get an aditional curse from "Malediction"

Order:
1. Malediction
2. Profane Bloom
3. Vile Bastion
4. Void Beacon



Low Budget

Level 95 Passive Tree:
For the Low Budget variant just get the cheapest 8 Passive Large Cluster Jewels you can get and as many Curse Medium Cluster Jewel with 6 Passives as you can fit in your build


I would change to the Medium Budget version as fast as possible


Medium Budget

Level 95 Passive Tree:

In the Medium Budget variant instead of normal Large Cluster Jewels you use 7 Passive "Voices" instead and for the Curse Medium Cluster Jewels you use 6 Passive ones with "Dark Discourse" and either All Attributes, Dexterity or Streangth to be able to use your Curses on the highest level


High Budget

Level 95 Passive Tree:

The High Budget version uses 7 Passive "Voices" aswell as Curse Medium Cluster Jewels with 6 Passives, "Dark Discourse", "Added Passives have 35% Increased Effect" and aditional Attributes if needed


Equipment

Armour
Helmets:
For both the Low and the Medium Budget the "Heretic's Veil" is a Mandatory Item as it allows you to use 3 Curses ("Enfeeble", "Temporal Chains" and "Elemental Weakness") as Auras with reduced Manareservation


In the High Budget you replace the "Heretic's Veil" with a Rare Helmet that has the "5% Reduced Mana Reservation" mod you can get this mod only by using a "Deafening Essence of Loathing" on a normal helmet, any Energy Shield Rolls are appreciated, if you have the extra ex to spend you could get a base with the "30% increased Elemental Weakness Curse Effect" enchantment


Body Armour:
For all versions we use a "Doedre's Skin" with the Unique Skill "Summon Doedre's Effigy", which Summons an Effigy that applies all Hex-Curses that are Socketed in "Doedre's Skin" as Auras that ignore your curselimit but have 30% reduced Curse Effect, if you bind "Summon Doedre's Effigy" to your leftclick you can quite litterally play this build with only one button


Gloves:
We use the "Vixen's Entrapment" in all 3 versions of the build, this is because they are the only gloves that give you an additional curse and because of their low price.


Boots:
For the Low Budget variant we use the "Windscream" boots, because they are a cheap way to get an additional curse.


In the Medium and High Budget version the "Windscream" boots are replaced with their upgraded version "Windshriek", which give an additional "60% increased Area of Effect of Hex Skills"


Weapons
Weapon Slot 1:
In both the Low and the Medium Budget we are using the "Ephemeral Edge" as we do not care about dealing damage ourself but the "increased maximum energy shield"mod provides a nice and decent boost to survivability


For the High Budget version we are trying to maximize the effect that our curses have, so instead of going for a defensive option we are using a Rare Bow with an effective +5 to our socketed gems, sadly this Bow uses 2 delve only modifiers that can not be crafted so you either need to go delving yourself or buy it from someone that does

Another small upgrade to this bow would be to have the "+8% to Quality of Socketed Gems" craft instead of the for us useless chaos damage.


Weapon Slot 2:
The Low and the Medium Budget are once again focusing this Itemslot on defense, there are two very cheap options for this, either Dual Wielding two "Ephemeral Edge" or if the damage of your group is still lacking a bit because your Aurabot or MFer aren't deckedout enough yet you can use a "Perepiteia" Shield which in addition to defensive stats gives a boost to socketed Lightning Gems which allows you to use a "Sigil of Power" Setup to give your group a little more base damage


In the High Budget version we are just using a "Soul Strike" Quiver for the "+# to maximum energy shield"


Accessories
Amulet:
One of the cheapest options for Attributes on the Low Budget version is to get an "Astramentis" with any kind of roll

The Medium Budget version wants an amulet with a "You can apply an additional Curse" corruption to allow you to use "Assassin's Mark", preferably a "Jinxed Juju" for curse effect

In the High Budget version you take a "Jinxed Juju" with both a "Charisma" Annoint and a "You can apply an additional Curse" corruption, if you cant get one because there isnt one on the market (this was the case for me) just get the "Charisma" Annoint and dont use "Assassin's Mark", if you however have a level 5 Awakened Blasphemy Support you do not need "Charisma" anymore so a simple "You can apply an additional Curse" corruption is enough


Rings:
For the Low Budget version we are using either "Doedre's Damning" to manually cast some of our curses so that they do not take the curse effect debuff from "Doedre's Skin", alternativly you can use Rare Rings to provide yourself with needed attributes or defenses


For the Medium and High Budget we are going for two "Replica Doedre's Damning" these Rings are the reason why we try to get as many pieces of gear with "You can apply an additional Curse" as they reduce the amount of curses you can cast by one in exchange for a big boost to curse effect


Belt:
The Belt slot is the only one that is flexible in all versions of the build, for a cheap defensive belt i would recommend the "Bated Breath" but you can also use a Stygian Vise Rare Belt to socket an aditional Abyss Jewel to either give you more energy shield or give reduced mana reservation if either is needed

Alternativly if you want to you can use "The Flow Untethered" or "The Torrent's Reclamation" for the "Summon Harbinger of Time" and "Summon Greater Harbinger of Time" Skills respectivly if those aren't being used already by someone in your group

Flasks

The Flasks we are chosing are the same for all versions and solely focused on defense, a "Ruby Flask","Sapphire Flask" and "Topaz Flask" for further reduction of elemental damage taken, a "Quartz Flask" for the Phasing so that we dont get stuck in enemies and a "Quicksilver Flask" to have enough movementspeed to never fall behind our group. You also want to get "Curse Immunity", "Shock Immunity", "Freeze Immunity" and "Ignite Immunity" as mods on these flasks but on which of them specificly you have what is irrelevant as all of them should be permanently active

If you are lacking physical damage reduction a "Basalt Flask" or a "Taste of Hate" could be used instead of the "Quicksilver Flask"


Gem Setup

Low Budget

Helmet:

The 3 main Curses for this build are "Temporal Chains", "Elemental Weakness" and "Enfeeble", because of "Heretic's Veil" those Curses are cast as Auras with reduced mana reservation and boosted by 1 level.

"Temporal Chains" and "Enfeeble" are extra defensive layers for your team which allow you and your team to take on higher difficulty content with less of a worry, "Temporal Chains" additionally provides you with an aditional bonus of vastly prolonging duration of debuffs and effects such as Shock or Freeze aswell as "Assassin's Mark", while both gain increased 0.5% curse effect per % of quality.

"Elemental Weakness" is the biggest offensive boost this build provides by lowering the elemental resistances of enemies, the reason why "Elemental Weakness" is better then "Frostbite"/"Flammability"/"Conductivity" is that the Quality effect from "Elemental Weakness" gives aditional reduction of the elemental resistances on enemies while the Quality effects of "Frostbite"/"Flammability"/"Conductivity" are not usefull for us.

"Enhance" is used to boost the effects of the 3 curses, "Empower" would give a bigger boost but the higher mana multiplier can be a problem for this version.

Body Armour:

"Frostbite"/"Flammability"/"Conductivity" are the addition to "Elemental Weakness" for nearly all builds, the further reduction of targeted resistances are a huge gain in damage, while the secondary effects of both "Conductivity" and "Frostbite" provide your team with bonus Shock and Freeze chance combined with the increased duration from "Temporal Chains" this results in a lot of enemies being frozen and shocked which is a survival and damage boost.

"Punishment" increases the damage when enemies are below 35% life, this is not that usefull for most enemies but for some Rare Monsters, Legion Generals or when Kosis spawns in a Delirium Map the extra damage can be very usefull

"Despair" and "Vulnerability" do not help much with most MFing strategies but do allow you to support other builds if needed which allows you to sellout your services much easier

Boots:

Since the rework of Mark Skills you saidly cant use Mark curses like "Assassin's Mark" anymore for increased clear and easy Power Charge generation however it remains as a great option to boost single target damage against tanky Rare/Unique Mobs or Bosses, especially in its Anomalous version as it grants an aditional increased damage taken debuff on the cursed enemy.

"Enlighten" should only be used if you do not have enough mana to cast "Assassin's Mark" as you want to maximize the mana used for "Sigil of Power"

Gloves:

"Dash" is the movementskill of my choice because it doesnt deal any damage and can cover a large distance in nearly an instant, "Flame Dash" can sadly trip up your Magic Find strategy if one of your party members or their Animate Guardian has a "Kingmaker" equiped as it gives Culling Strike to everyone.

"Portal" is neither needed nor necessary but as allways its a good Quality of Life inprovement

"Second Wind" and "Faster Casting" are both similar to "Portal" just increases to the Quality of life.
Even if these are all not necessary you have atleast 8 Gemslots open so there is no real reason to not take them.

Shield:

"Sigil of Power" summons a large circle that grants flat lightning damage while within, because of the needed rampuptime to get a bigger stage this is once again mainly used for bosses or perticularly tanky Mobs.

"Increased Area of Effect" significantly increases the area in which your group can be to get the damage increase which makes it way more confortable to use

"Second Wind" on the other hand allows you to have nearly constant uptime for big encounters such as Legion Generals or Kosis.

The Weapon Slots arent needed and can be used for a custom "Cast on Damage Taken"setup or to level more gems




Medium Budget
Helmet:

The 3 main Curses for this build are "Temporal Chains", "Elemental Weakness" and "Enfeeble", because of "Heretic's Veil" those Curses are cast as Auras with reduced mana reservation and boosted by 1 level.

"Temporal Chains" and "Enfeeble" are extra defensive layers for your team which allow you and your team to take on higher difficulty content with less of a worry, "Temporal Chains" additionally provides you with an aditional bonus of vastly prolonging duration of debuffs and effects such as Shock or Freeze aswell as "Assassin's Mark", while both gain increased 0.5% curse effect per % of quality.

"Elemental Weakness" is the biggest offensive boost this build provides by lowering the elemental resistances of enemies, the reason why "Elemental Weakness" is better then "Frostbite"/"Flammability"/"Conductivity" is that the Quality effect from "Elemental Weakness" gives aditional reduction of the elemental resistances on enemies while the Quality effects of "Frostbite"/"Flammability"/"Conductivity" are not usefull for us.

"Enhance" is used to boost the effects of the 3 curses, "Empower" would give a bigger boost but the higher mana multiplier can be a problem for this version.

Body Armour:

"Frostbite"/"Flammability"/"Conductivity" are the addition to "Elemental Weakness" for nearly all builds, the further reduction of targeted resistances are a huge gain in damage, while the secondary effects of both "Conductivity" and "Frostbite" provide your team with bonus Shock and Freeze chance combined with the increased duration from "Temporal Chains" this results in a lot of enemies being frozen and shocked which is a survival and damage boost.

"Punishment" increases the damage when enemies are below 35% life, this is not that usefull for most enemies but for some Rare Monsters, Legion Generals or when Kosis spawns in a Delirium Map the extra damage can be very usefull

"Despair" and "Vulnerability" do not help much with most MFing strategies but do allow you to support other builds if needed which allows you to sellout your services much easier

Boots:

Since the rework of Mark Skills you saidly cant use Mark curses like "Assassin's Mark" anymore for increased clear and easy Power Charge generation however it remains as a great option to boost single target damage against tanky Rare/Unique Mobs or Bosses, especially in its Anomalous version as it grants an aditional increased damage taken debuff on the cursed enemy.

"Enlighten" should only be used if you do not have enough mana to cast "Assassin's Mark" as you want to maximize the mana used for "Sigil of Power"

"Enhance" and "Empower" both increase the debuff on enemies and significantly increase the damage the cursed enemy will recieve

Gloves:

"Dash" is the movementskill of my choice because it doesnt deal any damage and can cover a large distance in nearly an instant, "Flame Dash" can sadly trip up your Magic Find strategy if one of your party members or their Animate Guardian has a "Kingmaker" equiped as it gives Culling Strike to everyone.

"Portal" is neither needed nor necessary but as allways its a good Quality of Life inprovement

"Second Wind" and "Faster Casting" are both similar to "Portal" just increases to the Quality of life.
Even if these are all not necessary you have atleast 8 Gemslots open so there is no real reason not to take them.

Shield:

"Sigil of Power" summons a large circle that grants flat lightning damage while within, because of the needed rampuptime to get a bigger stage this is once again mainly used for bosses or perticularly tanky Mobs.

"Increased Area of Effect" significantly increases the area in which your group can be to get the damage increase which makes it way more confortable to use

"Second Wind" on the other hand allows you to have nearly constant uptime for big encounters such as Legion Generals or Kosis.

The Weapon Slots arent needed and can be used for a custom "Cast on Damage Taken"setup or to level more gems




High Budget
Bow:

"Temporal Chains" and "Enfeeble" are extra defensive layers for your team which allow you and your team to take on higher difficulty content with less of a worry, "Temporal Chains" additionally provides you with an aditional bonus of vastly prolonging duration of debuffs and effects such as Shock or Freeze aswell as "Assassin's Mark", while both gain increased 0.5% curse effect per % of quality.

"Elemental Weakness" is the biggest offensive boost this build provides by lowering the elemental resistances of enemies, the reason why "Elemental Weakness" is better then "Frostbite"/"Flammability"/"Conductivity" is that the Quality effect from "Elemental Weakness" gives aditional reduction of the elemental resistances on enemies while the Quality effects of "Frostbite"/"Flammability"/"Conductivity" are not usefull for us.

Because we do not have the setup socketed in "Heretic's Veil" in this version we need to use an "Awakened Blasphemy" or "Divergent Blasphemy" Support to turn our curses into Auras, the reason why we cant use a standard "Blasphemy" is that the higher Mana reservation on the standard "Blasphemy" wouldnt leave enough mana for us. The added Quality bonus that "Awakened Blasphemy" provides in boosting the level of linked curses aswell as the increased curse effect make it the clear supperior choice but if you dont have access to it a "Divergent Blasphemy" does the job well enough

"Enhance" in this setup gets boosted by the "+2 to level of Socketed Support Gems", "+1 to level of Socketed Gems" and "+1 to level of Socketed Dexterity Gems" to level 8 which results in a +56% Quality to the socketed Curses which in the case of "Enfeeble" and "Temporal Chains" results in 28% more curse effect and in the case of "Elemental Weakness" in an aditional -14% Elemental Resistance this specificly favours "Elemental Weakness" as the added negative Elemental Resistance still gets increased by your curse effect

"Empower" is the reason why the bow setup overshadows the "Heretic's Veil" setup, it effectivly turns any boost to support gem levels into boosts to the level of active skill gems therefor turning the bow with "+1 to Level of Socketed Dexterity Gems","+1 to Level of Socketed Intelligence Gems","+1 to Level of Socketed Gems" and "+2 to Level of Socketed Support Gems" into a "+5 to Level of Socketed Intelligence and Dexterity Gems" weapon which provides our three main curses with a lot of extra base effect which can be further scaled with our curse effect

Body Armour:

"Frostbite"/"Flammability"/"Conductivity" are the addition to "Elemental Weakness" for nearly all builds, the further reduction of targeted resistances are a huge gain in damage, while the secondary effects of both "Conductivity" and "Frostbite" provide your team with bonus Shock and Freeze chance combined with the increased duration from "Temporal Chains" this results in a lot of enemies being frozen and shocked which is a survival and damage boost.

"Punishment" increases the damage when enemies are below 35% life, this is not that usefull for most enemies but for some Rare Monsters, Legion Generals or when Kosis spawns in a Delirium Map the extra damage can be very usefull

"Despair" and "Vulnerability" do not help much with most MFing strategies but do allow you to support other builds if needed which allows you to sellout your services much easier

Boots:

Since the rework of Mark Skills you saidly cant use Mark curses like "Assassin's Mark" anymore for increased clear and easy Power Charge generation however it remains as a great option to boost single target damage against tanky Rare/Unique Mobs or Bosses, especially in its Anomalous version as it grants an aditional increased damage taken debuff on the cursed enemy.

"Enlighten" should only be used if you do not have enough mana to cast "Assassin's Mark" as you want to maximize the mana used for "Sigil of Power"

"Enhance" and "Empower" both increase the debuff on enemies and significantly increase the damage the cursed enemy will recieve

Gloves:

"Dash" is the movementskill of my choice because it doesnt deal any damage and can cover a large distance in nearly an instant, "Flame Dash" can sadly trip up your Magic Find strategy if one of your party members or their Animate Guardian has a "Kingmaker" equiped as it gives Culling Strike to everyone.

"Portal" is neither needed nor necessary but as allways its a good Quality of Life inprovement

"Second Wind" and "Faster Casting" are both similar to "Portal" just increases to the Quality of life.
Even if these are all not necessary you have atleast 8 Gemslots open so there is no real reason to not take them.

The Helmet Slots arent needed and can be used for a custom "Cast on Damage Taken"setup or to level more gems


Last edited by IceMagma on Jan 20, 2021, 5:07:38 AM
Last bumped on Jan 19, 2021, 5:13:14 PM
How would you league start this though?
Also would like to leaguestart this, what builds does this league start best with as a duo? Or would aurabot be better for duo
Hi, I am not the author but am looking into league starting this build and I am going to run a Bane/Ed start. Simply path to the right of the tree and pick up some damage over time, chaos and curse nodes. You can do this until around level 60 which will get you through the acts and then you can start pathing along the upper and left nodes to the jewel sockets and by level 85 you can probably think about re-speccing, if not sooner.

Keep in mind though I will be leveling with a group but that is just what I have mapped out.
"
taehanpak1 wrote:
How would you league start this though?

"
Lanzatron wrote:
Also would like to leaguestart this, what builds does this league start best with as a duo? Or would aurabot be better for duo

Sorry both of you for the late response (especially since the league start is basicly already over at this point), the way you would leaguestart this is by either doing a safe and easy build such as Bane or Vortex and respecing once you have the needed points/wanna play in a group or the methode i use is that I level with the group I play with regularly

I am however not the most experienced in leveling and doing the acts (mostly because i am just to stubborn to listen) so for help with how to level Bane or Vortex builds before the respec i would recommend listening to the opinion of people that actually know what they are talking about in that instance.

When playing as a group you should either have an Aurabot and/or Discbot in your group to have the needed survival, however i would only really recommend doing this if you are in a group of 3+ if you are duoing you should probably just play with them through the acts as a Bane or Vortex build and respec to spare you the frustration of dying to often.

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