[3.18] Enki's Lowlife Bane Occultist

Welcome to my Bane guide!

Are you looking for a fun mapper that also can safely do bossfights? Do you wanna curse enemies so hard that they explode? Are you a trade league player? Then this could be the right build for you!

It's centered around Chaos DoT spells, Energy Shield-based Lowlife and Evasion, that together with the Occultist Ascendancy make this a reliable build for endgame.

If you have any questions, please ask them in the help section within my Discord channel!

I also stream daily at twitch.tv/enki91!

Path of Building: https://pastebin.com/pmhCJXRS
(Read the Notes inside to set it up properly!)
Requires the Path of Building Community Fork

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Videos

Shaper (full run)
T16 Toxic Sewer

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Pros & Cons

+ Profane Bloom explosions feel very satisfying
+ Damage over Time allows moving while damaging
+ multiple defensive layers make this build relatively tanky
+ significantly slows down enemies as another layer of safety
- consistent, but not very high single target damage potential
- Wither needs to stack up before you can deal full damage
- mobility is limited to Flame Dash and Quicksilver Flask
- the Lowlife setup can be somewhat expensive

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Main Mechanics

Damage over Time

Unlike hit damage, Damage over Time (or DoT) applies consistent damage per second over a duration to enemies. The length of this duration depends on the DoT source and can be changed through modifiers, gems and curses.

There are two types of DoTs: skills that apply their own DoT on hit or within an area, and damaging ailments that can be applied by any skill that hits. Most of these can only have one active damaging instance unless something enables them to have more, the exception is Poison which can stack by default.

DoT is resisted by the enemies resistance and damage reduction towards that damage type. It doesn't hit and can't crit as well as benefit from on-hit mechanics such as resistance penetration.


Curses

Curses are debuffs that are split into hexes and marks. They have a base curse limit of 1 regardless of their type or source, which can be increased through various items and passives.

Hexes affect multiple enemies within an area and have a duration. If they were selfcasted, they gain doom over time which increases their effect. Bosses reduce the effect of hexes by up to 66%.

Marks have strong effects but can only affect one enemy at a time, and you can only have one mark active regardless of your curse limit. Unlike hexes, they have no doom mechanic, no duration and aren't resisted by bosses.


Lowlife

Lowlife refers to reserving life below the lowlife treshold of 50%, which allows you to run more auras and gives benefits from certain gems, items and the Pain Attunement keystone.

It's normally done together with energy shield and Shavronne's Wrappings or Petrified Blood to sustain incoming damage. The relatively low life pool of these builds makes you weak to stun and elemental ailments, and require to invest into ways to mitigate those.


Evasion

Evasion is the counterpart to enemies' accuracy. Evading a hit prevents all damage and ailments it would cause, however only attacks can be evaded. If the attack succeeds, there's a second roll to potentially prevent it from being a critical strike.

It uses an entropy system to prevent unlucky hit streaks. Reducing the attackers accuracy with mechanics such as blind further puts things in your favour.

The biggest danger are spells or enemies with either Resolute Technique or Hits can't be evaded, which all ignore evasion and therefore also can't be downgraded from a crit.


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Act 1-10 Progression

Spoiler

This part contains everything you need to know about the build while getting through the acts.
If you're new, I recommend checking out my Beginner Tips and Act Progression guides.

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Notes

‣ You'll only get one gem as quest reward. If there are multiple gems from the same quest listed below, you have to buy the others from the currency vendor in that acts town.

‣ Your auras don't need to be actively on your skill bar. You can activate them and then unbind them, or bind them to your secondary skillbar by holding CTRL.

‣ The build uses cold spells for the first two acts until you get Bane in Act 3. Use the Cold Damage recipes below to craft two wands, then switch to the Spell Damage recipe once you get Bane.

‣ Set Bane, Essence Drain and Flame Dash to Always Attack without Moving. You can find this option at the top when left-clicking the skill on your skillbar.

‣ Use Withering Step for tough enemies, add Essence Drain for bossfights.

‣ After getting your hideout and unlocking recipes starting in late Act 2, use your Crafting Bench to add Resistances, Life, Spell Damage, Chaos Damage over Time Multiplier, Dexterity or Strength to your gear.

‣ Wear a Heavy Belt and Jade Amulet for early attribute requirements.

‣ Equip two Wands and craft them with the recipes below or any Essences of Woe you may find. If you have access to Abberant Fossils and Primitive Chaotic Resonators, using them on an item level 2 Wand will give you +1 to Level of all Chaos Spell Skill Gems. These weapons can last you through the entire acts and even into early maps. Refine your weapons with the Crafting Bench by adding either Spell Damage or Chaos Damage over Time Multiplier once you can.

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Recipes

Weapon with "Adds (5-7) to (10-12) Cold Damage to Spells" (Level 8)
Magic-rarity Wand + Normal-rarity Sapphire Ring + Orb of Alteration

Weapon with "Adds (11-15) to (22-25) Cold Damage to Spells" (Level 20)
Magic-rarity Wand + Rare-rarity Sapphire Ring + Orb of Alteration

Sapphire Ring
Iron Ring + Intelligence Skill Gem

Wand with "(10-19)% increased Spell Damage"
Wand + Magic Chain Belt + Blacksmith's Whetstone

Wand with "(20-29)% increased Spell Damage"
Wand + Rare Chain Belt + Blacksmith's Whetstone

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Passive Tree Goals

Act 1 | Act 2 | Act 3 | Act 4 | Act 5 |Act 6 | Act 7 | Act 8 | Act 9 | Act 10

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Bandits

Kill Kraityn | Kill Alira | Kill Oak

to gain 2 Passive Skill Points from Eramir in the Forest Encampment

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Gem Progression

Use these as your damaging spells until Level 24.

Freezing Pulse (Enemy at the Gate, Act 1)
+ Volley (Mercy Mission, Act 1)
+ Added Cold Damage (The Caged Brute, Act 1)

Frost Bomb (Breaking Some Eggs, Act 1)
+ Added Cold Damage (The Caged Brute, Act 1)
+ Elemental Focus (Sharp and Cruel, Act 2)


Replace them with the following two setups after unlocking Bane.

Blight (Enemy at the Gate, Act 1) -> Bane (Lost in Love, Act 3)
+ Void Manipulation (The Caged Brute, Act 1)
+ Controlled Destruction (Sharp and Cruel, Act 2)
+ Despair (Lost in Love, Act 3)

Essence Drain (The Siren's Cadence, Act 1)
+ Void Manipulation (The Caged Brute, Act 1)
+ Controlled Destruction (Sharp and Cruel, Act 2)
+ Swift Affliction (A Fixture of Fate, Act 3)


These gems are used regardless of which of the above setups you're at.

Vitality (The Caged Brute, Act 1)
+ Herald of Ice (Intruders in Black, Act 2) -> Malevolence (Lost in Love, Act 3)
+ Grace (A Fixture of Fate, Act 3) after allocating Sovereignty

Withering Step (The Caged Brute, Act 1)
+ Arcane Surge move here from Blight and keep it Level 4 to instantly proc
+ Steelskin (Breaking Some Eggs, Act 1)
+ Increased Duration (A Fixture of Fate, Act 3)

Frostblink (Breaking Some Eggs, Act 1) -> Flame Dash (The Caged Brute, Act 1)

Enduring Cry (A Fixture of Fate, Act 3)

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Flask Progression

Life Flask
Life Flask -> Stibnite Flask (Safe Passage, Act 10)
Mana Flask -> Jade Flask (The Key to Freedom, Act 5)
Mana Flask -> Quartz Flask (The Silver Locket, Act 7)
Quicksilver Flask (Mercy Mission, Act 1)


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Passives & Ascendancy

Passives

Passives

Pre-Lowlife: Level 70 | Level 80

Lowlife: Level 70 | Level 80 | Level 90 | Level 100

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Masteries

Atrophy - +1% to Chaos Damage over Time Multiplier per 4% Chaos Resistance
Corruption - 20% increased Effect of Withered
Hex Master - Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds
Soul Thief - 30% increased Evasion Rating while you have Energy Shield
Written in Blood - Light Radius is based on Energy Shield instead of Life
Unnatural Calm - Regenerate 2% of Energy Shield per second
Insightfulness - Discipline has 25% increased Mana Reservation Efficiency
Purity of Flesh - Vitality has 100% increased Mana Reservation Efficiency
Influence - Auras from your Skills have 15% increased Effect on you
Sovereignty - 30% increased Life Reservation Efficiency of Skills
Utmost Intellect - +5 to Intelligence per Allocated Mastery Passive Skill


Ascendancy

Void Beacon (Normal Labyrinth)
Lowers nearby enemies Chaos Resistance and Life Regeneration significantly.

Withering Presence (Cruel Labyrinth)
Gives a more Chaos Damage multiplier and lots of Chaos Resistance, which turns into damage with one of the Chaos Masteries. Also gives a damage reduction towards Damage over Time from hindered enemies, and applies 15s-duration Withered stacks to nearby enemies every second.

Profane Bloom (Merciless Labyrinth)
Allows you to curse enemies with the Hexproof modifier and grants a 40% chance for cursed enemies to explode, dealing 25% of their life as Chaos Damage, which can be further scaled by generic Chaos- and AoE modifiers.

Malediction (Eternal Labyrinth)
Lets you apply another curse to enemies, increases curse effect and debuffs cursed enemies with Malediction, which lowers their damage and increases the damage they take by 10% respectively.


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Gem Setup

Spoiler

This is for the Lowlife setup. Before that, just use the same gems as during the acts!

Main Skill

Bane is an AoE spell that applies a chaos DoT to enemies and triggers linked Hex curses. It raises their effect and gains a damage multiplier and DoT duration per curse triggered. This doesn't just add convenience, its synergy with Profane Bloom also makes it a very good map clearing skill.

Controlled Destruction adds a huge more spell damage multiplier. While it also massively reduces the linked spells crit chance, this doesn't hurt as Bane can't crit anyway.

Awakened Controlled Destruction is an endgame option to maximize damage.

Void Manipulation gives a large chaos damage multiplier but prevents the linked skill from dealing any elemental damage. This is once again no issue as Bane only deals chaos damage.

Awakened Void Manipulation gives a slightly bigger multiplier and adds another level to linked Chaos skills, such as Bane, at Level 5 for a major damage increase.

Despair is the first curse in this setup. It makes enemies take increased damage from DoTs and lowers their chaos resistance. While it also adds chaos damage to hits, this is irrelevant here.

Temporal Chains is the second curse and only works once getting Malediction. It makes duration effects last longer on enemies and reduces their action speed, which affects their movement-, attack- and cast Speed as well as their animation time.

Swift Affliction grants a huge DoT multiplier but reduces their duration by 25%. With Temporal Chains and a buffed Zealotry, this downside isn't too noticeable with this build.

Awakened Swift Affliction is an option that grants an even bigger DoT multiplier.

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Single Target Damage Support

Essence Drain is a projectile spell that applies a chaos DoT on hit and grants 0.5% of the DoT damage listed in your tooltip as life regeneration. It stacks with Bane and is a good source of additional damage for bosses.

Controlled Destruction, Void Manipulation and Swift Affliction were already explained above. Their Awakened versions are also here an option for more damage.

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Movement & Debuff

Flame Dash is a movement skill with three charges that replenish after a cooldown, casts instantly and allows you to cross gaps. It also prevents taking damage from damaging ground effects while dashing through them, which is very helpful in many endgame bossfights.

Withering Step triggers a buff that grants Phasing and Elusive. While having the buff, there's an AoE around you that applies up to seven Withered stacks to enemies to quickly increase the chaos damage they take. The buff gets removed upon using a different skill and goes on a 3s cooldown.

Anomalous Withering Step applies two additional Withered stacks and is an option for endgame.

Arcane Surge grants the Arcane Surge buff for 4s after spending a certain amount of mana with the linked skills, keep it at Level 7 to trigger the buff with a single skill use.

Anomalous Arcane Surge can be used for additional mana regeneration.

Increased Duration increases the linked skills duration.

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Auras

Purity of Elements is an aura that gives elemental resistances and full elemental ailment immunity, which is incredibly valuable not just for a lowlife build like this.

Vaal Discipline grants two skills, the regular Discipline and its Vaal version. Discipline is an aura that grants energy shield and increases energy shield recharge rate.

Vaal Discipline temporarily prevents damage from disrupting your energy shield recharge. The difference between this and the Wicked Ward keystone is that your recharge doesn't need to have started already for it to work. This makes it a good panic button for sketchy situations.

The Vaal version requires souls to be used, which are primarily gained by killing monsters or at certain thresholds during bossfights. After being used, it goes into Soul Gain Prevention for some time during which it can't be charged up for another use.

Vitality is an Aura that grants life regeneration, which is converted to energy shield regeneration with the Zealot's Oath keystone. Unlike most other auras, it reserves a flat amount of mana instead of a percentage.

Defiance Banner reserves mana to carry a banner that grants increased armour and evasion and reduces the crit chance of nearby enemies. If placed, it grants a bigger effect for those and taunts nearby enemies while also lowering their damage by 15%.

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Auras

These gems need to go into your Prism Guardian!

Malevolence is an aura that grants a more DoT multiplier and skill effect duration, which is very valuable for our various buffs and debuffs.

Grace is an aura that adds a lot of evasion and a huge evasion multiplier.

Zealotry is an aura that grants a more spell damage multiplier.

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Guard Skill

Cast when Damage Taken triggers linked spells upon reaching a treshold of damage taken from hits. The amount of damage it takes to trigger as well as the maximum required level of the linked spells it can trigger depend on the gems level. Keep it at Level 9 for this setup to work!

Anomalous Cast when Damage Taken can be used to maximize Immortal Call duration.

Immortal Call is a guard skill that reduces the amount of physical- and elemental damage taken for a short duration. If you have Endurance Charges, they're consumed to grant additional damage reduction and buff duration per charge.

Keep it at Level 11 to keep the trigger cost low while still getting good damage reduction. Together with three Endurance Charges coming from Enduring Composure on a Small Cluster Jewel, this will grant a total of 75% less physical- and elemental damage taken.

Increased Duration increases the Immortal Call duration.


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Gear & Flasks

Gear

Weapon

This build uses Wands for their implicit Spell Damage. The main stats to look out for on your first weapon are 50%+ Spell-/Chaos Damage and 20%+ to Chaos Damage over Time Multiplier or Damage over Time Multiplier.

The next upgrade should have those stats together with +1 to Level of all Chaos Spell Skill Gems or +1 to Level of all Spell Skill Gems. Malevolence has #% increased Aura Effect is a good addition if you can fit it in.

On a very high budget, get both of those +1 to Level.. modifiers together with atleast three other affixes that were mentioned.

Harvest Enchantment: Grants 1% increased Area of Effect per 4% Quality

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Shield

Your first shield needs 70+ Life, Resistances and 40%+ Spell Damage.

Once going Lowlife, you need to use Prism Guardian. This shield lets you reserve Malevolence, Grace and Zealotry on life without needing the Arrogance support gem, and also gives them some Reservation Efficiency. Aside from that, it also increases their level by 2 and comes with some much needed Dexterity and Resistances.

On a very high budget, get a Prism Guardian with +2 to Level of Socketed Aura Gems or +2 to Level of Socketed AoE Gems corruption, or even both.

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Body Armour

Your body armour needs to be Energy Shield-based to have an easier time with getting the correct socket colors, and have 80+ Life and Resistances.

Once you go Lowlife you need to use Shavronne's Wrappings. It stops chaos damage from instantly killing you by making it damage your energy shield first, and also comes with some Lightning Resistance and Faster Start of Energy Shield Recharge.

On a very high budget, get a Shavronne's Wrappings with +2 to Level of Socketed AoE Gems, +2 to Level of Socketed Duration Gems or +1 to Level of Socketed Gems corruption, or even two of those.

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Helmet

Your first helmet only needs 70+ Life and Resistances on an Energy Shield base. The enchantment doesn't matter at this budget yet.

Once you go Lowlife, upgrade to a Hubris Circlet with 200+ Energy Shield and atleast one open suffix to craft +25 to Strength and Intelligence, if you need some Strength. The best way to go about this is buying an enchanted base and using Essences of Woe to craft.

If there's an open suffix, craft Grants Level 20 Aspect of the Spider Skill with the Menagerie. It requires a captured Fenumus, which you can buy. This grants a reservation skill that applies up to three spider webs to nearby enemies, which slow their movement speed by 30% and increase damage taken by 5% per spider web. If you can't craft it here, it needs to be crafted on a ring.

On a very high budget, get the same helmet but now with 300+ Energy Shield.

Eldritch Implicits: The Searing Exarch implicits offer three choices: #% increased Despair Curse Effect for damage, #% increased Area of Effect for clearspeed or +2% to maximum Lightning Resistance for survivability. The latter can be combined with the Eater of Worlds implicit #% of Physical Damage from Hits taken as Lightning Damage for some important physical damage reduction, otherwise roll for #% increased Spell Damage here.

Enchantment: 15% increased Effect of Curses applied by Bane

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Gloves

All your first gloves need is 70+ Life and Resistances on an Energy Shield base.

Once you go Lowlife, you want Sorcerer Gloves with 100+ Energy Shield and Socketed Gems deal 30% more Damage over Time. This isn't too hard to craft, get item level 84+ Sorcerer Gloves and use Essences of Delirium until you hit something usable. This turns Essence Drain into a pseudo-5L and is a noticeable increase in single target damage.

On a very high budget, get the same but aim for 200+ Energy Shield and an open suffix to craft +25 to Strength and Intelligence.

Eldritch Implicits: Both influences have only one modifier to aim for here: #% to Chaos Damage over Time Multiplier with the Searing Exarch and #% increased Damage per 100 Intelligence with the Eater of Worlds.

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Boots

Your first boots need 20%+ Movement Speed, 70+ Life and Resistances on an Energy Shield base. The enchantment doesn't matter too much yet.

Once you go Lowlife, aim for Sorcerer Boots with 100+ Energy Shield, 30%+ Movement Speed and Resistances.

On a very high budget, get the same but now with 200+ Energy Shield and an open suffix to craft +25 to Dexterity and Intelligence.

Eldritch Implicits: Interesting Searing Exarch implicits here are #% increased Movement Speed or #% increased Action Speed for speed or +2% to maximum Fire Resistance for survivability. The Eater of Worlds implicit to aim for is #% increased Cooldown Recovery Rate of Travel Skills.

Enchantment: 10% increased Movement Speed if you haven't been Hit Recently

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Amulet

Start with 40+ Life, 10%+ Damage over Time Multiplier or 10%+ Spell Damage and Strength. The anointment doesn't matter at this point, anoint Beef if you need Strength.

Once you go Lowlife, you need to use Presence of Chayula. This amulet makes you immune to stuns, adds a ton of Chaos Resistance and converts 20% of your Life to Energy Shield. Once you can, use 20x Tempering Catalysts to increase this to 24%.

On a very high budget, get a Presence of Chayula with Malevolence has #% increased Aura Effect, Zealotry has #% increased Aura Effect, Discipline has #% increased Aura Effect or Grace has #% increased Aura Effect corruption, or two out of those.

Anointment: Tranquility

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Rings

Your first rings only need 40+ Life and Resistances, add any Dexterity or Strength you need.

Once you go Lowlife, upgrade to Iolite Rings with 30+ Energy Shield, Resistances and an open suffix to craft +25 to Dexterity and Intelligence. If you couldn't craft Aspect of the Spider on your helmet, craft it on one of your rings instead.

On a very high budget, get the same and add in Damage over Time Multiplier and #% increased maximum Energy Shield, then use 20x Tempering Catalysts on each.

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Belt

Look out for any belt with 80+ Life, Resistances and some Strength to get started.

Once you go Lowlife, switch over to Ascent from Flesh. This belt gives a good amount of Evasion, Energy Shield and Resistances, occasionally grants Phasing and gives Movement Speed and Evasion while Phasing. Refine it with 20x Tempering Catalysts once you can.

On a very high budget, get an Ascent from Flesh with one or two of the following corruptions: #% increased maximum Energy Shield, Malevolence has #% increased Aura Effect, Zealotry has #% increased Aura Effect, Discipline has #% increased Aura Effect or Grace has #% increased Aura Effect.

Enchantment: Enemies Withered by you have -6% to all Resistances

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Jewels

These are socketed into Basic Jewel Sockets within your passive skill tree. I recommend to have Life on them at first, once you're Lowlife you want Energy Shield instead. Add in as many of the following affixes as you can.

Jewel Affixes

‣ Chaos Damage over Time Multiplier
‣ Damage over Time Multiplier
‣ Chaos Damage
‣ Spell Damage while holding a Shield
‣ Spell Damage
‣ Damage over Time
‣ faster start of Energy Shield Recharge
‣ Mana Regeneration Rate
‣ Chaos Resistance


Energy from Within is recommended to use once you're Lowlife. When socketed near Melding, it converts the Life from all those nodes into Energy Shield. When you can afford, upgrade to one with You cannot be Cursed with Silence corruption.

Watcher's Eye is an optional choice that comes with up to three aura-related affixes. Most important affix here is #% to Damage over Time Multiplier while affected by Malevolence, add in as many of the following affixes as you can:

Watcher's Eye Affixes

‣ Consecrated Ground you create while affected by Zealotry causes enemies to take #% increased Damage
‣ #% increased Cast Speed while affected by Zealotry
‣ #% increased Movement Speed while affected by Grace
‣ #% chance to Evade Attack Hits while affected by Grace
‣ Regenerate #% of Life per second while affected by Vitality
‣ #% faster start of Energy Shield Recharge while affected by Discipline
‣ Regenerate #% of Energy Shield per Second while affected by Discipline
‣ % increased Energy Shield Recovery Rate while affected by Discipline
‣ #% increased Recovery rate of Life and Energy Shield while affected by Malevolence
‣ #% of Physical Damage from Hits taken as Lightning Damage while affected by Purity of Elements
‣ #% of Physical Damage from Hits taken as Cold Damage while affected by Purity of Elements
‣ #% of Physical Damage from Hits taken as Fire Damage while affected by Purity of Elements


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Cluster Jewels

These are socketed within Large Jewel Sockets on the outside of the passive tree and expand it with new nodes. While oftentimes being an optional choice, they're a core part of this builds endgame passive tree.

The Small Cluster Jewel is most important. It needs to be Armour based with 2 added Passive Skills and have Enduring Composure as notable. This lets you passively gain Endurance Charges after getting hit, which provide physical damage reduction and can be used by Immortal Call for significant damage reduction. Only one of those is needed.

Next comes the Large Passive Cluster. It needs to be Chaos Damage based and have 8 added Passive Skills. The notables you're looking for are Wicked Pall, Unholy Grace and Unwaveringly Evil, Dark Ideation is a strong choice too if you have atleast 1500 Mana.

Once you reach beyond Level 90, you can work in Medium Cluster Jewels. They need to be Chaos Damage over Time or Damage over Time based with 4 or 5 added Passive Skills. The main notable to get is Vile Reinvigoration, it gives some damage and survivability increases. Good addions are Wicked Pall, Unwaveringly Evil, Eldritch Inspiration, Brush with Death, Brewed for Potency, Student of Decay and once again Dark Ideation with 1500+ Mana.


Flasks

Before crafting any of these flasks, use an Orb of Scouring to make them normal-rarity and then use 4 Glassblower's Baubles to raise their quality to 20%!

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Sulphur Flask

Before you switch to the Lowlife build, use a Divine Life Flask instead. It should have any reduced Amount Recovered/Instant Recovery when on Low Life prefix to stay safe, add of Sealing with the Menagerie to remove Bleed and Corrupted Blood.

Once you're Lowlife, switch this to a Sulphur Flask. It grants some damage and creates Consecrated Ground on use. Aim for any Maximum Charges or reduced Charges per use prefix together with a Grants Immunity to Bleeding.. suffix.

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Quartz Flask

This flask grants Phasing on demand, get any Increased Duration prefix here. Craft of the Deer with the Menagerie to remove Chill and Freeze before going Lowlife, afterwards switch to any reduced Effect of Curses on you.. suffix.

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Jade Flask

This flask grants a lot of evasion. Get any Increased Duration prefix once again and add of the Conger with the Menagerie to remove Shock until you're Lowlife, then switch this to any increased Evasion Rating.. suffix.

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Stibnite Flask

This flask gives a huge evasion multiplier and should be used in conjunction with the Jade Flask. Aim for a prefix that either adds Maximum Charges or reduced Charges per use and add of the Urchin with the Menagerie to remove Ignite until you're Lowlife, then switch to any Immunity to Poison.. suffix.

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Quicksilver Flask

This flask grants additional movement speed for better mobility. Go for any increased Duration or reduced Duration/increased Effect prefix with any increased Movement Speed.. suffix.

The Quicksilver Flask from the Mercy Mission quest can't roll Movement Speed suffixes!


Upgrade Order

‣ Basic Gear
‣ Flasks
‣ Basic Jewels
‣ Lowlife Setup
‣ Aspect of the Spider
‣ Tempering Catalysts
‣ Oils to anoint Tranquility
‣ 6L Shavronne's Wrappings
‣ Level 21 20% Bane & Essence Drain
‣ Alternative Quality Gems
‣ Awakened Gems
‣ Watcher's Eye
‣ High Budget Gear


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Playstyle & Pantheon

Playstyle

Mapping

There's not much thinking needed while mapping with this build. Keep your flasks up and blow enemies up with Bane. If there's any tanky enemies, use Withering Step for more damage. And that's it. Just don't try to facetank stuff and you'll be fine.

Recommended stats for tier 11+ maps
‣ ~8k Energy Shield
‣ 6L Bane & pseudo-5L Essence Drain
‣ Enduring Composure Small Cluster Jewel

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Mapmods to look out for

Players cannot Regenerate Life, Mana or Energy Shield
Pretty risky and annoying, skip this.

Players have 60% less Recovery Rate of Life and Energy Shield
Another risky mod, but can be done if you play more cautiously.

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Bossfights

Similarly to mapping, bosses don't require much thinking. Start with Withering Step, then use Bane and Essence Drain and keep circling the boss until you need to refresh those skills.

Try to stay close for Void Beacon and Withering Presence to do their thing, as long as you stay behind the boss you'll mostly be fine. If they start any AoE skill animation, use Flame Dash to gain some distance until it's safe to get close again.


Pantheon

Soul of Arakaali (Major Pantheon)
Its default effect reduces the damage over time you take. All upgrades are worth getting to recover your energy shield faster after taking damage over time, gain some Chaos Resistance towards it and make debuffs affecting you expire faster.

Soul of Shakari (Minor Pantheon)
Its default effect limits the amount of poison stacks that can be inflicted upon you to 3 and halves their duration. Its upgrade reduces the chaos damage you take, with an additional reduction for chaos damage over time while on Caustic Ground.


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Other Guides

Arc Elementalist
CI Dominating Blow Guardian
Ancestral Warchief Chieftain
Molten Strike Champion

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Thanks for reading! Hope you like the build and have a nice day!
twitch.tv/enki91
Last edited by Enki91 on May 13, 2022, 1:38:25 AM
Last bumped on May 18, 2022, 9:05:44 AM
First
New Enki build pog
pog
Nice-a
will be following this
Finally done with this guide! Sorry that it took so long, been having a blast with this league and barely got to write anything.
twitch.tv/enki91
Just want to be on the first page :) Thanks for the build
Another enki build? LETS GOOOOO!
So stoked for this build!

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