[Outdated] Ultimate EDTrickster [2M dps - UNKILLABLE]

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Darkxellmc wrote:
How did you get this page?

It's linked in the Heist Balance Manifesto (3'rd line from the bottom)

With regards to Spellslinger i just tried leveling with a 2x 4link 1x 2 link setup (which was a blast, first time trying SS):
SS, ED, Cont. Dest, Efficacy - 33% reserved
SS, Soulrend, Cont. Dest, Efficacy - 33% reserved
SS, Contagion - 20% reserved.
86% total reserved.

With a new override of 30% instead of 20% at level 1 i suppose this would be completely impossible. Since the mana multiplier of Cont. Dest and Efficacy are both 130% it would now be 30*1.3*1.3 = 50.7.

So the same setup would take up 50+50+30=130% mana if i understand it correctly.
I guess you could fire ED manually and get down to 80% reserved, but that might be costly on speed and diminish the point of running SS IMO.

edit: If anyone has ideas for a chaoslinger leveling setup i'd be happy to hear

Last edited by Kalmish#1309 on Sep 15, 2020, 10:14:45 AM
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Kalmish wrote:

edit: If anyone has ideas for a chaoslinger leveling setup i'd be happy to hear


I'm not sure putting a bane in a spellslinger setup would be good, because it might kill targets before ED hits.
If you can, you may do the following setup:

Contagion + SS = 30%
bane/soulrend + SS + Void manip = 36%
ED + SS + Void manip + swift aff = 45%

The charisma wheel gives 12% reduced mana reserved, which makes the total reservation of this setup 27 + 40 + 32 = 99% mana reserved, at spellslinger gem level 1. With EB you can easily sustain casts, tho getting EB very early might mean stretching your tree and not doing much damage.
To be honnest, I don't even understand why spellslinger setups use soulrend, as ed+cont usually kills everything before soulrend can do anything. You could just run a ed+cont spellslinger and enable bane reservation on bosses, I guess? Or just remove the soulrend and work with that.

Edit: Can't apply curses with spellslinged bane, my bad.
Last edited by Darkxellmc#0807 on Sep 15, 2020, 11:01:40 AM
Thanks for the info re spellslinger and the work done on this thread - I had this planned for leveling, running through some early maps before swapping to the main build, it looked like a lot of fun - going to be interesting to see how effective we can make it.

Hi I'm wondering if you can take a look at my build to work out obvious things I am missing or doing wrong. I'm a very new player learning mechanics of the game so I'm very happy for it to be absolutely ripped to shreds :)

Hopefully this pastebin works for POB: https://pastebin.com/3btSA6xU

Anyway I feel like for the currency invested the dps should be higher, but I think I'm bottlenecking it by lacking a lot of % dmg/chaos/dot multipliers.

Your guide is excellent, I really appreciate the time it must have taken to put everything together. It's presented very clearly. I'm trying to follow it but I'm not sure I'm where I should be. Any time you have would be greatly appreciated.
Last edited by Shortx#3053 on Sep 15, 2020, 2:13:48 PM
Dear Darkxellmc

Thank you for the very well put build guide. My Assassin Glancing Blow Spellslinger starter that I cooked for myself is being hit on from all sides by the manifesto so I want to fall back on security and I think it's time for me to finally try an ED build.

I have a few questions. They may seems like critics for your build, but they are not and I'm actually only willing to learn more from you about the build interactions. I'll give my understanding of the problem under spoiler for formatting and ask my question in a separate paragraph.

- Ghost shroud and Wind Dancer
Spoiler
While both mechanics are strong individually and still somehow work together by smoothing out ghost shroud rotation, they are a bit anti-synergistic.
Given the high evade / dodge chance of the build, I expect that you are mostly not "hit recently". Hence most of the time, the less evasion rating from wind dancer reduces the ES recovery from ghost shroud when you do get hit. Hence the anti-synergistic tag earlier.
Where the mechanics do smooth out together, is that even though your ghost shroud gives less ES on the first hit received, you do endure 20% less damage. And when you have been "hit recently", you get more evasion rating to go through these difficult times of ghost shroud recovery. And if you get hit again after 2 seconds, you have a single ghost shroud that recover more ES than usual, which is nice.


Is this indeed what happens, and are you actually happy about it?

- Escape artist, life/ES hybrid and Acrobatcis
Spoiler
30% less ES sound as a big downfall on an ascendy that scales ES through it's ascendy, and on a build where the evasion rating of Hyrri's Ire is a major turning point.
From a pure "effective hit pool" (PoB) perspective, the phase acro cluster is much stronger than 30% more ES. While 30% more ES is significantly better from the "maximum hit taken" perspective.
So on the long run, you gain from having that Acro cluster. It's just that you push your build towards a RNG based defense instead of capitalising on the life/es hybridness.


Does pushing the build on a "don't get hit by adding dodge to evade" is motivated by the perks of having ghost shroud up?
Would pushing more on the life/ES perks by droping the Acro cluster and using Corrupted soul for a 5.3K life 4.5K ES (your 10-15 ex PoB) would sound like a decent idea from your perspective (putting aside the MoM/EB/Discipline versus none of those problem that this question rise)?

Last edited by Rootsmann#7961 on Sep 15, 2020, 3:16:13 PM
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Shortx wrote:
Hi I'm wondering if you can take a look at my build to work out obvious things I am missing or doing wrong. I'm a very new player learning mechanics of the game so I'm very happy for it to be absolutely ripped to shreds :)

Hopefully this pastebin works for POB: https://pastebin.com/3btSA6xU

Anyway I feel like for the currency invested the dps should be higher, but I think I'm bottlenecking it by lacking a lot of % dmg/chaos/dot multipliers.

Your guide is excellent, I really appreciate the time it must have taken to put everything together. It's presented very clearly. I'm trying to follow it but I'm not sure I'm where I should be. Any time you have would be greatly appreciated.


Your gear is decent, just pretty basic. It's pretty typical for new players to just get life+resistances on rare gear, and not know what they can do to further improve gear pieces. Especially when changing a single peace means solving the resistance puzzle on your character again. So don't worry, you're doing well!

In the guide, check out every gear slot for more expensive options. The first thing I'd do is get a quiver with life and dot multiplier.
Then probably a better bow with liquefaction suffix.
Then an amulet with +1gems, or even both +1 gems and dot multi.
Then damage on jewellery, and finally a better helm.

Also, don't forget to vendor your lvl20 0%quality gems with a gcp to get 20% quality ones. This is VERY important for your totems and contagion to get more placement speed and aoe.

I'm puting this last so you don't forget: FIX YOUR FLASKS.
Do you just die when you click a freeze strongbox, or when you kill a pack of mobs with corrupted blood? Do you run a snail speed on temporal chains maps?
You NEED a staunching flask AND a heat one. Atziri's promise does nothing for this build, chalice and forbidden taste are really meh.
Check the gear>flask section of the guide and do that.
Hello Darkxellmc,

this is one of the best Guides ever ive seen in POE. A little bit more details for the leveling section (example: when is the best time to start with the CwdT setup ? and stuff like that) and this guide will be perfect. I hope this guide will work in HEIST too.

Thx so much and keep up the work. Thumbs up <3
Last edited by PNgamerGER#0635 on Sep 15, 2020, 3:30:19 PM
Personally I like to run my chaos slinger with GMP on the Soulrend. I've just tried a few runs of Desecrated Chambers at level 67 with and without GMP and the difference is noticeable - monsters by the side die faster and I worry less about leaving stragglers alive while I run by. Soulrend seems to help Essence Drain by killing off the monster faster, leaving more duration remaining when Essence Drain spreads.

Unfortunately it looks like GMP is just too expensive on reservation. Using LMP (40% instead of 65%) is still feasible, but I think I will probably try to live without it.

With the Charisma cluster this is a possible plan for the different levels of Spellslinger base reservation, starting with 3L/3L ED/SR at 30%, 4L/3L at 29% and 4L/4L at 27%

30% Base Reservation
Spellslinger + Contagion
Spellslinger + Essence Drain + Efficacy
Spellslinger + Soulrend + Void Manipulation
Mana Reserved = 94%

29% Base Resrvation
Spellslinger + Contagion
Spellslinger + Essence Drain + Efficacy + Void Manipulation
Spellslinger + Soulrend + Void Manipulation
Mana Reserved = 96%

27% Base Resrvation
Spellslinger + Contagion
Spellslinger + Essence Drain + Efficacy + Void Manipulation
Spellslinger + Soulrend + Void Manipulation + Swift Affliction
Mana Reserved = 97%

If you find a 5L, then socket the Conqueror's Efficiency quest reward in Act 8 (Wings of Vastiri) for an additional 2% reduced reservation, which allows you to 5L Essence Drain at 25% base reservation with Eldritch Battery:
Spellslinger + Contagion
Spellslinger + Essence Drain + Efficacy + Void Manipulation + Controlled Destruction
Spellslinger + Soulrend + Efficacy + Swift Affliction
Mana Reserved = 100%
Last edited by woefulwabbit#5273 on Sep 15, 2020, 3:54:24 PM
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Rootsmann wrote:


- Ghost shroud and Wind Dancer
Spoiler
While both mechanics are strong individually and still somehow work together by smoothing out ghost shroud rotation, they are a bit anti-synergistic.
Given the high evade / dodge chance of the build, I expect that you are mostly not "hit recently". Hence most of the time, the less evasion rating from wind dancer reduces the ES recovery from ghost shroud when you do get hit. Hence the anti-synergistic tag earlier.
Where the mechanics do smooth out together, is that even though your ghost shroud gives less ES on the first hit received, you do endure 20% less damage. And when you have been "hit recently", you get more evasion rating to go through these difficult times of ghost shroud recovery. And if you get hit again after 2 seconds, you have a single ghost shroud that recover more ES than usual, which is nice.


Is this indeed what happens, and are you actually happy about it?


Nope, that's not how ghost shrouds + Wind dancer work.

Ghost shrouds proc when you get hit and recover energy shield. This means that when you recover energy shield from a shroud, you always just got hit. Because Wind dancer gives global stats when you have been hit recently, you have always been hit recently when it comes to factoring WD evasion for ghost shrouds.
The synergy is actually very strong, wind dancer is just a 20% more evasion buff for ghost shrouds regen.

This is a bit confusing, as bvy the same logic, it seems that Wind dancer "20% less damage taken" should never apply. Everything is working as intended: the damage you take is part of the hit, so you technically haven't been hit recently when you take the damage. The recovery happens after the damage taken, so you have allways just been hit.
This is why health on block doesn't increase your effective hp against oneshots through glancing blows, btw.

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Rootsmann wrote:

- Escape artist, life/ES hybrid and Acrobatcis
Spoiler
30% less ES sound as a big downfall on an ascendy that scales ES through it's ascendy, and on a build where the evasion rating of Hyrri's Ire is a major turning point.
From a pure "effective hit pool" (PoB) perspective, the phase acro cluster is much stronger than 30% more ES. While 30% more ES is significantly better from the "maximum hit taken" perspective.
So on the long run, you gain from having that Acro cluster. It's just that you push your build towards a RNG based defense instead of capitalising on the life/es hybridness.


Does pushing the build on a "don't get hit by adding dodge to evade" is motivated by the perks of having ghost shroud up?
Would pushing more on the life/ES perks by droping the Acro cluster and using Corrupted soul for a 5.3K life 4.5K ES (your 10-15 ex PoB) would sound like a decent idea from your perspective (putting aside the MoM/EB/Discipline versus none of those problem that this question rise)?


First of all, not having EB means we have to solve mana issues. Sure, enduring flasks exist, but you reallllly get used to the chill playstyle of brainlessly running every map mod. Flask management is also already hard on a build that presses as many buttons as ED, I don't want to micromanage a mana flask. Also, you'd have to remove an aura, most likely flesh and stone.

Sure, you could work around this, the points gained are about worth it.
But in the end, does that really matter? This build doesn't get oneshot, because of wind dancer. Your maximum hit taken with WD up is so high that nothing goes through. The only things that can oneshot you out of the blue are nasty overlaps, and dodge is insanely strong at mitigating them.
There are also times where you might not have noticed that wind dancer is down, and you'll get oneshot. That's the downside of dodge: giving you a false sense of security and letting you down when a big hit goes through. You can only solve this with game knowledge, sadly.
That said, even with the setup I'm proposing, the max hit taken is quite high (8kehp + 20% phys mitigation, instant regen), so a soft mitigation mechanic like dodge makes sense to stack to me.
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Darkxellmc wrote:


Nope, that's not how ghost shrouds + Wind dancer work.

Ghost shrouds proc when you get hit and recover energy shield. This means that when you recover energy shield from a shroud, you always just got hit. Because Wind dancer gives global stats when you have been hit recently, you have always been hit recently when it comes to factoring WD evasion for ghost shrouds.
The synergy is actually very strong, wind dancer is just a 20% more evasion buff for ghost shrouds regen.

This is a bit confusing, as bvy the same logic, it seems that Wind dancer "20% less damage taken" should never apply. Everything is working as intended: the damage you take is part of the hit, so you technically haven't been hit recently when you take the damage. The recovery happens after the damage taken, so you have allways just been hit.
This is why health on block doesn't increase your effective hp against oneshots through glancing blows, btw.


This is highly unintuitive (as usual with poe) and a wonderfull news. The synergy is indeed very strong. I am much more excited about the build now. (btw if you discuss on reddit about this interaction, you'll have all answers on the side of the my initial assumption (anti-synergistic))

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Darkxellmc wrote:

First of all, not having EB means we have to solve mana issues. Sure, enduring flasks exist, but you reallllly get used to the chill playstyle of brainlessly running every map mod. Flask management is also already hard on a build that presses as many buttons as ED, I don't want to micromanage a mana flask. Also, you'd have to remove an aura, most likely flesh and stone.

Sure, you could work around this, the points gained are about worth it.
But in the end, does that really matter? This build doesn't get oneshot, because of wind dancer. Your maximum hit taken with WD up is so high that nothing goes through. The only things that can oneshot you out of the blue are nasty overlaps, and dodge is insanely strong at mitigating them.
There are also times where you might not have noticed that wind dancer is down, and you'll get oneshot. That's the downside of dodge: giving you a false sense of security and letting you down when a big hit goes through. You can only solve this with game knowledge, sadly.
That said, even with the setup I'm proposing, the max hit taken is quite high (8kehp + 20% phys mitigation, instant regen), so a soft mitigation mechanic like dodge makes sense to stack to me.


I'm not really wanting to change anything in your build, it's all about the theory behind it, putting things in perspectives.
Having you, the expert of the build, saying "in the end, does that really matter? This build doesn't get oneshot" after having put "effective hit pool" and "maximum hit taken" in perspectives in two opposite build direction (full forefront ehp and RNG based ehp), is completely good enough for me.
I get it that it's a trade off from which nothing tremendous will result from it.

I told you to not tackle the Mom/EB/Discipline hidden question because a 40% MoM can handle a 5.3K life + 4.5K ES with EB. But I'm glad you did because it made me realize that the build was button heavy. Bad news for my wrists :p

Thank you very much for having taken the time to answer my long post. You rock!

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