[3.11] Spellslinger VD Necromancer. All content. Easy and fast Sirus A8 kill. Wave 20 Simulacrum.
"
Biggilus wrote:
Similar to this - why Hypothermia and not controlled detsruction? Does the hit to crit chance mean EO never procs?
120% vs 130% mana multiplier. Using Controlled Destruction makes the mana reservation too high unfortunately.
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thebob1313 wrote:
Hey, folks. Loving the build and all of the awesome info in the thread! QQ I've got enough ex right now to buy one awakened spell cascade. Is it a worthwhile upgrade to buy one now and socket it with VD or is it really only effective when you have the second one also attached to desecrate?
You only need one Awakened Spell Cascade with VD. Using Awakened Spell Cascade in the desecrate spellslinger is a waste of currency since we already reach the corpse cap with a regular one.
Amazing build. One of the best and most satisfying Ive played. Tanky and good clear speed . Lvl 99 now and may try for 100 (but that will hurt)
Am trying to min max this build (within a reasonable budget). Can anyone tell me what to upgrade in my gear without compromising tankiness and survivability. thats the selling point of this build which I wont touch.
regular mobs are not an issue. Just wanna min max for Sirus, Elder, Shaper, etc. And of course absolutely not dying as I level up to 100.
My character is on Standard.
am not sure about the amulet and the fire damage leech. Is it necessary for our Tankiness and survivabiity? or can i replace with a Fire pen version for more DPS?
Last edited by Daibom#6695 on May 1, 2020, 5:48:37 AM
I wanna craft a really sick wand for this build.
Im playing this in standard, so currency isnt really a problem...
But i simply dont understand Spellslinger well enough...
Do the following mods work for our build? And if so, HOW GOOD are they?
- damage with this weapon penetrates xx% fire resistance (afaik doesnt work)
- damage penetrates xx% fire resistance (afaik works but is not thaaat
strong for the build?!)
- xx% chance to inflict fire exposure (id guess it works, but even if, again 10% fire pen is not thaaat great, is it?)
- xx% increased burning damage
- gain xx% of physical damage as extra fire damage
- gain x% of fire damage as extra chaos dmg
- x% chance to ignite
- chance to cast lvl 10 flamability on hit (could we use another 2nd curse in the awakened curse on hit setup instead of flamability and have 3 curses in total then?)
- +xx% attack speed (increased attack speed = faster fire ball creation, isnt
it?)
- crit chance (afaik works and is needed to trigger elemental overload, but
isnt necessary on wand since we can get it from other sources, right?)
What would the ultimate wand be like?
Pre 1): T1 flat fire dmg
Pre 2): +1 to level of all fire spell skill gems
Pre 3): T1 fire dmg to spells OR T1 % increased fire dmg?
Suff1): ?
Suff2): ?
Suff3): trigger a socketed spell when you use a skill
Best possible combo is:
PREFIXES:
Adds (75-101) to (151-176) Fire Damage (essences)
(100-109)% increased Fire Damage
+1 to Level of all Fire Spell Skill Gems
SUFFIXES
(12-15)% chance to Unnerve Enemies for 4 seconds on Hit (hunter)
Spells have a (6-7)% chance to deal Double Damage (redeemer)
Chances to hit through essence:
1 / 116 046 532 105
First of all, thank you again Kelzar!
But wouldnt it be better to aim for the "real" T1 flat fire mod (not the essence mod)?
Problem with it is that i got this only twice so far by spamming like 400 scorched fossils and ofc i didnt get it combined with +1 to level of fire skill gems yet yet (which is also rare but not as rare as T1 flat fire dmg it seems). But then again, im in standard with a lot of currency available...
edit: okay, i played around with craftofexile.com and calculated it would take more than 10.000 scorched fossils on average to hit T1 flat fire dmg and +1 to fire spell skill gems...
So essence is idd the only way to go here... tt
Last edited by Etralis#2345 on May 1, 2020, 7:23:59 AM
So in the today change I evolved over the idea that Awakened Controlled Destruction is 10% MORE dps over Hypothermia.
And combined with the idea of that as I had well capped block and spell block, I could remove Deflection while keep still 90% phys reduction.
Taking deflection off would make spell block not capped tho.
And Awakened controlled destruction would require a 4% higher mana reservation to be able to put it in.
That ends up with adding into the build:
Amulet still needs to be crafted on the preffixes to add Life, but im out of currency at the moment, so need a few time untill thats done.
That piece is the last one into this whole big puzzle.
Its been a really funny journey to come through all the changes in the build to min max to the limit
Some cool perks of the iteration I made on the build are:
Higher resistances (82 elemental and 88 chaos) through the addition of a good glorious vanity.
Higher resistances helps keeping up degen of RF.
Higher life per block since 5% life per block is more than the 250 on surrender.
Insanely higher DPS overall while keeping the same, and more, defensive layers.
Under the notes section in the PoB I made you have a Glorious Vanity quick calculator
You also have 2 lines which you have to add into any item to make Awakened Curse on hit and Lone messenger buffs to work properly, since PoB won´t calculate them as default.
Have a great day exiles,
Kelza
"
EDIT:
Getting some whispers on how to add glorious Vanity to tree, so here goes an easy Tutorial:
-Items tab in PoB
-In the search function, search for any unique jewel, Anatomical Knowledge for example
-Click Add to build
-Under your item list, click anatomical knowledge
-Click Edit
-Delete all text
-Add Following:
Spoiler
---------------------- CURRENT GLORIOUS VANITY ------------------------
Glorious Vanity
Cobalt Jewel
Radius: Large
Implicits: 0
---> Loses from tree
Allocated Small Passive Skills in Radius grant nothing
Notable Passive Skills in Radius grant nothing
Keystone Passive Skills in Radius grant nothing
---> Gains from Vanity
x% increased spell damage
x% increased fire damage
x% increased cold damage
x% increased lightning damage
x% increased chaos damage
x% increased Area damage
x% increased Physical damage
x% chance to deal double damage
% of physical damage converted to fire damage
Minions deal x% increased damage
Damage penetrates x% fire resistance
x% increased curse effect
x% increased maximum life
x% increased skill effecto duration
+x% to chaos resistance
+x% to cold resistance
+x% to fire resistance
+x% to lightning resistance
-Add every value under its category whenever you wanna test a jewel
3.12 - Leveling to 100 on Sirus Kill: https://youtu.be/0z493V7yZ-E
Last edited by Kelzar#5778 on May 1, 2020, 2:02:19 PM
So in the today change I evolved over the idea that Awakened Controlled Destruction is 10% MORE dps over Hypothermia.
And combined with the idea of that as I had well capped block and spell block, I could remove Deflection while keep still 90% phys reduction.
Taking deflection off would make spell block not capped tho.
And Awakened controlled destruction would require a 4% higher mana reservation to be able to put it in.
That ends up with adding into the build:
Amulet still needs to be crafted on the preffixes to add Life, but im out of currency at the moment, so need a few time untill thats done.
That piece is the last one into this whole big puzzle.
Its been a really funny journey to come through all the changes in the build to min max to the limit
Some cool perks of the iteration I made on the build are:
Higher resistances (82 elemental and 88 chaos) through the addition of a good glorious vanity.
Higher resistances helps keeping up degen of RF.
Higher life per block since 5% life per block is more than the 250 on surrender.
Insanely higher DPS overall while keeping the same, and more, defensive layers.
Under the notes section in the PoB I made you have a Glorious Vanity quick calculator
You also have 2 lines which you have to add into any item to make Awakened Curse on hit and Lone messenger buffs to work properly, since PoB won´t calculate them as default.
Have a great day exiles,
Kelza
"
EDIT:
Getting some whispers on how to add glorious Vanity to tree, so here goes an easy Tutorial:
-Items tab in PoB
-In the search function, search for any unique jewel, Anatomical Knowledge for example
-Click Add to build
-Under your item list, click anatomical knowledge
-Click Edit
-Delete all text
-Add Following:
Spoiler
---------------------- CURRENT GLORIOUS VANITY ------------------------
Glorious Vanity
Cobalt Jewel
Radius: Large
Implicits: 0
---> Loses from tree
Allocated Small Passive Skills in Radius grant nothing
Notable Passive Skills in Radius grant nothing
Keystone Passive Skills in Radius grant nothing
---> Gains from Vanity
x% increased spell damage
x% increased fire damage
x% increased cold damage
x% increased lightning damage
x% increased chaos damage
x% increased Area damage
x% increased Physical damage
x% chance to deal double damage
% of physical damage converted to fire damage
Minions deal x% increased damage
Damage penetrates x% fire resistance
x% increased curse effect
x% increased maximum life
x% increased skill effecto duration
+x% to chaos resistance
+x% to cold resistance
+x% to fire resistance
+x% to lightning resistance
-Add every value under its category whenever you wanna test a jewel
Great post man, I'm changing my build to looka bit more like yours.
I saw you have HH, can i use the belt below as a placeholder? ty