I'm kinda lost on how to best approach crafting the wand: (on a Budget)
One Idea would be:
(0. Fossil Craft 30% Quality)
1. Get max # to # fire dmg on wand (alt? For budget using essence of Anger)
2. Fracture it or start over (if it fails)
3. Fossil Craft using Corroded, Shuddering, Metallic and Jagged to hit +1 to spell Level and hope to get a good #% increased spell damage
4. Hope you can remove unneeded suffixes or start over if annull fails
5. remove/add Caster until good #% increased spell damage
6. Aug, remove/add crit for T1 crit chance or crit multi
7. Aug, for 2nd crit suffix
8. Spend 100 Harvest remove/add crit till both are t1 or just leave it
Nearly only Using Harvest my approach would be:
(0. Fossil Craft 30% Quality)
1. Get +1 to all spell gems (alteration/delve)
2. Fracture and hope +1 get's fractured or start over
3. Rare + remove all useless mods
4. Aug, remove/add Fire for % increased fire dmg
5. Block Prefix with crafting bench
6. Aug, remove/add Crit for global crit multi
7. Aug, remove/add Caster for % crit chance for spells
8. Aug, remove/add Attack for # to # fire dmg
2. Method is more easy to get all Affixes to T1, since you can always remove/add without needing to worry to remove a t1 affix you already have, but it costs probably more mirrors then someone will ever drop in a league.
Can anyone give me a tip if there is a 3rd, better Option or something I can do better?
Thanks in advance
1. Fracture 109% inc fire dmg on imbued wand
2. Perfect fossil until 30% quality
3. Use Jagged, corroded, metallic, shuddering to get plus 1 spell
4. Repeat step three until you have you get plus 1 spell and/or a method to clean up affixes (you will need 3 open suffix or to craft prefix can't be changed and to scour; you will also need one removable prefix or a fire prefix)
5. harvest craft % quality as ele dmg
6. bench mod crit chance
7. aug crit if tier 1 global crit multi go to step 10
8. remove crit and aug crit
9. repeat steps 7 and 8 until you get global crit multi tier 1
10. aug crit for tier 1 crit chance to spells
11. if you did not get tier 1 craft prefix cannot be changed and do remove/add caster until you get tier 1 for spells
12. craft cannot roll caster mods
13. remove placeholder prefix and aug fire or r/a fire until you get tier 2/1 of flat fire (about 21 attempts for tier 2 and about 106 for tier 1)
Unfortunately, there is not really a good way to get plus one spell on a budget and craft a very good wand outside of getting lucky when buying one. I guess if you want to do it on a budget, you would just slap 2 aug crits and accept tier 3 flat fire. I am currently on step 13 on crafting my wand, and it has cost me about 50 ex to get there. However, I was unlucky when I was fracturing (took 4 attempts), and it took me about 25 attempts to get tier 1 crit for spells when it should take about 12 attempts.
Ok, maybe I should learn how to farm Currency first, 50 ex is a bit much for me atm xD
Thanks for the help :)
How have people managed to get this build rolling without a reduced mana reservation ring for Herald of ash? I have the reduced mana reservation enchant for spellslinger on the helm, 26% reduced mana reservation from the tree and there's still no way I can run herald of ash. I'm using VD/DD in chest btw and the spellslinger-desecrate-spell cascade in the helm. Any tips would be appreciated!
Did you link your Herald of Ash with Blood Magic?
Otherwise it won't work. Mana is reserved for both Spellslingers and all Auras are reserving Life.
And at least 1x Reduced Mana Reservation is needed on the Rings
Last edited by Taiznal on Feb 17, 2021, 7:24:14 AM
Well I've seen the builds in this thread (From the player feedback) do it without HoA mana reservation rings and not linked to blood magic. I just can't figure it out how that's possible.
Well I've seen the builds in this thread (From the player feedback) do it without HoA mana reservation rings and not linked to blood magic. I just can't figure it out how that's possible.
He hadn't tried or thought about it. It would be interesting to be able to launch Herald of Ash (with Blood Magic) without having that reserve.
I made the attempt and it would not be reaching me life. It is totally feasible to solve it. You could put a much more powerful ring on defense :)
Well I've seen the builds in this thread (From the player feedback) do it without HoA mana reservation rings and not linked to blood magic. I just can't figure it out how that's possible.
The Player Feedback is not accurate for this.
Spellslinger got nerfed in 3.12.
"Now has 30% Mana Reservation Override at gem level 1, down to 25% at gem level 20 (from 20% at all gem levels)."
That's what made the Helm Ench mandatory.
Now (if I'm correct) it's:
Spellslinger + VD + DD + 3 supps:
50% (2 active skills) * 140% Mana mult (concentraded Effect) * 140% (Spell Cascade) * 130% (Elemental Focus) = 127,4 % reserved mana
With 26% allocated + 15% Helm Ench: 127,4 * 59% = 75,166% Mana reserved
Spellslinger + Desecrate + Supp:
25% base * 140% = 35%
Tree + Ench: 35 * 59% = 20,65% Reserved
So a total of around 96% reserved and no reasonable way to reduce it further.
Old Spellsinger had: (With Helm Ench)
40%*1,4*1,4*1,3*0,59=60,1328%
20%*1,4*0,59=16,52%
Total of around 77%.
Herald of Ash 25% * 0,74 (Tree) = 18,5%
So be4 you could use Blood Magic + Herald and no helm ench or you could fit herald in without blood magic/reduced reservation Rings with helm ench.
Edit:
Ok, there are still 2 Options left:
Corrupt your Jewels and pray:
8x 1% Reduced Mana reserved (but better 9, because otherwise you are really low on mana and prob can't use any spells)
This way you won't need mana reserv ring or blood magic.
OR
20% Reduced Mana Reservation Ring for Herald + 5x 1% Reduced Mana reserved on Jewels.
Thias way only frees up 1 skill gem slot.
Last edited by Taiznal on Feb 17, 2021, 9:45:26 AM
Well I've seen the builds in this thread (From the player feedback) do it without HoA mana reservation rings and not linked to blood magic. I just can't figure it out how that's possible.
The Player Feedback is not accurate for this.
Spellslinger got nerfed in 3.12.
"Now has 30% Mana Reservation Override at gem level 1, down to 25% at gem level 20 (from 20% at all gem levels)."
That's what made the Helm Ench mandatory.
Now (if I'm correct) it's:
Spellslinger + VD + DD + 3 supps:
50% (2 active skills) * 140% Mana mult (concentraded Effect) * 140% (Spell Cascade) * 130% (Elemental Focus) = 127,4 % reserved mana
With 26% allocated + 15% Helm Ench: 127,4 * 59% = 75,166% Mana reserved
Spellslinger + Desecrate + Supp:
25% base * 140% = 35%
Tree + Ench: 35 * 59% = 20,65% Reserved
So a total of around 96% reserved and no reasonable way to reduce it further.
Old Spellsinger had: (With Helm Ench)
40%*1,4*1,4*1,3*0,59=60,1328%
20%*1,4*0,59=16,52%
Total of around 77%.
Herald of Ash 25% * 0,74 (Tree) = 18,5%
So be4 you could use Blood Magic + Herald and no helm ench or you could fit herald in without blood magic/reduced reservation Rings with helm ench.
Edit:
Ok, there are still 2 Options left:
Corrupt your Jewels and pray:
8x 1% Reduced Mana reserved (but better 9, because otherwise you are really low on mana and prob can't use any spells)
This way you won't need mana reserv ring or blood magic.
OR
20% Reduced Mana Reservation Ring for Herald + 5x 1% Reduced Mana reserved on Jewels.
Thias way only frees up 1 skill gem slot.
That's a lot of research! Thanks for the in-depth info! I could do conquerer's efficiency with mana res corruption, so that would be 3% reduction and I have a 24% HoA reduction ring (with catalysts). This might work
That's a lot of research! Thanks for the in-depth info! I could do conquerer's efficiency with mana res corruption, so that would be 3% reduction and I have a 24% HoA reduction ring (with catalysts). This might work
24% + 3% Conqueror's would still not be enough. You still would at least need 3 more jewels with % red mana. The Problem here is, that the Ring only affects Herald of Ash and not the spellslinger mana reserve.
Another Problem would be, that you lose the dmg + ES a cobalt jewel gives.
I'd advise you to check your PoB, be4 doing big changes. I used zzangs lvl 100 pastebin for my testing. It should be accurate, but I can't guarantee I didn't miss anything with the legacy items.
What do you want to fit in by freeing the blood magic skill slot?
I'm confused on what the strategy is for crafting the helmet. The guide seems to vague. What influence are you starting with on the base? What does it mean for the meta-crafting step? Does someone have a more detailed guide for crafting the helmet?
The amount of currency it ate... Now the only thing left to do is make a T1 flat fire wand.
Still struggling a bit on ES tho. I wonder what can I do to increase it. May be drop alira (can easily get rez capped without) to try to squeeze another aura cluster. Being lvl 95 sucks. Any tips?
I'm confused on what the strategy is for crafting the helmet. The guide seems to vague. What influence are you starting with on the base? What does it mean for the meta-crafting step? Does someone have a more detailed guide for crafting the helmet?
I still have a lot to learn about crafting so take it with a grain of salt, maybe there is a better way:
You start with both Influences (Shaper + Elder) as a base.
Awakener's Orb rerolls the item and since you use essence crafting for the 30% Ele dmg where it get's rerolled again.
So you can't use 2 helmets and fuse the wanted influence mods together (afaik).
So you have your Helm with both Influences + Ench:
Now as in crafting Section mentioned:
1. Essence craft 30% ele damage until you have removable suffixes. Prefix don't matter at this point, as long as at least 1 is removable/open.
2. Craft Cold Res and do Aug Cold for guaranteed Hypotermia or Innervate. (btw: as I see it it's only guaranteed if you don't have a prefix open, since cold damage to spells is a shaper prefix)
3. If it didn't hit Hypothermia/not lvl 20 craft another non-cold suffix (e.g. any fire res), remove cold via Harvest and back to Step 2.
4. Aug Crit // r/a crit until 3% spell crit
5. Aug Influence or Metacraft Conc effect prefix
This is where I'm also not 100% sure but I think what is meant is: Remove all useless prefixes, either via Harvest Craft or Craft Suffixes cannot be changed and scour. You now have all 3 suffixes and no prefixes.
6. Aug influence mod
7. if it didn't hit the right one: craft suffixes cannot be changed, scour/remove influenced mod with harvest. and back to step 6 (or r/a influence mod). (Suffixes cannot be changed is mandatory, since otherwise harvest could delete the suffixes we want).
8. Aug Defence for ES
9. r/a defence till T1 ES
10. Craft +1 aoe gem
Edit:
Ok, still had the bookmark:
RRoyalMarine used the following steps:
"
Had a few people ask me regarding the helm.
Also, this is probably NOT the most efficient way to make it.
And Zzang could perhaps clarify any points that I am wrong about.
Step1. Get Shaper OR Elder Hubris Circlet helm. (if u can get the spellslinger enchant already, bonus to you!)
Step2. Get ANY other helm with the other influence.
Awakener orb them together. It does not care about rolls at this point, because we have to use essence of horror.
Step3. Use quality fossil to get to 30%.
Step4. buy/farm essence of horror.
Use them until you get
Socketed gems are supported by level 20 concentrated effect.
(I did this because this roll has NO harvest tags, and is pure RNG to get later).
So now I have a helm with
socketed gems are supported by level 20 concentrated effect
socketed gems deal 30% more elemental damage (100% guaranteed from the essence).
The rest of the rolls are not important, so unless they are what you want, then harvet remove them if possible.
OPTION1: If you do NOT want to gamble with Maven orb to elevate the influence, then skip to step 8.
(Risking it with Maven)
Step5. Add another influence mod, via harvest is best option.
Step6. Slam maven orb, and PRAY it removes the non needed influence mod, and elevates the concentrated effect mod.
step7. if it worked, woohoo! if not, then go back and start with step 4.
So you now have that sweet elevated level 25 conc roll. Want to continue to gamble? use step 8 below to get Crit/Hypo AND another throwaway influence mod.
Maven AGAIN, and this time, cross fingers, toes, testicles and pray it removes the throwaway influence mod, and elevates the crit/hypo depending on which you added.
if your balls are as big as a car, you can try for the third. and sweet jesus if you make it, it will be the greatest helm ever.
(Didn't risk it?)
Step8. use harvest to add cold for hypothermia and crit for crit. (they should be very easy to guarantee. e.g I crafted a prefix, so my prefix were full. I then used augment cold. followed by remove cold/add cold until I have level 20 hypothermia as a suffix.
Step9. remove any crafted roll, and craft +1 to level of socketed AoE gems.
Step10. Use harvest to add defence. Followed by remove defence/add defence until you get that sweet T1 ES% roll.
Step11. If you don't have the enchant, time to grind uber lab. Best to use twice enchanted + gift to the goddess for 9 attempts each go.
zzang, what do you think? Any mistakes? Any shortcuts? Any fuckups?
Last edited by Taiznal on Feb 17, 2021, 10:48:32 AM
I still have a lot to learn about crafting so take it with a grain of salt, maybe there is a better way:
You start with both Influences (Shaper + Elder) as a base.
Awakener's Orb rerolls the item and since you use essence crafting for the 30% Ele dmg where it get's rerolled again.
So you can't use 2 helmets and fuse the wanted influence mods together (afaik).
So you have your Helm with both Influences + Ench:
Now as in crafting Section mentioned:
1. Essence craft 30% ele damage until you have removable suffixes. Prefix don't matter at this point, as long as at least 1 is removable/open.
2. Craft Cold Res and do Aug Cold for guaranteed Hypotermia or Innervate. (btw: as I see it it's only guaranteed if you don't have a prefix open, since cold damage to spells is a shaper prefix)
3. If it didn't hit Hypothermia/not lvl 20 craft another non-cold suffix (e.g. any fire res), remove cold via Harvest and back to Step 2.
4. Aug Crit // r/a crit until 3% spell crit
5. Aug Influence or Metacraft Conc effect prefix
This is where I'm also not 100% sure but I think what is meant is: Remove all useless prefixes, either via Harvest Craft or Craft Suffixes cannot be changed and scour. You now have all 3 suffixes and no prefixes.
6. Aug influence mod
7. if it didn't hit the right one: craft suffixes cannot be changed, scour/remove influenced mod with harvest. and back to step 6 (or r/a influence mod). (Suffixes cannot be changed is mandatory, since otherwise harvest could delete the suffixes we want).
8. Aug Defence for ES
9. r/a defence till T1 ES
10. Craft +1 aoe gem
This is correct, but a couple of notes on both your and RRoyalMarine's post.
I personally used essences until I had full removable prefixes and suffixes (or you can augment life or something yourself, something that you can remove later), it's easier to work with the item this way cause aug cold can give you cold damage to spells prefix and on step 4 you can use aug caster to only hit spell crit, since aug crit can hit attack crit. But it only works if your prefixes are full.
Also I think RRoyalMarine's idea to use essences until lvl 20 Conc effect is good, unless you're making a 3x elevated base, since you're gonna most likely eat it in the process anyway.
But other than r/a influence (after you finished and locked your suffixes) you can use another thing to get conc effect, and that's using "Reroll prefixes, keep suffixes" harvest craft. It's much cheaper than r/a inf (which is 2-3ex a try in league), people sell it 3-6x at a time and its 30-50c a try. It's most likely MUCH cheaper do it this way. I got mine after like 25 rolls, and on thw way I got lvl 20 minion damage and lvl 20 aoe 5 times, which have the same weighting.
Last edited by gottypro on Feb 17, 2021, 11:01:12 AM