[3.18] Gryph's Tank Simulator - A Detonate Dead Ignite Elementalist

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Zhain wrote:
Hi all, league started with this build, and enjoying it greatly so far. Hit a lucky Doctor from a Stacked Deck, and used that to fund the unearth, cheapo level 3 empower and enhance, aegis, a cheap 6L, etc.

With that said, I know the damage and tankiness still has a long way to go and way more scaling. I have about ~4ex remaining, what should be my priority at this point? Getting into mid yellow maps (second round of maven witnesses).


If you didn't pick them up: +5 Unearth helm, a +3 Hands of the High Templar, and an Ashes of the Stars. Last I checked, a basic Ashes was 60~70c and is a very solid boost to damage. Filling out your uniques also helps make it clear what your resists need to be on your other slots.

From there, a massive boost to tankiness is getting a cluster jewel with Enduring Composure so you always have 3-4 (depending on your tree) Endurance Charges active. The extra phys res is nice and the +armor makes your Aegis Aurora even better. You can get, or make, a small one for dirt cheap if you don't find a compelling Megalomaniac.

Everything else just comes down to getting enough Dexterity for your gems and balancing out your resists.

e: Some more ideas for tankiness if you've picked up some of those pieces already. Watcher's Eye with -extra damage from crits and a Thread of Hope to pick up Sanctum of Thought make it so crits do essentially no extra damage (and SoT comes with more armor and ES which is always nice). Both of those should be relatively affordable.
Last edited by Umberger on Feb 21, 2022, 9:46:17 PM
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Umberger wrote:
If you didn't pick them up: +5 Unearth helm, a +3 Hands of the High Templar, and an Ashes of the Stars. Last I checked, a basic Ashes was 60~70c and is a very solid boost to damage. Filling out your uniques also helps make it clear what your resists need to be on your other slots.

From there, a massive boost to tankiness is getting a cluster jewel with Enduring Composure so you always have 3-4 (depending on your tree) Endurance Charges active. The extra phys res is nice and the +armor makes your Aegis Aurora even better. You can get, or make, a small one for dirt cheap if you don't find a compelling Megalomaniac.

Everything else just comes down to getting enough Dexterity for your gems and balancing out your resists.


I do have the unearth helm enchant, and the ashes of the stars. My gloves are a bit lacking, are just rares with +2 to proj gems at the moment. Definitely will keep an eye out for the enduring composure cluster.

My weapon at the moment is bare bones (doryani's) but I have doubts that I can get a good enough upgrade for the 4ex I have left.

Take a look at my char Agootsa. Gotta level gems, get awakened ones, etc., but not sure what the priority should be.

Thanks for the tips!
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Zhain wrote:
I do have the unearth helm enchant, and the ashes of the stars. My gloves are a bit lacking, are just rares with +2 to proj gems at the moment. Definitely will keep an eye out for the enduring composure cluster.

My weapon at the moment is bare bones (doryani's) but I have doubts that I can get a good enough upgrade for the 4ex I have left.

Take a look at my char Agootsa. Gotta level gems, get awakened ones, etc., but not sure what the priority should be.

Thanks for the tips!


I'd prioritize the +3 HotHT. It's +2 to Unearth and +16% increased corpse life (since Empower / Enhance both get +1 too). That alone is >20% more damage flat out, and again makes planning other pieces easier since the only feasible upgrade from that is a +5 HotHT which is a super luxury item.

Doryani's and Obliteration will carry you through practically the entire game. Up until I crafted my wand, I used Obliteration for high end mapping and Doryani's for bosses. It's enough to carry you through Maven / Uber Elder tier stuff, but you may need something more for e.g. The Feared.

When comparing 21/20 supports to 6/20 Awakened versions, you're looking at something like 6~7% more damage each (plug them in to POB to see what that amounts to for you). Awakened Unbound Ailments is literally a <2% difference for my build. They definitely do add up when you put them all in, but they're definitely not a priority in your case.

Drop Le Heup for a solid Life / 2 Res ring, same for your boots. You can ignore +move speed and craft MS + Chance for Onslaught later as long as you find one with an open prefix. Yes you lose 10% move speed, but you'll pay a ton less for way better resistances.

Also you're missing easy power boosts from boot and helm Eldritch implicits. Consider some of the following:

Helm:
[Ex]
Increased critical strike chance for spells (better EO uptime)
Increased effect of Flammability
+Max Lightning Res
[EoW]
Increased duration of ailments
Increased effect of non-damaging ailments
Phys taken as [element]

Chest:
[Ex]
Increased Fire damage
Increased effect of non-curse auras
Increased effect of curses
Damage taken recouped as life
Increased flask effect
+Max All Res (there's a "rainbow" one as well as each individual type)
Gain a [Power / Endurance / Frenzy] Charge every X seconds
[EoW]
Increased armor
Increased maximum ES
Increased [Grace / Determination / Malevolence] effect
All Res

Boots:
[Ex]
Increased move / action speed (QOL)
+Max Fire Res
[EoW]
Ignites deal damage faster

Didn't bother listing glove implicits since you'll be using HotHT corruption implicits eventually. Your chest is corrupted so can't use them, but it's nice to know when planning later.
Last edited by Umberger on Feb 21, 2022, 11:03:55 PM
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Umberger wrote:


Also you're missing easy power boosts from boot and helm Eldritch implicits. Consider some of the following:

Helm:
[Ex]
Increased critical strike chance for spells (better EO uptime)
Increased effect of Flammability
+Max Lightning Res
[EoW]
Increased duration of ailments
Increased effect of non-damaging ailments
Phys taken as [element]

Chest:
[Ex]
Increased Fire damage
Increased effect of non-curse auras
Increased effect of curses
Damage taken recouped as life
Increased flask effect
+Max All Res (there's a "rainbow" one as well as each individual type)
Gain a [Power / Endurance / Frenzy] Charge every X seconds
[EoW]
Increased armor
Increased maximum ES
Increased [Grace / Determination / Malevolence] effect
All Res

Boots:
[Ex]
Increased move / action speed (QOL)
+Max Fire Res
[EoW]
Ignites deal damage faster

Didn't bother listing glove implicits since you'll be using HotHT corruption implicits eventually. Your chest is corrupted so can't use them, but it's nice to know when planning later.


Got it, thank you! I wasn't quite sure how the eldritch implicits worked yet, as all I've gotten from mapping is a couple of the lesser bits of each. I assume these mods need the maxed ones (I see at least a few more slots in my currency tab for higher tier ones)?

One final question I have is on recovery. During mapping I have no issues as the recover life on ignite and kill takes care of most of that. Vs single targets/bosses though, I find that all I can do if I drop low is flask. Am I missing a source of regen, or a life on block sort of thing?
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Zhain wrote:
Got it, thank you! I wasn't quite sure how the eldritch implicits worked yet, as all I've gotten from mapping is a couple of the lesser bits of each. I assume these mods need the maxed ones (I see at least a few more slots in my currency tab for higher tier ones)?

It's fine to get the lower level ones, it's just free for now. I wouldn't make it a priority or anything though.



Or half finished boots, where I did actually get the highest levels:



I don't think many of us are at the stage where our best next upgrade is getting these mods to the highest tier. And when we do get there, it's often better to get traditional double-influenced items.

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Zhain wrote:
One final question I have is on recovery. During mapping I have no issues as the recover life on ignite and kill takes care of most of that. Vs single targets/bosses though, I find that all I can do if I drop low is flask. Am I missing a source of regen, or a life on block sort of thing?

Mostly this is about DPS-ing through the problem, though more armour for divine shield will help too.
Last edited by NoImagination on Feb 22, 2022, 1:20:12 AM
Does this guy ever build something other than ignite? Christ on a cross...
Trust your mind and strengthen your abilities!
"
MrsDeath_ wrote:
Does this guy ever build something other than ignite? Christ on a cross...

Hello? Police? I'd like to report a crime!
"
Zhain wrote:

Got it, thank you! I wasn't quite sure how the eldritch implicits worked yet, as all I've gotten from mapping is a couple of the lesser bits of each. I assume these mods need the maxed ones (I see at least a few more slots in my currency tab for higher tier ones)?

One final question I have is on recovery. During mapping I have no issues as the recover life on ignite and kill takes care of most of that. Vs single targets/bosses though, I find that all I can do if I drop low is flask. Am I missing a source of regen, or a life on block sort of thing?


Actually, the lowest tier is generally fine. You can see the values here for implicits. Tiers 1-3 drop from enemies in maps, tier 4 only drops from the pinnacle boss (Searing Exarch or Eater of Worlds for their respective items). 5 and 6 are only available through a new orb which gives +1 to one implicit and -1 to another, very much so a late late late game thing to do. Also worth mentioning that because there are a fair few mods, it's generally better off to use the lower tier ones for now and get what you need, then way later you can worry about spamming for the higher tier versions if you really want that extra bump. As an example, a tier 1 aura effect caps out at +21%, a tier 4 is 30%, and a tier 6 is 36%. Currently for Ichors, the item to roll a tier 4 is 30c, whereas the tier 1 is 1/4c.

As for recovery, NoImagination put it best. More armor means more ES recovery on block, assuming your pool is high enough. Your best defenses other than that are dodging (as in manually, not stacking Evasion), killing things so quick it doesn't matter, or using a health flask. All pretty viable solutions for this build, and once you're hitting resistance caps, getting 50k armor, etc etc you'll be almost unkillable. Degens are still painful unless you're also being hit enough to out-regen them with ES on block, but you can avoid stuff on the ground and become immune to most of the debuff-based ones between Corrupted Blood immunity and flasks.
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NoImagination wrote:
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MrsDeath_ wrote:
Does this guy ever build something other than ignite? Christ on a cross...

Hello? Police? I'd like to report a crime!

Wee Woo Wee Wooo. Poe police here!
Trust your mind and strengthen your abilities!
So, I donate a grand total of $1/month to POE Ninja, and the owner mailed me to ask if I had any feedback. Last week, I mentioned that DD DPS don't display properly, and said it's not a big deal.

Today, he's made a fix to DOT DPS, and over the next day or two, DD should show up properly there (using corpse explosion DPS). Hurrah!

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