[3.13 UPDATED] gr0bbs | Poison Blade Vortex | Budget Viable | Endgame 50Mil+ DPS | Video Guide

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JohnnyV76 wrote:


My belt is coming along nicely though removing and adding a lightning mod resulted in T3+ tiers too often so waiting for the next harvest craft to hopefully get T1.

At least it is usable already!

I added the master craft "increased damage" for now but I am guessing the only way to get (up to) 30% increased chaos damage is to remove that mod and slam a hunter's orb on it right? Or could I also use the harvest chaos mod craft for that?



You can just use augment chaos modifier and then remove/add chaos modifier until you get t1 chaos damage. The only other chaos mod would be chaos resistance but you cant hit that because suffixes are already filled.

I would suggest to you and anyone else interested in crafting to use poedb or craftofexile if youre not already. They are both good websites to see all the mods and tags on a especific item, very useful. Good job on the belt btw, im glad you were able to make it, just gotta have that final touch now. Gl
Being on console, I really want to get this down to a 4 button build, but I’m thinking that’s not possible without taking a mega DPS decrease. Obviously BV, whirling blades, spell totem, plague bearer need to be what I use as my main skill wheel. I hate running a secondary, so I was thinking Stone golem (set it and forget it, keep it on secondary wheel) then a CWDT setup of low level blood rage, steelskin and withering step. Now here’s my question. Pretend you are talking to a dummy, because I don’t really understand withering step. 1. Is it a bad idea to run withering as CWDT (I notice a green aura pops up around my character sometimes, is this when you’re supposed to use it?) and 2. If I’m using it at low level, would it make more sense to throw something else like immortal call in there to add another defensive layer? Thoughts advice and experience are appreciated.
Any gem suggestions for a 3G3R 6L Chest?
BV + Void Manipulation + Vile Toxins + Empower + XX + XX
Sorry if this got answered already, i mightve read over it, why dont you take wind dancer?
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SawEmOff wrote:
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IDuvicoI wrote:




Was able to craft these with harvest, gives pretty decent damage boost. Idealy it would have hunter mod that increases effect of malevolence instead of the crafted mod, but thats a little bit expensive so will probably do it later.

The weapons in general didnt cost that much to make, might be a good thing to aim for to ppl looking for endgame upgrades.


What was the method for crafting these daggers...doesnt seem to be anything remotely close on POE trade.



First, i theorycrafted this myself so if anyone finds a better way of doing it, let everyone know.

The method is gonna depend a bit on the base youre able to get. The item level of the rune dagger has to be atleast 81, the limiting factor being the crafted mod "+(26–30)% Critical Strike Multiplier while a Rare or Unique Enemy is Nearby". The base you buy has to have atleast "+1 to Level of all Spell Skill Gems", thats the hardest mod to get, has a weighting of 50, so its only viable to buy the base with that already(cheap), unless you want to spend a few thousand alterations getting it yourself. Also, if the base is ilvl81 or ilvl82 it will be easier to craft, because there is a ilvl83 mod that we dont want.

IDEALY, you would try to get a base with both "+1 to Level of all Spell Skill Gems" and t1 "Chaos Damage over Time Multiplier", cause the chaos mod is probably going to be the hardest one to get while crafting. Problem is, youll probably not find a base like this, i didnt atleast.

Another option is to try and get a base with "+1 to Level of all Spell Skill Gems" and t1 "Global Critical Strike Multiplier". Getting global crit is not that hard, but can be costly cause youll be using remove/add crit to get t1. This is easier to find and usually not expensive.

Ill proceed assuming the base only has +1 to all spell skills out of the wanted mods. If you already bought it with some of the other wanted mods, you can just jump steps.

Now, you need to have a base that can be worked on. That means, it has mods that can be removed at will with harvest. It should have the +1 to all spells and 2 open prefixes, aswell as 3 removable suffixes. The reason being that we start by crafting the prefixes, so suffixes have to be blocked. MAKE SURE the suffixes dont have chaos/casters modifiers because the prefixes we will put on the item have them. A good way to ensure is crafting three resists so you can remove them later.

Now assuming you have a base ready (+1 to all spell skills, 2 open prefixes, 3 removable suffixes(no chaos / caster mods)) here is the process:

1. Use crafting bench to craft "Gain x% of Physical Damage as Extra Chaos Damage" and augment a chaos modifier with harvest. You can get either chaos damage over time multiplier(wanted) or added chaos damage(not wanted). The added chaos damage mod is ilvl83, so if you buy a base ilvl81 or ilvl82, your chances are even better of getting t1 chaos multi. IF you dont get t1 chaos multi, remove crafted mod with crafting bench -> use remove chaos with harvest -> craft "Gain x% of Physical Damage as Extra Chaos Damage" again -> augment chaos modifier with harvest until you get t1 chaos multi. Its close to 5% chance to get t1 if base is 81 or 82. Its 3% chance to get t1 if base is 83 or higher. I would settle for t2 with this.

2. Remove one of the suffixes and craft "Cannot roll Attack Modifiers" - 1ex craft. Then, augment phyical modifier with harvest. You can get either +1 to Level of all Physical Spell Skill Gems (wanted) or Gain x% of Physical Damage as Extra Chaos Damage(not wanted). IF you dont get +1 phys, use remove/add phys until you get it. 16% chance to get +1 phys.

3. Your prefixes are now done. Keep "Cannot roll Attack Modifiers" and remove the other 2 suffixes.

4. Augment critical modifier with harvest. You can get either global critical strike multiplier(wanted) or critical strike chance to spells (wanted). The point is to get t1 global crit multi, but if you get crit chance to spells t1, aug crit again to try and get t1 crit multi. If you dont get either t1, remove/add critical modifier until you get t1 crit multi. Around 8% chance to get t1 crit multi.

5. Remove "Cannot roll Attack Modifiers" and craft "Prefixes Cannot Be Changed" - 2ex craft.

6. Augment caster modifier with harvest. You can only get critical strike chance to spells. If you dont get t1, use remove/add caster until you do. 16% chance to get t1.

7. Remove "Prefixes Cannot Be Changed" and use crafting bench to craft "+x% Critical Strike Multiplier while a Rare or Unique Enemy is Nearby".

8. (Optional - Expensive) Instead of using the crafting bench mod, use hunter exalted orb to slam last suffix and get t1 "Malevolence has (34–40)% increased Aura Effect". If you dont get it, use remove/add influence mod until you hit t1. Its a 7.5% chance to get t1, remove/add influence are around 2ex, so it can be quite expensive to do, especially if youre unlucky.

Thats it. Like i said, in my experience it wasnt that costly to craft, around 10-20ex probably(not including step 8) counting all the seeds and crafts. The bigger problem is that it can seem very complicated if you have no experience in crafting. I suggest using poedb or craftofexile like i mentioned in the post above, so you can understand the process first. Also, this was done as a personal project, up to you to decide if its worth or not.






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stEasy clap wrote:
Being on console, I really want to get this down to a 4 button build, but I’m thinking that’s not possible without taking a mega DPS decrease. Obviously BV, whirling blades, spell totem, plague bearer need to be what I use as my main skill wheel. I hate running a secondary, so I was thinking Stone golem (set it and forget it, keep it on secondary wheel) then a CWDT setup of low level blood rage, steelskin and withering step. Now here’s my question. Pretend you are talking to a dummy, because I don’t really understand withering step. 1. Is it a bad idea to run withering as CWDT (I notice a green aura pops up around my character sometimes, is this when you’re supposed to use it?) and 2. If I’m using it at low level, would it make more sense to throw something else like immortal call in there to add another defensive layer? Thoughts advice and experience are appreciated.


If you want to simplify it, drop plague bearer (it's not that good once you get gear) and only use Wither totems on bosses. For mapping all you really need to do is pop Blood Rage at the beginning of the map, and then Whirling Blades around while casting BV every 4-5 seconds. You can definitely put Withering Step on CWDT but it won't be as good.

Withering Step helps with defense, mainly through phasing and giving an increased buff effect to your elusive buff. It's best to have it max level, but not required. A fair amount of people don't even run it.

On Immortal Call, once you get gear it is better than Steelskin, but you can only use one or the other.
By “once you get gear” do you mean like once my crit chance is at or near 50%? Or when my poison Chance is maxed and I’m running awakened void manipulation instead of poison? Or something else? My character is pretty stacked. Basically just need to fix belt to have hunter life and chaos damage, and swap my near perfect boots tor tailwinds.
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stEasy clap wrote:
By “once you get gear” do you mean like once my crit chance is at or near 50%? Or when my poison Chance is maxed and I’m running awakened void manipulation instead of poison? Or something else? My character is pretty stacked. Basically just need to fix belt to have hunter life and chaos damage, and swap my near perfect boots tor tailwinds.


Pretty much at the point you're running double Cold Iron Point with Asenath's is when Plague Bearer really starts dropping off. It's only there as a crutch for early mapping.
Got both, thanks!
Alright I've done mostly everything on this build minus sirius and uber elder(Still use my miner for that). I stopped upgrading my gear awhile back and just been sitting on currency till I hit 36 challenges then plan to gamble and likely take a break till next league.


Just want to figure out how hard is a delirium max map, say t15/t16? How does the build feel on that, or simulacrum?


Was trying to figure out if I should just do a t14 map with the delirium orbs or use my miner for either or both.


Thanks.

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