[Outdated] Ultimate EDTrickster [2M dps - UNKILLABLE]

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Galaerivel wrote:
Eh, wish there was something in the title shouting "Out of date" build.
It's marked as 3.13 instead of 3.14 so that should give it away...
Decent Build. Much appreciated.
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Galaerivel wrote:

If someone could explain to me how this build works with Petrified Blood and every other new improvement, it would be much appreciated.


The creator of the build said:
The changes aren't too complex:
- Remove chainbreaker
- Remove green nightmare
- Remove discipline

- Add maloney's mechanism (frenzy - [hextouch - despair] or [culling strike - Toxic rain])
- Add Pain attenument
- Add petrified blood

- Replace anoint by hardened scars
- Replace bubbling/seething life flask by Saturated hallowed life flask of staunching
- If using flesh and stone, replace by aspect already (crab or spider, prefer spider)

You should look through the most recent replies on this build to see what others have said also. You can also check the build creator's character list to see what he's done with his ED/Contagion trickster.
@Bnria Thank you for that. But I have seen it, yet there is no explanation to the given logic behind all those changes.

For example. The Green Nightmare is or was our source of Frenzy Charges, without that how do we get them? That was also the reason for choosing different ascendency skill tree.

Why do we remove Discipline gem, which is a boost for our defensive set up?

I understand why do we remove Chainbreaker, divergent berserk gem and Pride Jewel.

Why do we change the the amulet's anoint from Corruption (which is a huge damage boost) for the other one, which grants us a Fortify?

Why do we change our HP flask?

But most importantly, when should I make a transition for the petrified blood's skill tree? I have noticed that aloney's mechanism works with quiver, which we equip after getting the bow. Curently, it is too expensive for me. That is why, I would like to know if all of this changes are made after aqcuiring bow?

I am not that experienced player to understand all of that by myself. That is the reason why I am asking for an explanation in this thread.
Last edited by Galaerivel#3982 on May 17, 2021, 11:41:25 AM
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Galaerivel wrote:
@Bnria Thank you for that. But I have seen it, yet there is no explanation to the given logic behind all those changes.

For example. The Green Nightmare is or was our source of Frenzy Charges, without that how do we get them? That was also the reason for choosing different ascendency skill tree.

Why do we remove Discipline gem, which is a boost for our defensive set up?

I understand why do we remove Chainbreaker, divergent berserk gem and Pride Jewel.

Why do we change the the amulet's anoint from Corruption (which is a huge damage boost) for the other one, which grants us a Fortify?

Why do we change our HP flask?

But most importantly, when should I make a transition for the petrified blood's skill tree? I have noticed that aloney's mechanism works with quiver, which we equip after getting the bow. Curently, it is too expensive for me. That is why, I would like to know if all of this changes are made after aqcuiring bow?

I am not that experienced player to understand all of that by myself. That is the reason why I am asking for an explanation in this thread.


We get our frenzy charges from the frenzy gem in maloney's mechanism. There is no more reservation space for discipline, but you could technically still keep vaal discipline if you're using the vertex. Petrified blood is replacing the discipline mana reservation here, it will give us 40% damage reduction below 50% life, you should be using petrified blood whenever you're switching off of discipline. You could keep corruption to keep the damage boost, but fortify's damage reduction effect is chosen instead - this build is more about survivability. If you feel like you can't see yourself investing 30+ exalts into this build (as the guide mentioned at the very beginning), you should switch to a CI ed/contagion build instead.
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Galaerivel wrote:

Why do we change our HP flask?

I forgot to answer this question. So petrified blood makes it so that we can't heal above 50% maximum health unless by a life flask. Because we get that damage boost from Pain Attunement when we're at 50% life and below, we're going to be juggling between 50-100% maximum life through a life flask for tankiness. A saturated life flask will allow us to continuous heal for a long time while our life pool is going up and down from the protected life of petrified blood to max health. This all ties into the reason why we get Hardened Scars, which will give us nearly full up time on fortify. It's all in the name of increasing tankiness.
When it will be ready?
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Bnria wrote:
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Galaerivel wrote:
@Bnria Thank you for that. But I have seen it, yet there is no explanation to the given logic behind all those changes.

For example. The Green Nightmare is or was our source of Frenzy Charges, without that how do we get them? That was also the reason for choosing different ascendency skill tree.

Why do we remove Discipline gem, which is a boost for our defensive set up?

I understand why do we remove Chainbreaker, divergent berserk gem and Pride Jewel.

Why do we change the the amulet's anoint from Corruption (which is a huge damage boost) for the other one, which grants us a Fortify?

Why do we change our HP flask?

But most importantly, when should I make a transition for the petrified blood's skill tree? I have noticed that aloney's mechanism works with quiver, which we equip after getting the bow. Curently, it is too expensive for me. That is why, I would like to know if all of this changes are made after aqcuiring bow?

I am not that experienced player to understand all of that by myself. That is the reason why I am asking for an explanation in this thread.


We get our frenzy charges from the frenzy gem in maloney's mechanism. There is no more reservation space for discipline, but you could technically still keep vaal discipline if you're using the vertex. Petrified blood is replacing the discipline mana reservation here, it will give us 40% damage reduction below 50% life, you should be using petrified blood whenever you're switching off of discipline. You could keep corruption to keep the damage boost, but fortify's damage reduction effect is chosen instead - this build is more about survivability. If you feel like you can't see yourself investing 30+ exalts into this build (as the guide mentioned at the very beginning), you should switch to a CI ed/contagion build instead.


Thank you for your answer and explanation. Let me clarify then - I am willing to invest up to +30 exalts. What I need is the progression explained step by step. You see, now I know that all of these changes regarding Petrified Blood are avaible after acquiring the ED Bow, so that you have a place for a quiver.
That is why, I should keep the Green Nightmare for now. The same goes for other things. So untill I get the bow I should look at this build as a 3.13 version with the exception of Berserk gem and Pride Jewel. Correct me, if I'm wrong.
What I do not understand entirely is that we do not have a source to maintain our life as a low life for Pain Attunment being activated all the time.
Last edited by Galaerivel#3982 on May 18, 2021, 2:48:01 AM
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What I do not understand entirely is that we do not have a source to maintain our life as a low life for Pain Attunment being activated all the time.


Read petrified blood. If you aren't hitting your life flask you'll stay low life.
Firstly, thank you for the build, I have been following it because I want to go more along the lines of Tanky ED, although I am playing this as a new season build.
I have been stuck between this build and Havoc but considering this is more tanky I would prefer that. Should I still be following the POB?
I am doing most of my playing in a group of two (duo) and have been dying a lot in act 6 even with decent gear.
Also do you think Shavronne's Wrap is an alternative body armour as well?
Last edited by daqqie#2684 on May 20, 2021, 12:17:44 PM

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