GhazzyTV - Essence Drain & Contagion (or Bane/Soulrend) Trickster [SC/HC/Uber Elder/Shaper]

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Ghazzy wrote:
@Garyas:
You back helping me out in this thread? :D
Currently racing #1 Elementalist in Hardcore, a bit hard to keep up atm! >.<


Of course :)
And grats on the #1 spot. Keep at it!
I theocrafted(just thoughts) with the new shaper and elder mods and the som options given by the new uniques. First of all i have to say, that the elder/shaper mods miss 100% the target of DoT. There is not one interesting damage mod, there is no pseudo 6 link, nothing. The only thing you can use is controlled destruction in 1h weapons. - > Lel. I will text ggg about that, this is just not balanced. Even trashplay-mines got a tons of buffs with the new mods. But this should not be the place to cry. This is about the goods for this build:

Impresence amulet

It gives 35% increased DoT, life and no manareservation for despair. also it grants a debuff on kill, that slows enemies and decreases their dmg by 10%. This means we need 1 socket more for blasphemy, but we got one flask slot. easy trade. The socketed despair for sure is lot stronger. and we loose the amulet slot. but there are not many good other options.

watcher's eye jewel

5% life, 5%, mana and if rolled you can have 2 interesting buffs if you use clarity(lvl 1 costs no mana, only a socket): 15% to restore 10% of mana if you use a skill / 10% of dmg is taken from mana before. But im not sure if the second mod will give us anything, because wiki says, that MoM cant be increased by other sources(so why cloak of defiance can?). Btw, if you go ES-ED-Occultist AND MoM, you can have a mod that grants 15% of your mana as ES, if you use clarity or disziplin, not sure... This is a buff for MoM-ES builds ;)

Mods:

Belts can roll increased recovery rate of life or mana. either if you have an elder or shaped belt. it can be rolled up to 20% and could be very useful for the ED-Regeneration. And it can be combined with interesting shield mods->

Shields:

the mods recover 5% life on block and recover 8% mana on block can be rolled on shaped shields. (on the same base u also can have 10% mana reservation or blockchance applied to spells). this could be good for this build, because our big regen just starts if we kill something. on single targets or if you accidentally rush in a mob, this can give you regen without kill.

Rings have no interesting mods for us. Only the 35% increased spell dmg, but they will be very expensive i guess, because this is a buff to 50% of the builds.

On gloves there are tons of good mods and the only mod effecting this build is---> blockchance. ggg, why?

Helms:

Here you can roll some helpful mods like 20% increased mana, blockchance for spells, increased area support (and 15% increased area roll). And you can roll flat mana ragen, but im not sure about the impact of this mod. It seems very rare, so it could be good. Is 8 regenerated mana a big deal?

Boots:

This is easy, you want to roll this elder mods: 10% chance to gain endurance charges on kill / increased duration support with increased skill effect duration roll(15%). easy source to get some endurance charges, you save a socket for cwdt setup and increased skill effect is good for DoTs and Debuffs.

Chest piece:

Here you have a 10% MoM again and probably again its useless. Other affix is 1+ gemlevel of skills or supports(corrupt this, put an empower in and you have lvl 6 empower, is that right? lvl 26 ed and +2 on 4 remaining supportgems.) Other mods are item rarity support+additional rarity on rare/unique enemies and 12% increased life. (+1 supportgem and %life are both elder rolls)

Weapons:

Trash. Maybe the 10% dmg per power charge on wands, but it is a wand. Other stuf like onslaught support or faster attacks on daggers and zepters can buff your movement skill, but this not a good deal compared with breath of the council.



So all in all there are some interesting mods for our survivability. This rolls are really rare, but because this build uses a lot of rare items, you could keep that in mind. I am really interested in this shield mods and how they work with MoM. The Body Armor fun is a thing for standard league with endless currency. I guess we dont see lot of corrupted +1 +1 6links with the right socket collers in this league ;)


edith: Sorry for this english. I barely have english texts on university and only learn english on netflix. So im not used to create texts in english :D
Last edited by oedipat on Dec 13, 2017, 6:22:54 AM
Last thing for today but really helpful:

http://poe.trade/search/omanitetomakas

Here you have an easy filter for life+mana gear. Made by redditpeople.
Hello Ghazzy and Community,

I have tried this build as league starter in abyss and went pretty well along the way.
It´s a solid starting build, as u said very cheap and well balanced.

Now, my problem.

I have reached mapping and lvl 89 so far ... started doing T9+ maps. Still the clearspeed is fantastic but when it comes to bossfights i´m stuck! Though the build is very tanky i cant kill bosses fast enough ... every bossfight takes forever!! Some bosses i can´t even kill because they kill me before i kill them(and i´m talking about T9-T10maps).

My Setup: Tabula +1 gem, all gems 20, Breath of the council 95%chaos dmg, witchfirebrew,
rathpith globe 56% spell dmg, solid rare gear: 5,4k life , 3,4k mana , 39456k tooltip dmg over time ED: using all other buffs and debuffs ghazzy suggested!

So don´t get me wrong playing the build is very nice, but i want to reach endgame!! And atm i´m not able to kill normal atziri without dying at least one time ...
so how is this build uber viable or even shaper???
pls help me, am I doing something wrong?
because killing bosses takes forever...

regards
The Leprechaun
IGN: Euridikee ==>> Need Auras? ...I provide
@Leprechaun83

Are you using spreading rotx2 and allelopathy? In mayhem I noticed it made a pretty big difference.
"
Midjet wrote:
@Leprechaun83

Are you using spreading rotx2 and allelopathy? In mayhem I noticed it made a pretty big difference.


rotx2? no i´m not using allelopathy ....
does it make that big difference in bossfights? bossfights my only problem

regards
IGN: Euridikee ==>> Need Auras? ...I provide
"
Midjet wrote:
@Leprechaun83

Are you using spreading rotx2 and allelopathy? In mayhem I noticed it made a pretty big difference.


Allelopathy defintely helps, but spreading rot is incredibly overestimated unless you use blight consistantly. The damage modifier only works on the hinder aspect of the blight debuff, which can only be applied to a mob that does not already have your blight debuff on it.

Ergo, on bosses (which is what it was suggested for), it will only be up for around 1.5 seconds of the entire fight, unless you are consistantly dropping blight (which you shouldn't be since it is maintained by a totem).

Allelopathy is pretty nice. Spreading rot is just not good unless blight is your clear skill, and it definitely isn't good for sustained single target damage like on bosses. This is even more the case in a league with high value stat jewels available, although whether or not any are overly good for ed is questionable. That said; it's hard to justify spreading rot even over normal well rolled jewels.
Last edited by Pathological on Dec 13, 2017, 10:43:01 AM
I have a question regarding your recommendation of Death's Oath as a chest. How do you counter the 450 chaos damage over 3 seconds on kill? I can only assume maxing chaos res and / or having enough regeneration to deny that?
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Pathological wrote:
"
Midjet wrote:
@Leprechaun83

Are you using spreading rotx2 and allelopathy? In mayhem I noticed it made a pretty big difference.


Allelopathy defintely helps, but spreading rot is incredibly overestimated unless you use blight consistantly. The damage modifier only works on the hinder aspect of the blight debuff, which can only be applied to a mob that does not already have your blight debuff on it.

Ergo, on bosses (which is what it was suggested for), it will only be up for around 1.5 seconds of the entire fight, unless you are consistantly dropping blight (which you shouldn't be since it is maintained by a totem).

Allelopathy is pretty nice. Spreading rot is just not good unless blight is your clear skill, and it definitely isn't good for sustained single target damage like on bosses. This is even more the case in a league with high value stat jewels available, although whether or not any are overly good for ed is questionable. That said; it's hard to justify spreading rot even over normal well rolled jewels.


Thanks or your help mate.

But I think i´ll try a new build ... because it seems this one is not very endgame viable even with really good gear(which i posses)

regards
IGN: Euridikee ==>> Need Auras? ...I provide
"
Leprechaun83 wrote:
"
Pathological wrote:
"
Midjet wrote:
@Leprechaun83

Are you using spreading rotx2 and allelopathy? In mayhem I noticed it made a pretty big difference.


Allelopathy defintely helps, but spreading rot is incredibly overestimated unless you use blight consistantly. The damage modifier only works on the hinder aspect of the blight debuff, which can only be applied to a mob that does not already have your blight debuff on it.

Ergo, on bosses (which is what it was suggested for), it will only be up for around 1.5 seconds of the entire fight, unless you are consistantly dropping blight (which you shouldn't be since it is maintained by a totem).

Allelopathy is pretty nice. Spreading rot is just not good unless blight is your clear skill, and it definitely isn't good for sustained single target damage like on bosses. This is even more the case in a league with high value stat jewels available, although whether or not any are overly good for ed is questionable. That said; it's hard to justify spreading rot even over normal well rolled jewels.


Thanks or your help mate.

But I think i´ll try a new build ... because it seems this one is not very endgame viable even with really good gear(which i posses)

regards

People use ED to clear all of the content in the game (including guardians/shaper). It's never going to win a speed contest, but it makes up for it with extraordinary mobility and minimal required execution time.

In theory the net change from changes to wither vs. the new curse should be an overall dps gain in 3.1 (albeit at a reduction in survivability and flexibility; you basically need to use the curse realistically for high tier stuff, whereas before you could do temp chains/enfeeble if you wanted to), so.. yeah. I don't know how the damage stacks up against the previous occultist ES ed meta; they had "free" tri-curse, the brokenness that was uninterruptible ES gain with 15k+ es pools, which allowed them to go even more ham on damage elsewhere. Trickster in its current iteration is much more based around high clear-speed and less around boss killing; I imagine making an occultist version would still be better on single target boss killing. The problem is now that occultist offers almost nothing for survival, since ES is not a realistic or desirable option.

The changes to ES and MoM have basically neutered the hell out of occultist; you have to spend your mana to gain the curse that you get from occultist (which means you spend mana you would otherwise have basically as life when going mom), and going CI is very difficult and not particularly worthwhile, even with the es regen can't be interrupted mod. I imagine we'll see some reworking on the ascendancy when they go back to look at them. We don't even really see people using hybrid (life/es) at all these days, which had atleast some showing in the past; mom has really taken over that entire archetype as the dominant defense. Unfortunatley, mom and blashemy don't play well, and applying curses without blasphemy or heralds is incredibly clunky at best.
Last edited by Pathological on Dec 13, 2017, 12:22:55 PM

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