[3.25]💥Lahkesis Queen of Chaos"Essence Drain/Bane"[LowLife] 💥💥
Hello guys, first of all i want to say that im having a lot of fun with this build, i never tried before, the single target damage is just insane, and the clear speed is way more than "acceptable" :D
I'm wondering if it's worth to multicraft this one for this build, i mean, we do not care about "added fire damage to spells", right ? (dont consider the crafted mod there + i do not need more res) and if it's worth, the best way to do with it (1 suffix, 2 prefix open) Thanks for your help in advance. <3 Last edited by UsingNamespace#6843 on Aug 11, 2019, 9:56:55 AM
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" hi mate no nnot worth multi craft if u hit atleast 2 tier 1 resis or 2 tier 2 then it will be worth multi like Example u hit +48% to Fire Resistance +48% to Lightning Resistance Can have multiple Crafted Modifiers Crafted 20% increased Damage Crafted 24% faster start of Energy Shield Recharge Crafted +40 to maximum Life Crafted +40 to maximum Mana NO ICHIGO, NO PARTY Art Director Graphic Designer,reading,watching anime,gamer Queen of chaos https://www.pathofexile.com/forum/view-thread/1963181/ My Profile https://www.facebook.com/MuhammadAhmedAbdo My Behance https://www.behance.net/MuhammedAhmedAbdo Last edited by ichigo#0008 on Aug 11, 2019, 1:19:40 PM
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" Thanks <3 |
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Just found out a new way to do more damage, in case any BS nerfs happen, which I think there will be in 3.8.
For the current Bane/ED setup, remove Temporal Chain linked to Bane setup while keep the Temporal Chain linked to Blasphemy instead. For the third curse, I suggest using Poacher's Mark (get a low lv gem with at least 20% quality, which is super important). We don't need this gem to reach lv 20, because Dex requirement is too high for the build. So we only need to lv this gem to whichever cap allowed. As tested today, it's such a great addition to mapping and bosses would wish they had never spawned adds. Basically we gain 3 frenzy charges when casting Bane on mobs (~around 40% chance to gain a frenzy charge when a mob is killed while cursed by this, gem lv 11 or so). 12% increased cast/attack speed, and 12% increased damage total, too good to pass up. I figure we won't need double Temporal Chain at all, because there's still a temporal chain aura (which takes priority in overriding curse order when we reach the maximum number of curses applied on enemies) so the slow still happens to enemies. We just cast Bane once to gain frenzy charges when mobs are spawned in boss fights/maps, and then ED bosses while frenzy charges are still active. Even though our maximum curse limit is 3, we can still make use of 4 different curses by abusing curse order mechanics. 4 curses used: Poacher's Mark, Temporal Chain, Enfeeble, Despair. As enemies approach, they will be cursed by Temporal Chain first. We cast Bane, and they are cursed with the other 3. We only have 3 curses so one will have its effects removed on applied enemies. However, the order of the other 3 curses matter when linked in body armor/bow/staff. To ensure that Temporal Chain (from aura), Enfeeble and Despair still stay on enemies to optimize our defenses, Poacher's Mark position needs to be placed LAST in Bane setup so that it will be overridden when we're doing bosses and mapping- we especially need Temporal Chain to remain on everything after all. So the socket gem orders is like this: Bane (1) ⇒ Enfeeble (2) ⇓ Poacher's Mark (4) ⇐ Despair (3) ⇓ Arcane Surge (5) ⇒ Efficacy (6)[/b] (Enfeeble - Despair order and Arcane Surge and Efficacy order don't matter, as long as Poacher's Mark is at least in the 4th spot. This means having a green socket in the 4th, 5th and 6th socket will work out just fine) With this setup once we cast Bane and get close enough to the targeted enemies, Poacher's Mark will be immediately overridden by our Temporal Chain aura, and the 3 active curses applied on them are: Temporal Chain, Enfeeble and Despair, which is what we always want. I've looked over other curses that are currently available in the game, and no other curses aside from Poacher's Mark really benefits us. Projectile Weakness helps a bit with ED, but ED dmg is largely DoT, and the hit dmg usually isn't what is worth investing in. Projectile Weakness means ED can now pierce, but we don't really use ED while clearing maps (unless you choose the ED/Contagion setup and forgo Bane). Assassin's Mark is for Crit builds, so we don't need that either. Warlord's Mark is the only curse that competes with Poacher's Mark, as it gives 3 endurance charges, removing the need for Enduring Cry. However, with Basalt flask up and an open gem slot for Enduring Cry, we can have both endurance charges and frenzy charges with Poacher's Mark, so I think this is a better option. A filthy casual Last edited by Hologram_o#6409 on Aug 17, 2019, 11:20:27 AM
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Hi guys,
Currently trying to play through using this build, still fairly new, and enjoying it. I just seem to be dying rather easily. Currently just in to act 5. Gearing is not great yet. Any advice on what gems and links I should be using around now? Cheers :) |
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" just try to pick right points that in level up so u can be fine NO ICHIGO, NO PARTY
Art Director Graphic Designer,reading,watching anime,gamer Queen of chaos https://www.pathofexile.com/forum/view-thread/1963181/ My Profile https://www.facebook.com/MuhammadAhmedAbdo My Behance https://www.behance.net/MuhammedAhmedAbdo |
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Is tihs build Good for Starter ?
and if leveling as starter is that hard ? |
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" yes its good to start aslo im waiting to see next patch note to see what i can give leveling for this maybe added leveling life base something lets see what happen in next patch NO ICHIGO, NO PARTY
Art Director Graphic Designer,reading,watching anime,gamer Queen of chaos https://www.pathofexile.com/forum/view-thread/1963181/ My Profile https://www.facebook.com/MuhammadAhmedAbdo My Behance https://www.behance.net/MuhammedAhmedAbdo |
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There are 2 directions this build can go as 3.8 is around the corner, from the current materials I see up to this patch. However balancing between defense and offense can be quite challenging. If we do less dmg and want to go tank, it's possible. If we want more dmg and less tank it's possible too but just not ideal. With that said, the crippling nerfs on ES means life-based build is more straightforward, but at also means we'll use fewer auras and so that cuts into dmg and probably defense.
1. AURAS: Malevolence (most important), Despair + Blasphemy (very important), Zealotry (pretty great offensive boost to have), Flesh and Stone - Sand Stance (very great defensive boost with blind and taking less dmg from ranged monsters, but currently does not fit low-life version), Clarity (might be ditched or having low level but mana regen can become a real problem), Discipline (a must for ES variants), and Temporal Chain + Blasphemy (too good to pass up). I figure with life-based version of course Discipline can be replaced easily with Sand Stance, and that'd be so great alongside powerful curse effects we have right now with investment on skill tree and ascendancy. That is to assume that the ascendancy remains unchanged when 3.8 comes. 2. GENERAL OFFENSE: With the high-end bow it's a godsent. The damage is very high, but then again, I am very certain either ED, Contagion, Bane or all of these 3 will received some butchery in 3.8. Bane got 10% less dmg coming into 3.7 and is very unpopular option to choose, as it's very ascendancy-specific, which is occultist/trickster. And even so, Trickster is known for ED + Contagion/Soulrend much more rather than Bane, so if anything, ED/Cont combo will receive some judgment. 3. GENERAL DEFENSE: a. Build choice: If we go life-based, then Acro + Phase Acro + Vaal Grace + Quartz flask + Stibnite flask makes for a very amazing combo, reaching the cap of 75% chance to dodge attacks and spells very easily. High chance to dodge also alleviates porcupine problems, removing the need for Enduring Cry to generate endurance charge, or abyssal cry to play around these monsters. b. Total Life: Reaching 6.5k life at lv 90s should not be a huge problem if we stack flat life on all gear. This life pool (without MoM effect) is usually healthy enough for endgame contents, but does in no way guarantee survival in all situations. At least 7k life would be safer. c. Ascendancy and Pantheon: Unless we go to the Vile Bastion ascendancy node (which doesn't fit), we will lose Stun immunity from not using Presence of Chayula amulet. This in return makes Brine King pantheon a must, to avoid being stunlocked to death. Not using Soul of Lunaris pantheon (as of the current major god in CI/Low-life variants) also means we become much more vulnerable to chained projectiles and miss out on some chance to dodge projectiles. d. Flasks: Aside from the Quartz and Stibnite flask, we could reliably use Forbidden Taste, which is cheap and is the most reliable life flask there is. Life is instantly healed even from 1 life, and since we have Withering Presence at least, minor chaos resistance investment into skill tree (Atrophy cluster) will mean we take very little chaos dmg from Forbidden Taste itself. Other suffixes stay the same, covering bleed, curses and chill/freeze. We don't need ignite removal anymore, because no more ES, so it's also a good makeup. I can imagine the flask setup to be: Forbidden Taste, Basalt Flask of Staunching, Quartz flask of adrenaline, Stibnite flask of heat and Sulphur flask of Warding. e. Gear: No more ES also means we aren't stuck with uniques such as Presence of Chayula, Shavronne's wrapping. That opens up for the abuse of more rare items and capping resistances will become much easier. I do suggest the following: - A rare Elder base chest with prefix "x% physical dmg from hits taken as cold/fire/lightning dmg" for extra physical mitigation, "y% inc maximum life" and at least +100 flat life. z% chance to dodge spell hits can be obtained from crafting bench as well. - A rare Elder quiver with flat life, probably some resistances, and chance to gain frenzy charge on kill (to replace the current Poacher's Mark with Warlord's Mark) to generate 3 frenzy and 3 endurance charges when mapping or doing bosses that have add phases (which pretty much all bosses do). - A rare pair of Elder gloves that are purely invested in damage (as listed in the first page, New Idea for Crafted Gloves in 3.7) to balance out a bit of dmg loss, and could be done nicely. Resistances can be easily capped from other gear pieces, so that eases up pressure on gloves, making it a powerhouse for the build. - A rare regular base helmet with "nearby enemies have -9% to chaos resistance". Stacking flat life, resistance, physical dmg taken as fire damage will work out great. - Mark of the Shaper ring + a rare Elder ring stays. Flat life, resistances and suffix "chance to evade attacks" will be great to stack with Acro + Phase Acro. - A rare pair of Elder boots with flat life, movement speed, resistances, chance to dodge spell hit suffix is a good start. Unaffected by Shocked ground prefix is also a pretty decent niche, but not necessary. - A rare Elder amulet with offensive stats like non-ailment chaos dmg over time multiplier, life and resistances. These are what I would personally aim for in 3.8 with a bigger budget of course, and theoretically the build should still be fine, offense-wise and defense-wise. A filthy casual Last edited by Hologram_o#6409 on Aug 18, 2019, 2:03:10 PM
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In order to craft your new gloves can I use sorcerer gloves instead of fingerless silk gloves?
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