[3.25] UYNURUIL'S Tectonic Slam of Cataclysm Ignite with Trickster WTF [45M DPS][400k~1M EHP]
" Changelog
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04/09/2024
Added trees for all leagues. Added tree for aegis aurora. 02/09/2024 Updated tree and removed corrupted unnatural instinct. Took marked enemy cannot generate life. 31/08/2024 Added endgame sword + tree Added more detail to damage explanation 30/08/2024 Added 3.25 Settlers of Kalguur About Me
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Path of Building POB 3.25 Settler Endgame Runesmith crafted sword & Svalinn Endgame Runesmith crafted sword & Aegis Aurora - Thanks "I-Kai Wu" from youtube for suggesting this. Future leagues The trees are slightly different to accommodate these situation. Story of the vaal = 100% chance to ignite but require resolute technique. Crafted sword = 100% chance to hit but require chance to ignite. >90% Ignite chance from cluster jewel + combustion + curse. Endgame Svaliin & story of the vaal Endgame Aegis Aurora & story of the vaal (in case Svalinn not added to main) Video Guide Tectonic Slam of Cataclysm Ignite Build Deep Dive Video Showcase T16 Delirium + beyond + breach Uber sirus vs noob player Step by Step Progression Guide to 45M DPS and 450k EHP Items (Endgame)
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Weapon: " Shield: " Helmet: " Body: " Rings: " Amulet: " Gloves: " Boots: " Belt: " Jewels: " Flasks: " Patheon & Bandit Rewards
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Major god Take less critical damage -> Soul of Solaris Minor god 30% reduced curse effect on us -> Soul of Yugul. We also have 60% reduced curse effect on tattoo. This let us free one suffix from our flask. Bandit Kill all Map difficulty and regex
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Maps we can't do: Monsters reflect #% of Elemental Damage Monsters cannot be Leeched from Maps will be annoying / higher chance of dying: Monsters have #% chance to Avoid Elemental Ailments Players have #% reduced effect of Non-Curse Auras from Skills Players have (-12--9)% to all maximum Resistances Players cannot Regenerate Life, Mana or Energy Shield Players have #% less Recovery Rate of Life and Energy Shield Monsters are Hexproof #% more Monster Life Monsters cannot be Stunned Monsters steal Power, Frenzy and Endurance charges on Hit Regex, paste in your inventory to filter out those mods: "!tal d|non|o al|gen|s rec|eec|re he|ail|tun|er," Last edited by uynuruil on Sep 4, 2024, 2:41:49 PM Last bumped on Nov 11, 2024, 11:01:54 AM
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How it all comes together.
- I personally like ignite builds, however most of the builds are squishy. Since this patch endurance charge and Svalinn shield boosts our survivability to much, I tried to build around it. The target is to reach 39M DPS (35M ignite and 4M culling DPS.) with decent survivability against hits and damage overtime. Play style Drop mines and slam. ---Offensive--- How to scale our damage? With the Svalinn shield equipped, we're limited to using only one-handed weapons. Unfortunately, it's impossible to scale the damage of a single-handed weapon high enough to achieve 35M ignite DPS, so we need to find a way to incorporate some flat damage. Flat damage scaling When it comes to flat damage scaling, "Pyroclast Mine of Sabotage" becomes essential. This skill adds flat fire damage to hits on enemies nearby, which is fantastic for boosting our ignite potential. Damage overtime scaling For damage over time scaling, we build up frenzy charges and convert them into affliction charges using our belt. Thanks to Ralakesh boots, we can maintain our frenzy charges. Additionally, we utilize "Story of the Vaal" to enhance our ignite damage, as it significantly boosts ignite effects. Since our hits always ignite and we don't crit due to Resolute Technique, we don't have to worry about scaling "chance to ignite." Late game Why do we craft our sword (3.25 settlers only) As your damage will be highest for enemies near your mines, enemies far away will receive much less damage. But if equivalent ignite will spread after an enemy dies, enemies near your mine will die and highest ignite will spread to others. This enhances our clearing so much. See the comparison: https://youtu.be/9Rvxz-NCvTw Skill choice Next, we need a skill that offers high added damage effectiveness and works with one-handed weapons. I experimented with Tectonic Slam of Cataclysm in 3.23, and it delivered impressive damage when paired with endurance charges. To maximize our endurance charges, we use the Replica Badge of the Brotherhood, allowing us to have maximum endurance charges equal to our maximum frenzy charges. Since we're already stacking frenzy charges, this synergy is beneficial. We also generate these charges with "Replica Farrul's Fur." As an ignite build, we only need to land one hit every few seconds and let the ignite take care of the rest. Gem links Regarding gem links, you might wonder why we choose cruelty over awakened deadly ailments. Cruelty enhances our hit damage, which triggers chill and shock effects even against tough bosses. These ailments become even more potent thanks to our weapon. For instance, we can achieve a 9% chill and shock on Uber Sirus. We also need it for fortify hits. Ascendancy In our build, we opt for the trickster skill "swift killer," which provides us with 2 additional maximum frenzy charges. Additionally, the "One step ahead" ability allows us to deploy mines effectively while maintaining smooth movement, which is crucial. For our forbidden jewel, we select "Demolition Specialist." This choice enhances the aura effect granted by our mines, enabling us to achieve the maximum damage cap from "pyroclast mine of sabotage" with fewer mines on the field. For instance, without this jewel, we would need 20 mines to hit the damage cap, but with it, we only require about 13. Curses When it comes to curses, both Flammability and Alchemist's Mark significantly boost our ignite damage. The great part is that we can automatically trigger these curses using the Svalinn shield, making our setup even more effective. ---Defensive--- Without any flask or immortal call Damage overtime reduction We take Lethy Shade and damage overtime reduction mastery Ailment immunity and stun avoidance If you don't have poison immunity ring, feel free to replace movement speed / stun avoidance tattoo with poison avoidance. Your stun immunity will be fine as having any amount of energy shield when hit grants a baseline 50% chance to ignore a stun. ---Utilities--- Using Ralakesh boots may feel slow as it doesn't have any movement speed. However you can get movement speed from following. 20% movement speed from "movement speed per frenzy charge". 12% movement speed from belt. 12% movement speed during any flask effect from belt corruption. 20% movement speed from onslaught while having cat's agility. 4% movement speed from small ascendancy node. 108% action speed from "one step ahead" ascendancy node. ---Elementalist viable?--- Here's what we need to do to achieve this build 1. Stack frenzy charge 2. get max block from tree 3. get lethy shade 4. get culling strike for marked enemies All these nodes will be too separated for elementalist to get. Also they don't have the mine aura effect from ascendancy which enable our build. Last edited by uynuruil on Sep 1, 2024, 10:13:13 AM
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i may be baited for this build, got 300d is it enough?
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Here's a calculation based on my memories.
Weapon - 3D Shield - 4D Body Armour - 13D Helmet - 8D (base cost 4D) Gloves - 10D (base cost 2D, then i got unlucky crafting the 20% fire damage multi from searing exarch mod) Amulet - 1D Ring - 16D (+1 frenzy charge) Ring - 5D (i corrupted the cannot be poison modifier myself, each ring is 20c and can sell for 10c if nothing happens, you get 80 trials for 5D) Belt - 5D Boots - 3D Flasks Progenesis - 40D Bottled fate - 8D Oriath's End - 6D Jewels Small cluster jewel - 8D each x 2 Impossible escape - 1D Forbidden Flesh and Flame - 1D Thread of hope - 4D (does not need the -10% elemental resistance, -17% will do) Large cluster jewel - 4D Elegant hubris - 40D Total = 180D Let's say you cut some cost by [Elegant hubris]+[Progenesis] Total = 110D Last edited by uynuruil on Sep 1, 2024, 2:15:05 PM
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Why are you using mines and tectonic slam?
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