[3.21] Aegis Incinerate Elementalist - Tank with over 10mil Shaper DPS!

"
Chubbypuppy wrote:
The only times I ever killed Sirius (first time was A5 no less, forgot to take out watchstone) is with this build, as well as a reliable killer for Catarina. The more I talk with you guys the more I lean to start with this!

Again the only bad thing is my finger(s) get numb holding down incinerate all the time, versus something like totems where I just drop them periodically. Do you guys have this issue?


1) I have not yet decided whether to league start with this or not. I love having most of the gear ready when I get to maps so I may use this as my second build and use another league starter. With the patchnotes out so early, we may get a lot of choices to league start with.


2) I don't have that problem. My fingers hurt more when I click than when I hold a button down. Have you tried to move the key for incinerate to some where maybe more comfortable like the space bar?
Last edited by AndyLovesHisBge on Oct 15, 2021, 3:32:14 PM
hmm, thanks for the suggestion, Ill keep it in mind!

My other usual starter is a totem build. With forbidden rites totem nerfed to death, maybe totem gear won't be so expensive in 3.16, and I can use divine ire again (its MTX is so shiny!)
Last edited by Chubbypuppy on Oct 15, 2021, 3:54:08 PM
Ugh Sirgog just had a video about how good skin of lords is, all I can hear is the cha-ching cha-ching as the price go up :D
"
Chubbypuppy wrote:
Ugh Sirgog just had a video about how good skin of lords is, all I can hear is the cha-ching cha-ching as the price go up :D


Yeah, I think it will be uber expensive.

Although like Delve, there will be a lot more people running Breech this league than ever before. I am hoping that means that Skin of the Loyal will be abundant in a week or so and then maybe we can just try and gamble ourselves by buying a cheaper Loyal and using a blessing on it to see if we can get a useful Lords.

Buying a good Lords straight up is probably going to be out of my price range for a long long time.

But to be fair, the Lords is suppose to be our GG end game armor and expecting to have it while just doing basic maps is probably unrealistic.
Last edited by AndyLovesHisBge on Oct 16, 2021, 1:01:59 PM
One thing that occurred to me is that the league mechanic favors a speed map clearer (which Chris Wilson said himself), which this build is not. I am not familiar with breach but I think that's the same thing, right? You have to keep racing to reach the breach's end? Might be a good delver though
"
Chubbypuppy wrote:
One thing that occurred to me is that the league mechanic favors a speed map clearer (which Chris Wilson said himself), which this build is not. I am not familiar with breach but I think that's the same thing, right? You have to keep racing to reach the breach's end? Might be a good delver though


I agree, this is not a top tier clearer but Infernal Cry is a game changer for our build's clearing speed once you understand how to maximize it.

I go from screen to screen, position myself and blow up the entire screen and move on. It works wonderfully. In fact the more dense the monsters, the better it works, which should be nice for scourge.

The only downside was the nerf to Second Wind last league.

I don't typically run a ton of breachstones but I have never had a problem in them with this build. The huge density of monsters in them really help us clear because of the chaining effect of Infernal Cry.

We are far from zoom zoom, but our boots give us just enough speed to make it work.
Last edited by AndyLovesHisBge on Oct 16, 2021, 4:22:27 PM
I switch the Anoint on the Bootes for Swagger Notable for the 15% chance to get frenzy charges on block.

This is with 3 frenzys round about 850k more dps
IGN: MasterMiller
"
vendetta2003 wrote:
I switch the Anoint on the Bootes for Swagger Notable for the 15% chance to get frenzy charges on block.

This is with 3 frenzys round about 850k more dps


Oh that is really interesting, especially when we will have SO MUCH armor already in 3.16.

Swagger still gives us the endurance charges so we are just trading armor for damage....

I assume keeping frenzy up while mapping is extremely easy. How is it against bosses though?

This is also one of those easy to try out and just switch if you don't like.

I think this may make some sense with the armor changes in 3.16.

Thank you for the suggestion.
Last edited by AndyLovesHisBge on Oct 17, 2021, 10:14:10 PM
Oh good idea, frenzy and endurance on block! Frenzy would give more cast speed too, great for incinerate

I asked reddit about if the inquisitor buff of +50% effect of consecrated ground affects a bunch of other stuff (like gifts from above, zealtory watcher eye increased taken damage on consecrated ground), and a guy replied those others have consecrated ground as a condition, but the benefits are not from consecrated ground itself, so no extra benefit. His answer makes sense to me, so inquisitor buff just means:

7.5% life/ES regen (consecrated ground went from 6 to 5% life regen)

75% reduced curse effect (they added 50% reduced curse effect to consecrated ground itself)

Monster takes 7.5% increased damage from Sanctuary node.

So a nice buff, but probably not enough to make inquisitor overtake elementalist. The curse immunity (if you add Asylum) is nice though.

Last edited by Chubbypuppy on Oct 18, 2021, 1:01:50 AM
ok we now have the masteries!!!!!

Lots of interesting choices. While waiting for POB to update, here are the ones that may be of interest to us (and should be in our pathing range.)

I will put a <----- at the end of ones that look interesting.

I would love to hear your guys thoughts on what may be good...

=======================

Armor Mastery
"+600 to Armour while affected by a Guard Skill Buff" <------
"You take 30% reduced Extra Damage from Critical Strikes" <--------
"20% chance to Defend with 200% of Armour" <-------
"50% increased Stun Threshold"
"Determination has 25% increased Mana Reservation Efficiency" (see below)
"Reflect Physical Damage equal to 500% of Physical Damage prevented when Hit"


Curse Mastery
"+20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies"
"20% chance for Hexes you Cast which can gain Doom to be applied with Maximum Doom"
"Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds"
"Your Curses have 20% increased Effect if 50% of Curse Duration expired"
"Enemies you Curse are Hindered, with 15% reduced Movement Speed" <--------
"30% increased Mana Reservation Efficiency of Curse Aura Skills"


Fire Mastery

"Fire Exposure you inflict applies an extra -5% to Fire Resistance" <-----
"Recover 2% of Life when you Ignite a non-Ignited Enemy"
"40% of Physical Damage Converted to Fire Damage"
"20% chance to cover Enemies in Ash when they Hit you" <---- (basically increasing the uptime of Infernal Call)
"1% increased Fire Damage per 20 Strength"
"+20% to Fire Damage over Time Multiplier,-30% to Fire Resistance"


Resistance and Ailment Mastery

"Corrupted Blood cannot be inflicted on you" <-----
"You cannot be Maimed, You cannot be Hindered" <-----
"You cannot be Impaled"
"20% chance to Avoid being Stunned"
"20% reduced Effect of Curses on you" <--------
"+12% to all Elemental Resistances, +7% to Chaos Resistance" <-----


Energy Shield Mastery

"30% increased Light Radius, Light Radius is based on Energy Shield instead of Life"
"Cannot be Frozen if Energy Shield Recharge has started Recently"
"Stun Threshold is based on 50% of your Energy Shield instead of Life"
"Regenerate 2% of Energy Shield per second" <-----------
"Gain 3% of Maximum Mana as Extra Maximum Energy Shield" <-----------
"Discipline has 25% increased Mana Reservation Efficiency" (see below)

Life Mastery
"10% increased maximum Life, "10% reduced Life Recovery rate" (???)
"Regenerate 2% of Life per second while moving"
"+50 to maximum Life" <--------
"15% reduced Life Cost of Skills"
"50% increased Life Recovery from Flasks used when on Low Life"
"Vitality has 100% increased Mana Reservation Efficiency"

Caster Mastery
"Final Repeat of Spells has 30% increased Area of Effect" (I don't understand)
"Spells cause you to gain Mana equal to their Cost every fifth time you cast them"
"Cannot be Chilled or Frozen while Casting a Spell"
"Spells which can gain Intensity have +1 to maximum Intensity"
"Skills supported by Unleash have +1 to maximum number of Seals"
"1% increased Spell Damage per 16 Intelligence" <-------


Elemental Mastery
"Exposure you inflict applies at least -18% to the affected Resistance"
"60% reduced Reflected Elemental Damage taken"
"Gain 10% of Physical Damage as Extra Damage of a random Element"
"40% increased Effect of Non-Damaging Ailments"
"+15% to all Elemental Resistances" <----
"1% of Elemental Damage Leeched as Energy Shield" <-----

Reservation Mastery
"8% increased Damage for each of your Aura or Herald Skills affecting you" <---
"15% increased Mana Reservation Efficiency of Skills"
"30% increased Life Reservation Efficiency of Skills"
"30% increased Area of Effect of Aura Skills"
"Auras from your Skills have 15% increased Effect on you" <-----
"Non-Curse Aura Skills have 50% increased Duration"


Block Mastery

"+2% to maximum Chance to Block Attack Damage" <-----
"+2% to maximum Chance to Block Spell Damage" <----
"+20 Mana gained when you Block, +20 Life gained when you Block"
"3% increased Spell Damage per 5% Chance to Block Spell Damage" <---
"3% increased Attack Damage per 5% Chance to Block Attack Damage"



Armor and Energy Shield Mastery

"+1 to Armour per 1 Maximum Energy Shield on Helmet"
"Defend with 120% of Armour while not on Low Energy Shield"
"Increases and Reductions to Armour also apply to Energy Shield Recharge rate at 20% of their value" <-----
"20% reduced Effect of Curses on you" <-----



The ones I marked for "see below" are for the reservations of determination and discipline. If taking these allow us to use a non level 4 enlighten, they could be a nice stop gap until we can afford the level 4 enlighten.
Last edited by AndyLovesHisBge on Oct 18, 2021, 9:12:23 AM

Report Forum Post

Report Account:

Report Type

Additional Info