[Outdated] Ultimate EDTrickster [2M dps - UNKILLABLE]

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Tarzanlepa wrote:
Could I hear your opinions if I should remove cold res from helmet and add aspect of spider (do not have it in any gear) OR remove cold res from boots and try to slam redeemers exa for spell dodge? Is it possible to swap redeemers mod to another redeemer mod through harvest crafting if I end up getting wrong mod?

Regarding boots:
There are only 4 suffixes that redeemer orb can hit:
Chance to dodge attacks
Chance to dodge spells
Increase effect of non dmg ailments
Chance to get onslaught on kill.
Only onslaught has a tag so you And you can target remove it. First 3 can only be rerooled with remove/add influence mod seeds.
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Valk_d wrote:
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Tarzanlepa wrote:
Could I hear your opinions if I should remove cold res from helmet and add aspect of spider (do not have it in any gear) OR remove cold res from boots and try to slam redeemers exa for spell dodge? Is it possible to swap redeemers mod to another redeemer mod through harvest crafting if I end up getting wrong mod?

Regarding boots:
There are only 4 suffixes that redeemer orb can hit:
Chance to dodge attacks
Chance to dodge spells
Increase effect of non dmg ailments
Chance to get onslaught on kill.
Only onslaught has a tag so you And you can target remove it. First 3 can only be rerooled with remove/add influence mod seeds.

So there indeed is remove/add influence mod seeds. Does it reroll only mods of existing influence or does it reroll redeemers to warlord or whatever at random? I am totally fine if rerolling inside redeemer mod pool costs up to 2 ex per roll.
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Tarzanlepa wrote:
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Valk_d wrote:
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Tarzanlepa wrote:
Could I hear your opinions if I should remove cold res from helmet and add aspect of spider (do not have it in any gear) OR remove cold res from boots and try to slam redeemers exa for spell dodge? Is it possible to swap redeemers mod to another redeemer mod through harvest crafting if I end up getting wrong mod?

Regarding boots:
There are only 4 suffixes that redeemer orb can hit:
Chance to dodge attacks
Chance to dodge spells
Increase effect of non dmg ailments
Chance to get onslaught on kill.
Only onslaught has a tag so you And you can target remove it. First 3 can only be rerooled with remove/add influence mod seeds.

So there indeed is remove/add influence mod seeds. Does it reroll only mods of existing influence or does it reroll redeemers to warlord or whatever at random? I am totally fine if rerolling inside redeemer mod pool costs up to 2 ex per roll.


it will only roll in the redeemer pool
Great, then I'll get me some extra chance to dodge :)

What would be bis cluster jewel now that jewel sockets are implicit instead of explicit?
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Tarzanlepa wrote:
Great, then I'll get me some extra chance to dodge :)

What would be bis cluster jewel now that jewel sockets are implicit instead of explicit?


They're enchants, not implicit. Not that it changes much.

I went for Flow of life + exposure therapy, and double t1 ele res.

The absolute bis would be all elemental res + t1 eleres, but that's very hard to get. They're pretty easy to craft, btw:

- Get a ilvl84+ base
- alt spam flow of life
- regal annul (or harvest annul)
- augment any elemental twice. This can only roll suffixes.
- Augment chaos, -+ chaos if necessary. Exposure therapy is extremely common, shoud be very easy to get.
- -+ the elemental rolls for t1 resistances. 2 tries on average for both.
- Try to get ignite avoidance implicit
Hey there. After half-year absence of playing ED I've decided to play it once more in Harverst.
Over the years, pure endgame ED was always low life (due to free dmg and auras ofc). Could you tell me why are ppl shifting towards Life playstyle, even in endgame scenario?
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Xenhil wrote:
Hey there. After half-year absence of playing ED I've decided to play it once more in Harverst.
Over the years, pure endgame ED was always low life (due to free dmg and auras ofc). Could you tell me why are ppl shifting towards Life playstyle, even in endgame scenario?


It really depends on what you're looking for in a build.
If you consider "true endgame" a damage test and just want to push singletarget to the maximum, Lowlife still is the best.

Past the point where I kill everything in less than 5 seconds, I prefer having a well rounded setup that scales other things than damage.

- A lowlife occultist is probably the best damage you can get. As in, double what I output with minmaxed gear here. But occultist is much slower than trickster (both movementspeed and castspeed), and a bit squishier. I overall don't like it at all, it's slow, that's not why I build an ED character.

- A lowlife trickster is a good compromise of speed and damage.
But shavs is awful synergy with the trickster ascendancy, having to travel to the far left from shadow's start is rough, mana sustain isn't trivial (ed+cont is a 150 mana cost cast). The almost mandatory of presence of chayula and soul strike (for es and stun immunity) means you loose on the opportunity of a +2/dotmulti amulet, which gives you as much damage as being lowlife in the first place. After the nerfs of glancing blows, it's hard to be really tanky on a pure es trickster. You have a decent ehp pool to avoid oneshots (~8-9k max), and good regen from ed. Being lowlife, zealotry and skitterbots access more than makes up for these cons in raw damage.
Also, never forget: More damage on ed is more regen, and less time for the enemies to kill you. This is especially true in the new extremely deadly t19 100% delirious maps.
Lowlife also hits damage spikes earlier, making it imo actually the best "medium budget" option. Lowlife fills the gear gap you need to start feeling good in t16 maps right away, life based relies more on gear for damage.
Havoc has a really good guide i recommend checking out. It's well informed and how I would build a lowlife edtrickster. TLDR: more damage, squishier, just as fast.

- This setup capitalises on how OP dodge has become lately. He have more and more access to dodge chance everywhere. Elusive on the tree, dodge boots, Hyrri's ire makes reaching the cap easy. Wind dancer is also extremely good at mitigating the inherent problems of dodge based builds (oneshots).
On top of that, hybrid EB+MoM is still omegastrong. I'm currently sitting at over 9k ehp on my setup. That's before my 20% phys mitigation, wind dancer or ghost shrouds. To put this into perspective, a shaper slam deals about 55% of my life when it hits me. If it hits me at all, since it has 91% chance to deal 0 damage. and I get all my es back instantly from ghost shrouds, so I could tank an other one immediately.
But it's not all bright. As I said, not only it's lower damage (slightly tho, honnestly), but the damage comes from gear, which means you get your dps powerspikes much later. It relies on blight to reach 5M+ dps, which is arguably clunky to use. Most ed setups use blight anyways because infused channeling is a thing, but it's still a con to rely on it imo.

Then, you need to know if you're ready to sacrifice gear space for quality of life.
Can you loose 3 jewelry suffixes for 3 endurance charges? Do you have space for reduces flask usage on your belt? Do you have a reliable (read: non flask relient) solution for mana sustain? Do you want to stack a ton of movement and cast speed? Do you even care about tankyness in the first place?
These are the questions you need to answer to pick your setup. Nowadays, even a spellslinger trickster clears all content (Don't try it unless you are very confident you know what you are doing tho). Pick what feels the most comfortable to you, that's what'll be fun in the end.
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Darkxellmc wrote:
[...]


First of all, I'd like to thank you for extremely detailed answer. I'd recommend sticking it in FAQ section, such amount of work can't just dissapear within pages of this thread.

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Darkxellmc wrote:
A lowlife occultist is probably the best damage you can get. As in, double what I output with minmaxed gear here. But occultist is much slower than trickster (both movementspeed and castspeed), and a bit squishier. I overall don't like it at all, it's slow, that's not why I build an ED character.


That's 100% true. Max dps output is Low-life Occultist with Inner Conviction keystone. However, this setup feels almost impossible to play. Too slow, too clunky, too squishy.

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Darkxellmc wrote:
The almost mandatory of presence of chayula and soul strike (for es and stun immunity) means you loose on the opportunity of a +2/dotmulti amulet, which gives you as much damage as being lowlife in the first place.


I'd like to play a devil's advocate here. With mediocre bow you can get level 30 ED. With super end game bow - level 31 or 32. As you know, spells scale worse post 30 level, than pre 30 level, so I don't think that +2 amulet is essential, while bow gives you 30 lvl ED at start. Feel free to correct me if I'm wrong, maybe I don't see a bigger picture here.

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Darkxellmc wrote:
Also, never forget: More damage on ed is more regen, and less time for the enemies to kill you. This is especially true in the new extremely deadly t19 100% delirious maps.


After playing various ED builds over last years I think that's double-edged sword. If you kill first pack too fast you have zero regen towards next pack of monsters, which slows your clearspeed. You have to kill packs of monsters ony by one and can't just throw ED on first and run to next one. With dodge capped that might be possible ofc, but sometimes 2nd pack can blow you almost instantly without having regen from 1st pack covering that scenario.
In other words, instant killing pack of mobs puts you in some kind of danger coming from next pack.


Again, thanks for detailed answer!
Hi OP, how did you craft your gloves?
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Darkxellmc wrote:




Welp, harvest is insane. I have reached 1 Million ED tooltip dps unbuffed in hideout. Guess I can invest currency in finishing the 40 challenges now!
I'll be working on a few pieces still, but all items are at least very close to where I want them.

Good luck on your own setups, guys!


Do you still use the same crafting process for the helm that you have in the OP? (using fossils). I could see it being better than add/remove defence, although probably more expensive assuming farming the seeds yourself?


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ap0y wrote:
Hi OP, how did you craft your gloves?


1. Get a set of ilvl85+ fingerless Elder/Warlord gloves
2. Awakener the other influence onto them.
3. Alteration spam until you get Culling Strike (its the only untagged mod on the OP's gloves, ones with % damage over time are crazy lucky)
4. Regal the item and use annuls/harvest crafting to get yourself a clean base (only targetable mods or a single T1/2 resist, if you remove culling strike go back to 3)

*This is the bit i'm not 100% on the order of*

5. Augment Caster, you'll only hit the Warlords %increased mod.
6. I'd say at this point you block suffixes and augment life.
7. Get rid of a suffix and augment then add/remove chaos until you get T1 chaos dot multi.

Its worth noting that OP has +1 frenzy charges, which is not a targetable mod.. so technically you have an open prefix.

You'll want your third suffix to be a resist.
Last edited by SScouty#3094 on Jul 21, 2020, 10:04:56 PM

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