[3.23?] VoidForge Insanity - Finally Unchained?

Another minor improvement, you can move Brutal Restraint one socket to the right for this setup:

Spoiler


It requires two more skill points, but you get 16 more dex, which allows me to drop the dex passive on the tree, a smidge more life, and most importantly three more Timeless notable bonuses, which can be excellent.

Highlights include:
Minions deal 20% increased Damage
10% increased effect of Non-Curse Auras from your Skills
4% increased maximum Life

The full list is here:
https://poedb.tw/us/Brutal_Restraint#TimelessJewelPassiveSkillsAdditions
Last edited by SilentInsanity on Sep 8, 2021, 10:59:08 AM
For anyone still playing this league, I finally managed to fix the survivability on the build. It's not an expensive change, but my god is it a pain in the ass with trade being dead.

What you need is 100% stun avoidance on gear, Unwavering Stance means that blinded mobs still hit you just fine, and being able to ditch it halves your chance of getting hit while freeing up three skill points for either another abyss jewel or some life nodes.

In a perfect world you can get 102% stun avoidance just from two jewels in your belt, with 20% on the jewel and 10% implicit, but more realistically you're going to need the boot prefix, and probably a few jewel implicits from harvest.

Anyway, since making the swap I'm finally progressing towards level 95 faster than deaths are dragging me down, it's a big improvement.
Last edited by SilentInsanity on Sep 13, 2021, 5:45:20 PM
No patch notes yet but here's my quick thoughts based on the manifesto stuff.

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-- No more EE -50%, is 25% exposure. Upside is no more +25% res on our fire damage and don't Elemental Army support on minions anymore. Will be a damage loss overall.
-- No more dodge. No idea how this will effect the quickening covenant, Vaal Grace likely pointless now. Maybe this results in minions blocking more, resulting in more +% health restore? Nightblade is also likely worth dropping now for fortify, meaning can grab resolute technique for 2 points since don't need to crit anymore.
-- Global def buff should help AG endgame massively once the switch to Perfect Form is done. Even with the loss of dodge the end result could be the AG ends up tankier, outside of a mob having resolute technique / can't be evaded.
-- Reservation change. Prob means can run an additional defensive aura to benefit ourselves/minions or turn on the haste from vaal haste.
-- Depending on where the new keystones next to the lifewheel are positioned, we may have access to multiple The Traitor Keystones. This will be huge QoL with autoflasks.
-- Pantheon buff on minion reflect will make it much easier to hit a threshold where don't have to worry about minions killing themselves.
-- Due to extra free glove slots from not running certain gems anymore and changes to avoidance on jewels, running Culling Strike on gloves with lab boot enchant for stun immunity is now an option. This is pretty huge since means we regain the ability to evade with no downside.


Will need to see Patch Notes to draw final conclusions but build seems safe for another league damage wise with the player character ending up a lot tankier. Hopefully.
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We will be looking at pure Elemental Minions to determine what changes are needed here.
Moved the Elemental Equilibrium Keystone Passive to the Ranger section of the Passive Skill Tree, where there is much less existing access to Exposure for Elemental builds and access to Skills that rotate Elements, such as Wild Strike.


You'll have to keep Elemental Army, no? With EE moving to the ranger section of the tree it doesn't seem worth it at all to path over there (Stabilizing Sceptre doesn't seem worth it either) for 25% exposure vs 10% exposure. Hopefully what's quoted negates the damage loss some.

Also I'm pretty sure you can't stack keystones, so that wont work.

With stun avoid on Brutal Restraint going up to 20% if it's on a notable, you could shop about for one with the Traitor, so you don't need an abyss jewel with it as a suffix with the boot enchant. Or just run 2 abyss jewels with the new 30% in the belt for 100% without killing.

And I'm not sure where you'd put fortify in, unless you change from 4G on Triads. Otherwise, build looks like it'll stay good, looking forward to playing it again this league.
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Thaagi wrote:
You'll have to keep Elemental Army, no? With EE moving to the ranger section of the tree it doesn't seem worth it at all to path over there (Stabilizing Sceptre doesn't seem worth it either) for 25% exposure vs 10% exposure. Hopefully what's quoted negates the damage loss some.

Also I'm pretty sure you can't stack keystones, so that wont work.

With stun avoid on Brutal Restraint going up to 20% if it's on a notable, you could shop about for one with the Traitor, so you don't need an abyss jewel with it as a suffix with the boot enchant. Or just run 2 abyss jewels with the new 30% in the belt for 100% without killing.

And I'm not sure where you'd put fortify in, unless you change from 4G on Triads. Otherwise, build looks like it'll stay good, looking forward to playing it again this league.


Good catch on the EE keystone being moved, missed that part. Ok so looks like Army stays and that is kinda a problem since due to how that works with Voidforge the damage bonus lining up is completely random. This means for optimal dps going to need to figure out something with hydrosphere to apply cold/lightning exposure.

Keystones can be stacked btw, provided it is an effect that can be stacked. Most stacking of them is negative such as Divine Flesh or Immortal Ambition, The Traitor is one of the few you can stack without a downside. Issue is the only current place it can be stacked requires overriding Necro Aegis which is a massive no-no for this build. As for getting a Brutal with stun avoidance you can grab any with it on then divine until it becomes the traitor if one isn't regularly available, then getting it for the two abysses in belt would put us at 100%. Lab Enchant is good short term though, since we should have always killed recently with culling strike and its maps where getting stunned matters.
With the scourge reveal being live, good luck updating the build for the new passive tree & passive masteries when they're up.

Flask Mastery thing on the tree having 1 utility flask charge for each utility per 3 seconds means you could get rid of the Traitor entirely for a 5th flask, or keep it for even more flask generation.

Scourged items seem really good for the animated guardian too. A good "scourge" on the voidforge could be a big damage increase.
Was thinking more of the survival jewel 2 charges per 3 seconds you get from leveling could replace it actually, that potentially opens up Elegant Hubris to try and stack a bunch of Slum Lords. The downside here is can't take off all flasks to massively speed up how fast Soul Ripper charges, would massively slow down boss setups. It would suck but could be worth with the right Slum Lord Highroll.

Scourged Items for AG is going to be quite nuts depending on what they can get. May be able to skip getting Chaos Res on jewels if armour rolls +chaos res with something that can easily be negated by the AG (or flat out doesn't work). Voidforge rolling going to be a pain but yeah, it could be massive, especially if the negative modifier is something like "this item has 3 sockets" or something.

New Link skills prob something worth looking into. Linking to an AG and making it cast Hydrosphere could help fix the exposure problem (and make it easier to keep track of the damn thing). If the Vamp link that hasn't been revealed is either going to be you heal your link or your link heals you, if its the latter then that could be pretty crazy.

As for the skilltree.... yeah.... don't expect me to have anything robust for league start, busy RL during the release period.


These look interesting for the AG, any kill from any source will give you a level 20 AW, vaal breach could be dropped entirely. Beating a second curse for damage will be tricky though.



This baby looks great if it works with Chains and gives us an 8-link.
Last edited by SilentInsanity on Oct 15, 2021, 6:28:05 PM
"

These look interesting for the AG, any kill from any source will give you a level 20 AW, vaal breach could be dropped entirely. Beating a second curse for damage will be tricky though.

This baby looks great if it works with Chains and gives us an 8-link.


If the you effect works on AG it is still terrible since no painseekers significantly weakens the Brittle AG inflicts which will massively decrease all boss damage. A level 20 weapon vs an 18 one is less than 10% more damage for that weapon, so much less than 10% more damage overall since you will likely have a couple of level 20's in the mix naturally. Not getting your fat AG Brittles so you don't have 100% crit chance on weapons is a massive damage loss. You'd only be realistically able to use the gloves if there is a flat +% local crit mod we can roll as a scourge corruption with a downside that doesn't ruin them outright.

The neck if you can acquire it however, easily new best neck. An extra link is another another 30%ish more damage easily though it does make gear gearing even tighter, adding another unique to a build that is already drowning in them.
Which armour our AG can use in league start instead of Gruthkul's Pelt?

Gruthkul's Pelt is kinda pricy at the start

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