[3.25] One shot Tectonic Slam Chieftain. Great Damage and Survivability. Melting all content.

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JennoJoyce wrote:
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MichekDN wrote:

right, didn't mention I was looking at it on the 2 ex budget and it has RT
so crit can't be a factor that's my bad
dunno if anything else would play honestly


Some additional weapon mods are:
#% increased Elemental Damage with Attack Skills
Fire Damage over Time Multiplier
Adds # to # Fire Damage
Gain #% of Physical Damage as Extra Chaos Damage
#% increased Burning Damage
#% increased Fire Damage

many of them have very little impact on final damage, but they are still relevant factors. In fact, even strength is a factor too.


Thank you very much for your help
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JennoJoyce wrote:
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Paradigm wrote:
Just beat Sirus A8 deathless for the first time and as a reward he dropped a 13ex awakened support. Now I can fund mid budget version!

Just picked up this staff for 3ex - do I just need to remove crafted mods and add Hits Can't be Evaded and it's good? Sorry, new to crafting anything really.



Hi, I can't really tell if the accuracy mod is a suffix or prefix. If the weapon has open prefix then you can simply craft the hits can't be evaded


Damn, it is a prefix. Might not be a way to fix that one. I'll keep shopping lol
Sorry if this has been answered but what are the ideal large cluster gem skills? I looked at the end game heist, but it says refer to the mid-budget gear which is not on the guide anymore. Thanks!
Hey Jenno, first off thanks for the build, it had a bit of a learning curve to figure out all the tricks for, but it's working quite well for me now. I have some concerns about the mechanics being relied upon for our DPS calc, maybe you can clear it up for me or modify the build to take this info into account.

First, our curses. As I've played with my assassin's mark for longer, I've been noticing that I don't usually actually have power charges active which is unexpected. The skill gives 100% chance to grant a power charge when killing a cursed enemy, and is applied to any rare or unique enemy we hit. It stands to reason then that as long as we're killing a rare or unique enemy at least once every 10 seconds, we'll maintain a stack of power charges. This is not happening. I checked into it and found that curse on hit effects do not apply until after damage calculation. Meaning that if we kill our target in one hit, neither of our curses had any impact. Only when it takes multiple hits to kill a target do they make a difference. This is still useful to us while we're on lower budget levels that don't one shot bosses, but despite that means we generally won't have power charges active in any situation.

Next, we run into a similar issue with our reliance on ignite. This one I couldn't find a specific source for, but it doesn't make sense that we could ignite a target before calculating the damage for that hit because the ignite itself is based on the damage of the hit that caused it. Damage calculation by definition must happen first. Again, this means that combustion in our main skill, along with cooked alive, don't give us anything if we're killing our target in one hit. Now, combustion does still have value when linked with vaal ancestral warchief, because that can apply the ignite prior to our first hit. This does not apply to cooked alive, as it specifically states enemies ignited by you get the fire res penalty. PoE is very consistent with this term, and it means that our totem won't apply the benefit. As with the curses situation, the ignite stuff is still useful before we're 1 shotting bosses, but becomes pointless at a certain gear level.

Let me know if I'm missing something here. And despite all this, the build still works!
Hi Jenno thank you for the great build, makes a lot of fun playing it!

Honstly i have to say that i have some troubles with it:

1. Sometimes i got one-shotted while mapping (Tier 14-16) especially if
there are ranged monsters and the map has many dmg modifiers(increased
dmg, as, etc.).

2. This is my biggest issue, Bossfights. I activate Intimidating Cry,
Seismic Cry as precasts to have exerted attacks, but my damage is
really low. In some cases it seems i do no dmg (miss the boss?) even
though my hit chance is 100%.

I know this build isn't a one-click steamroll-build, one have to manage crys, move probably and so on and have to practice a lot of time to play correct. However i would appreciate it, if you have some advice for me to do it better.

PS: Sry if there are many mistakes in my post, english isn't my native
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Fyrus08 wrote:
Sorry if this has been answered but what are the ideal large cluster gem skills? I looked at the end game heist, but it says refer to the mid-budget gear which is not on the guide anymore. Thanks!


You can temporarily refer to my current large cluster setup. But bear in mind that I am only experimenting different notables and might chance in end-game.
[3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build.
[3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game.
[3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability.
Still havent switched to crit, but managed to get a nice base weapon for it , removed 1 lightning 1 cold mod , and augmented crit. Any idea what for last mod?

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Dolmur wrote:
Hey Jenno, first off thanks for the build, it had a bit of a learning curve to figure out all the tricks for, but it's working quite well for me now. I have some concerns about the mechanics being relied upon for our DPS calc, maybe you can clear it up for me or modify the build to take this info into account.

First, our curses. As I've played with my assassin's mark for longer, I've been noticing that I don't usually actually have power charges active which is unexpected. The skill gives 100% chance to grant a power charge when killing a cursed enemy, and is applied to any rare or unique enemy we hit. It stands to reason then that as long as we're killing a rare or unique enemy at least once every 10 seconds, we'll maintain a stack of power charges. This is not happening. I checked into it and found that curse on hit effects do not apply until after damage calculation. Meaning that if we kill our target in one hit, neither of our curses had any impact. Only when it takes multiple hits to kill a target do they make a difference. This is still useful to us while we're on lower budget levels that don't one shot bosses, but despite that means we generally won't have power charges active in any situation.

Next, we run into a similar issue with our reliance on ignite. This one I couldn't find a specific source for, but it doesn't make sense that we could ignite a target before calculating the damage for that hit because the ignite itself is based on the damage of the hit that caused it. Damage calculation by definition must happen first. Again, this means that combustion in our main skill, along with cooked alive, don't give us anything if we're killing our target in one hit. Now, combustion does still have value when linked with vaal ancestral warchief, because that can apply the ignite prior to our first hit. This does not apply to cooked alive, as it specifically states enemies ignited by you get the fire res penalty. PoE is very consistent with this term, and it means that our totem won't apply the benefit. As with the curses situation, the ignite stuff is still useful before we're 1 shotting bosses, but becomes pointless at a certain gear level.

Let me know if I'm missing something here. And despite all this, the build still works!


Hi, those are very great questions! Let me organize the response by section for better reading.

Response about curse on hit
Spoiler

Regarding the curse on hit, it is absolutely true that curse on hit only applies if enemy isn't dead after hit. For flammability, it won't be a problem problem because if enemy is dead then it means it doesn't need flammability anyway. However, for Assassin's mark it becomes a bit more complicated.

First off, let me say that we still have a decent amount of chance of "hitting" the enemy before using tectonic slam skill. For example, as I explained in end-game gear section, the glove enchant "commandment of spite" fits well to our style and can apply the "hits" we need. Before getting the glove enchant, I have also seen normal mobs cursed with flammability before tectonic slam. I'm guessing either herald of ash's burning infliction or devastator's corpse explosion also applied the curse(plz correct me if I'm wrong). Combining this together, my power charge is pretty good during mapping, especially in high-tier high mob density maps.

Having said that, we should not rely on power charge for damage calculation. That's why the power charge box in POB is not checked for all Ritual's POB links. What I'm planning is to overcap our crit chance a little so we always deal critical damage.


Response about Cooked alive and ignite
Spoiler

It is also true that the -40% fire res provided by "cooked alive" only takes place starting second hit. Because ignite buff is applied in parallel to the damage, which means the first hit won't benefit from the -40% fire res. (Quoting a diagram shown by GGG here)


source: https://www.pathofexile.com/forum/view-thread/1897612/page/4

That's why we have the combustion support on totem and golems. So what happens during boss fight is:

totem/golem applies ignite -> boss -19% fire res -> your first attack -> your ignite replaces previous ignite (because it is stronger) -> boss -40% fire res -> your second attack and all other attacks.

Sure, during boss, our first attack is around 20% fire res short, but benefit of cooked alive is still significant enough to be used by us for all subsequent attacks.

During mapping, similarly to my previous response, our ignite can be applied by many other non tectonic slam hits so we are still benefiting from the cooked alive.
[3.19] Jenno's Staff Crit Lightning Conduit Elementalist - All Rounder Spell Caster Build.
[3.17] Ultimate Self-cast Flameblast Occulist. Pure Damage and Tankiness for End Game.
[3.17] One shot Tectonic Slam Chieftain. Great Damage and Survivability.
Last edited by JennoJoyce on Jan 30, 2021, 4:03:57 PM
Hi Jenno. Because you have helped me a few times and this whole guide has been a big help to me, I'm posting a little update. As I mentioned earlier, I'm playing SSF and today I finally reached level 92 and killed my first 4 socketed watchstone guardian (I'm at 17 watchstones now).

My current build is this: https://pastebin.com/Sk4U50SP

Total combined damage comes up to 11,940,000 without any unique flasks. With Lion's roar and Wise Oak it would be over 15,000,000.
If I had a flammability ring or the unique Profane proxy ring, even more. I at least managed to get a low lv ele weakness ring.

You may notice there are a few differences compared to your budget tree:
- I got enough INT on gear so I took Retribution node instead of INT node, giving me 14% dmg and 5% atkspeed on one node. Actually a pretty good one.
- Also used one extra point to change the pathing on the warcry clusters, one extra point nets us 30% damage on exerted attacks and 15% warcry speed which is pretty good returns for a single point.
- I also didn't need to take the int/dex/atkspeed node and instead took Mana flows, which allowed me to remove my Thrill seeker anoint. Instead I anointed Primeval force (5% ele pen and 40% ele dmg) for huge damage buff.
- Instead of the 22% life 20% chaosres wheel, I chose to take 3 jewels. My jewels are not that good but they still give me 20% life, 46% damage and 25 int+str in addition to immunity to being maimed. If I get better jewels, it will be even better, and with ritual giving 7% life jewels for free all the time this would probably be easy to do to even starter players (I'm SSF even).

Another thing to note is that Soul Tether has been working absolutely wonderfully, the survivability it adds is very good against anything except one shots. Current life pool is at 6100 + 550 ES and +50% chaosres.

The next thing for me is crafting the warcry gloves, which I just recently found. After that, a flammability ring and the warlord -9% fireres helmet. A lot of things are hard to do for a SSF beginner like me (I usually play trade), so I decided against going crit. The build feels pretty good already!
And one more thing, you may notice I took fortify instead of combustion on my main link. Like you said, combustion is more damage than fortify, but only when totem is not igniting the enemy (totem has 85% ignite chance and attacks pretty fast so it's safe to say if we cast it, it will ignite the enemy)

- When totem is not active, Fortify DPS is 10.2 million
- When totem is not active, Combust DPS is 11.5 million
- When the totem is igniting the enemy, Fortify DPS is 11.9 million

Tectonic slam ignite deals pretty low DPS even with combustion so I don't think the higher chance to ignite from tectonic hits is really worth it. The lower damage when totem is not active does not matter on normal mobs and we will be mostly using totem on bosses. The fortify buff might even be worth losing 12% of our damage in those special cases where we can't use totem in a boss fight.

Things may change a bit with the cluster jewel notables, but I feel fortify is the more balanced choice for non-crit.
Last edited by YTY6 on Jan 30, 2021, 4:10:48 PM

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