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

Hey thanks a lot, this is good stuff :)
"

can you please explain how did you go on about this?

i got this staff:


how do i go on about adding 2 Crits and remove strength? a detailed way would really go a long way. since it looked like you 100% guaranteed to remove the strength with 100% chance


First, keep in mind crit mods are all suffix mods! You can only have three suffix. If you have two crit mods strength is a suffix so non crit to crit must remove it to make room for the crit it's going to add.

In your case you need two crit mods and have a fire mod and the str mod. Fire mods are easy to remove. |I'm not sure if you intend to go about it in one go or work on it as you play a bit. Basically you can craft crit chance to spells instead of hits can't be evaded, this way that mod can't roll. Then you could use a remove fire to get rid of the fire mod and then augment crit and hope fore something good. From there you'd add/remove crit until you get something juicy ideally with crit multi at this point you'd probably want to remove the crit spell craft as it could be removed with add remove crit and add a crit mod to your staff. You could do this before removing the "hits can't be evaded" prefix and reroll any of the crit chance for spells if it comes up. Once you have one crit multi mod you like you need to craft crit chance for spells to avoid it hitting as a second mod. Then you'd non-crit to crit and strength would turn into crit chance. From there if you don't like the roll things get expensive. You craft prefix can't be changed, then remove attack(only crit chance has the attack tag), then recraft the crit chance for spells and augment crit for hopefully better. You can loop this with crit chance as it's an attack mod and crit multi is not.

If you wanted to work on it as you use it you'd remove fire then augment crit. from there add remove crit until you hit crit multi you like, from there go the route of remove non-crit after crafting crit chance to spells for the guaranteed crit chance roll.

I rolled t3 crit chance the first time and am happy with that.
Last edited by teknik1200 on Feb 6, 2021, 7:40:54 PM
"
Paradigm wrote:
Finally managed to transition to the mid budget crit build and while I'm definitely clearing bosses faster, I'm still a little on the squishy side. I am only 91 so I'm missing a few of the life nodes still, but any idea what I should upgrade next? Build is here:

https://pastebin.com/nf5YLj1S


Hi, good to see you are transitioning to crit. I looked at your POB and found several issues:

1. cluster jewel need cooked alive, double cremator does not help us much

2. base life pool is too little, your elemental res are not even capped. cap your resistance as soon as possible.

3. double life flask? whoa! use the same flask as my POB and use enduring cry as life flask.

4. boots need movement speed, otherwise the clearing speed is bad, so is quality of life.

5. get some life on amulet, ring, boots, jewels. reach above 5k life.

6. use double phase run to help improve movement speed, dodge attack, and increase damage during boss.
[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.
"
nollett wrote:
I notice the potential endgame pob uses awakened elemental focus. I'm going to try this now to see what I think but I wondered, is your plan to use awakened elemental focus?


I don't think any POB uses elemental focus. I do not recommend that because we won't have ignite source using it.
[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.
"
Hello, I recently switched from the 2ex to 15ex build. My gear is very similar to yours except for the weapon, however my chance to hit with main hand is 50%. Anyone able to help me figure out what I am doing wrong?


Hi, I looked at your gear and I think the weapon is exactly the problem.

In crit build we rely on hits can't be evaded craft on rare weapon so our hit chance can be 100%. Refer to the Q&A for smooth transition guide.
[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.
"
JennoJoyce wrote:


Hi, good to see you are transitioning to crit. I looked at your POB and found several issues:

1. cluster jewel need cooked alive, double cremator does not help us much

2. base life pool is too little, your elemental res are not even capped. cap your resistance as soon as possible.

3. double life flask? whoa! use the same flask as my POB and use enduring cry as life flask.

4. boots need movement speed, otherwise the clearing speed is bad, so is quality of life.

5. get some life on amulet, ring, boots, jewels. reach above 5k life.

6. use double phase run to help improve movement speed, dodge attack, and increase damage during boss.


Thanks for the advice! Not sure what isn't showing up on the POB I exported, but my elemental res is definitely capped lol. I'll work on the other items you mentioned though. I have a decent amount of currency left over so I can probably just buy the other Cooked Alive cluster jewel and some better boots/amulet.
Check this pls https://pastebin.com/dEhA0sVc
Iguess next step is new staff or aug. speed with harvest craft.
Tailwind\Elusive boots.
Awakened gems.
Watchers eye.
Maybe some other tips about my setup?
"
teknik1200 wrote:
"

can you please explain how did you go on about this?

i got this staff:


how do i go on about adding 2 Crits and remove strength? a detailed way would really go a long way. since it looked like you 100% guaranteed to remove the strength with 100% chance


First, keep in mind crit mods are all suffix mods! You can only have three suffix. If you have two crit mods strength is a suffix so non crit to crit must remove it to make room for the crit it's going to add.

In your case you need two crit mods and have a fire mod and the str mod. Fire mods are easy to remove. |I'm not sure if you intend to go about it in one go or work on it as you play a bit. Basically you can craft crit chance to spells instead of hits can't be evaded, this way that mod can't roll. Then you could use a remove fire to get rid of the fire mod and then augment crit and hope fore something good. From there you'd add/remove crit until you get something juicy ideally with crit multi at this point you'd probably want to remove the crit spell craft as it could be removed with add remove crit and add a crit mod to your staff. You could do this before removing the "hits can't be evaded" prefix and reroll any of the crit chance for spells if it comes up. Once you have one crit multi mod you like you need to craft crit chance for spells to avoid it hitting as a second mod. Then you'd non-crit to crit and strength would turn into crit chance. From there if you don't like the roll things get expensive. You craft prefix can't be changed, then remove attack(only crit chance has the attack tag), then recraft the crit chance for spells and augment crit for hopefully better. You can loop this with crit chance as it's an attack mod and crit multi is not.

If you wanted to work on it as you use it you'd remove fire then augment crit. from there add remove crit until you hit crit multi you like, from there go the route of remove non-crit after crafting crit chance to spells for the guaranteed crit chance roll.

I rolled t3 crit chance the first time and am happy with that.



thank you so much for the detailed explanation, really insightful! i might craft another t1% phys and flat t2,t1 flat phys, than go ahead with it, i feel like i'm missing out on alot of damage with my staff, might annoy you if i get that on how to actually craft it.

but really thank you for the awesome explanation on how the crafting goes!
Hi,

Currently I am at the 2 ex investment, does anyone know if with the 15 ex budget i can do simulacrum 20/20 comfortably?
Hey i was wondering if someone could kindly take a look at my PoB https://pastebin.com/NRB9QS2X. Currently at 63m per hit against sirus and 90m normal. Just wondering if i have it all setup correctly. Thanks :)

Current gear :

Last edited by EU_Rogue on Feb 7, 2021, 5:26:36 AM

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