[Build of the Week Submission] [0.3.0] Rambo Wizard - His Scattering Calamity spell Titan
To start off, please enjoy the firework preview of the build
https://www.youtube.com/watch?v=7cFf6fn0wXM TLDR: Many projectile spells, reduced duration, machine gun goes brrrrrr ![]() ============================================================ Full Video Guide: https://www.youtube.com/watch?v=KZgxyp1-qUs POB: https://pobb.in/53p4yf2fSxPK Gears
Spoiler
Main hand weapon
Spoiler
![]() Weapon swap weapon
Spoiler
![]() Helmet
Spoiler
![]() Body Armour
Spoiler
![]() Gloves
Spoiler
![]() Boots
Spoiler
![]() Amulet
Spoiler
![]() Ring1
Spoiler
![]() Ring2
Spoiler
![]() Belt
Spoiler
![]() Gem Links
Spoiler
![]() His Scattering Calamity - Compressed Duration II - Swift Affliction III - Pinpoint Critical - Considered Casting - Blindside ![]() Sigil of Power - Prolonged Duration II - Rapid Casting II - Magnified Area II ![]() Cast on Critical - Frost Darts - Boundless Energy II - Elemental Focus - Energy Retention - Blindside ![]() Cast on Elemental Ailment - Frost Darts - Boundless Energy II - Elemental Focus - Energy Retention - Blind II ![]() Time of Need - Compressed Duration II ![]() Flame Wall - Prolonged Duration II - Fortress I - Rapid Casting II - Magnified Area II - Fire Mastery ![]() Frost Bomb - Prolonged Duration II - Potent Exposure - Long Fuse II - Rapid Casting II - Magnified Area II ![]() Elemental Weakness - Heightened Curse - Cursed Ground - Prolonged Duration II - Magnified Area II - Ritualistic Curse ![]() Ice Nova - Encroaching Ground - Persistent Ground III - Astral Projection - Prolonged Duration II - Magnified Area II ![]() Orb of Storms - Overabundance I - Harmonic Remnants II - Compressed Duration II - Swift Affliction III - Rapid Casting II ============================================================ Shoutout to Neato for his support and his idea of 80% reduced duration titan and time of need tech Core Build Mechanics
Spoiler
The build revolves around the new unique staff: The unborn lich ravenous staff. ![]() This staff has several exclusive desecrate mods when unveiling, one of them being: His scattering calamity ![]() Skill Function Explanation
Spoiler
This skill behaves very similarly to ember fusillade, where you cast an orb which hovers for a duration, then fires off at enemies. Additional projectiles add the amount of orbs you accumulate per cast. However this skill differs slightly: Not only is it lightning damage with higher base damage, it has a limit of projectile fire frequency. So scaling cast speed will not only refresh existing orb duration but also just accumulate more orbs that take longer to all fire out. But since we do want to scale cast speed to increase our dps, we will need to reduce the duration of the orbs, both from reduced skill effect duration on the tree ![]() ![]() as well as compressed duration II, and swift affliction III ![]() ![]() In total, we can get 64% reduced skill effect duration from the tree, 35% less duration from compressed duration II, and 30% less duration from swift affliction III. This brings the firing time down from 1.2 seconds to 0.19656 seconds. This is already quite nice, as we are firing off more than 5 orbs per second. However we can bring this further beyond by playing as warrior ascendancy: Titan, which is normally a class known for melee and tankiness. With Hulking form, ![]() we get 50% increased effect of small nodes, this brings our reduced duration from 64% all the way to 80% reduced skill effect duration. So our orb firing time is now reduced all the way down to 0.1092 seconds. Wow ![]() This already makes it so orbs fire almost instantly, and we can not cast fast enough to keep up with its firing speed. Luckily, rather than trying to get 300% increased cast speed, we can simply scale the number of projectiles for our spell so we need to cast less often. This also ensures we don't need to pay the high mana cost from so many casts. The simplest method of getting additional projectiles is through multishot II ![]() However this support comes with a hefty 25% less damage and 20% less skill speed, with us already sacrificing two support gem slots for compressed duration II and swift affliction III, we don't want to further lessen our damage. Luckily we have another tool, the modifier "x% chance for spell skills to fire 2 additional projectiles" ![]() This is a very powerful modifier, especially for skills that can shotgun, like ember fusillade, frost dart, and scattering calamity. We can easily reach 100% chance via the passive tree, Thane Girt's Rune of Wildness ![]() Or from desecration exclusive suffix modifier on staffs ![]() This mod is easily obtainable on the unborn lich unique staff, and also gets buffed by the increased desecrated modifier magnitudes line. Now all we need to do is stack enough cast speed and damage to guarantee our cast time approaches around 0.3 seconds, and you get a barrage of scattering calamity! MOAR PROJECTILES!
Spoiler
But wait, in the video above it looks far more like a gatling gun rather than a machine gun, how do? Since we are already investing in additional projectiles from spells, we can trigger frost dart via cast on critical and cast on elemental ailments. ![]() Normally, we are not allowed to use duplicate of the same skill gems, however socketing into meta gem prevents this limit. Scattering calamity has really good base damage to guarantee sufficient energy gain, and we are hitting fast enough to constantly trigger the two spells in quick succession. Solving Mana Problem
Spoiler
Now that we have an endless barrage of spells, there is another problem to solve: Mana. Triggering tens of hundreds of projectile doesn't come without cost. Even when we reduced the amount of casts needed, we are firing and triggering so fast that mana starts to become an issue again. For this we can go blood magic so we are paying life instead of mana, and use the new undying hate timeless jewel ![]() And paying tribute to Tecrod, in which we get the keystone "Sacrifice of blood" ![]() This regeneration scales with life regeneration rate, so effectively we can sustain our life cost while also gaining large amount of excess life regeneration per second. Scaling damage and defenses
Spoiler
To boost our damage and defenses, we have several mechanics, buffs, and debuffs to go for. First off, since we are titan, and have access to more life from Mysterious Lineage ![]() and more armour from body armour from Stone Skin ![]() The obvious choice is to go life based character while stacking armour for defense. We can take advantage of this, and stack life further beyond, including using Veil of the Night Martyr Crown ![]() This helmet grants a large amount of increased life, a stat very difficult to get in poe2, at the cost of making us have no resistance to elemental damage. Luckily introduced this league, we have the modifier: x% of armour also applies to elemental damage. This percentage can scale past 100%, and make it so even without elemental resistances, our armour can reduce elemental damage taken to a safe value. What do we do with all this life? We can scale damage using another staff exclusive desecrate modifier: x% increased spell damage per 100 maximum life. ![]() This takes care of the majority of increased damage requirement in our build, so we can invest in other means of damage multiplier such as critical damage, and grab some armour nodes for defenses. Buffs on our character
Spoiler
For buffs on our character, you may have noticed a big issue: We have 80% reduced duration, how are we going to reliably sustain buffs to boost our damage and defenses? For most buffs, yes that may be an issue. However we can use the reduced duration to our advantage here. (Reduced duration) Time of Need
Spoiler
With Time of need spirit gem skill ![]() It normally grants you life and removes curses/ailments once every 10 seconds. However with our setup of reduced and less duration, we get to lower it to once every 1.27 seconds! So every second, we get to heal a chunk while removing any curse from map mods or elemental ailments. (Reduced Duration) Orb of Storm
Spoiler
There is also another skill that takes advantage of reduced skill effect duration: Orb of storm. ![]() This skill leaves elemental infusions when expiring, with our setup we can get its duration down to 0.65 seconds, essentially giving us an elemental infusion on cast. With elemental equilibrium keystone allocated on our passive tree ![]() We get to generate all three types of infusion rapidly for our other skills to benefit from. However there are so many other powerful buffs that we will want to use, is there a way to squeeze them into the build? The answer is: Yes! With weapon swap! We can use a second set of weapon with increased skill effect duration nodes allocated while our main damage weapon set has the reduced skill effect duration nodes allocated. This means we can place all the buffs with increased skill effect duration using our second weapon set, then swap to our main damage weapon set to re-gain the reduced skill effect durations. This completely solves the downside of having reduced skill effect duration, and even allows us to use cheap but powerful swap weapons that grant cast speed and level of spell skills to boost the level of our buffs. (Increased duration) Flame Wall
Spoiler
For buffs: We can further boost the base damage of our hundreds of projectiles through the use of flame wall. ![]() Introduced this league, is the elemental infusion system. Flame wall grants projectiles passing through it added fire damage, and if lightning infused, lightning damage as well! (Increased Duration) Sigil of Power
Spoiler
We can also place down sigil of power to gain massive amounts of more spell damage. ![]() Sigil of power normally requires you to spend amount of mana proportional to your maximum mana to gain stages, but since we are taking blood magic, our maximum mana is 0, so any cast will instantly grant it stages. This provides us a whopping 60% more spell damage. Debuffs on enemies
Spoiler
Using the weapon swap tech mentioned in the buff section, we can allocate curse magnitude and exposure effect on our weapon swap passive as well, giving us much more powerful debuffs to cast on enemies. Elemental Weakness and Frost Bomb
Spoiler
We can reduce enemy resistances with elemental weakness curse and frost bomb elemental exposure, which can bring all bosses down to the negatives for all elemental resistances. ![]() ![]() Chilled Ground from Ice Nova
Spoiler
We can also chill the boss using frost infused ice nova supported by astral projection to leave chilled ground at our desired location ![]() This allows our frost dart, which normally does minuscule amounts of damage, to creates ice shards on impact that does additional damage. Closing conclusion This build is one of the most fun build I've cooked up in poe2. Not only is it good at clearing maps (scattering calamity is a monster as it chains and explodes), it is also satisfying to watch bosses melt under a barrage of triple element projectiles. However this build is not the cheapest, getting a good unveil of the staff may require some patience, and if one cannot afford an undying hate timeless jewel, you will need to find another method of solving the mana cost issue (which is likely doable, but can be a bit of a headache). ============================================================ Last edited by shadowedwin624#5421 on Sep 27, 2025, 5:08:25 AM Last bumped on Oct 5, 2025, 1:09:55 AM
|
![]() |
Really cool build!
|
![]() |
bravo on combining so many novel things
Though I can't help but wonder if it wouldn't still be better to just go ES, or es+armour, and that way you could have maybe more defenses (ele res + armour applied to elemental damage taken) My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
|
![]() |
" Yes that will indeed make it tankier, however The main reason to go life is to scale damage. I played around in planner, and getting enough ES or ES+armour will make it difficult to scale enough increased damage. |
![]() |
9/25/2025 Update
Main change is switching out ember fusillade for another frost dart, so we are triggering frost dart on both our cast on crit and cast on elemental ailment. Reason being after gear upgrades, we are generating too much energy for cast on elemental ailment, such that when bossing, ember fusillade is overwriting itself too much. Last edited by shadowedwin624#5421 on Sep 27, 2025, 5:04:47 AM
|
![]() |
9/27/2025 Update
Updated Full Video Guide Gear Update on Gloves and Helmet Format Post for Easier Reading All Links/POB updated to latest version Last edited by shadowedwin624#5421 on Sep 27, 2025, 5:05:09 AM
|
![]() |
Where are you getting enough Int?
Travel nodes? |
![]() |
" Yes just travel nodes. Depending on your gear, you can adjust how many strength travel nodes you want to switch to int nodes. I got reduced attribute requirements on my amulet so I could put less int nodes on travel nodes, but you can switch them around depending on how much you get on your gear. |
![]() |
Does your Calamity become unbound every time you change instances?
Mine does, and I don't know how or why. It also chooses Feast of Flesh any time I try to rebind it after it comes off the skill bar. |
![]() |
" Ah yes that is currently a bug with the staff. The solution is you need both his scattering calamity and feast of flesh somewhere on your skillbar. So I have his scattering calamity on my right click, and I put feast of flesh on my second skill bar. It doesn't matter where feast of flesh is as long as it's on your skillbar. I suspect everytime you load in an instance, the game tries to check gear and attempts to put skills available onto your skillbar, but somehoe puts feast of flesh as priority, and if it's not already on your skillbar, removes it and tries to replace them. |
![]() |