[3.21] Aegis Incinerate Elementalist - Tank with over 10mil Shaper DPS!

wow the Guardian looks so tanky. That almost looks like a hard core level defense in those EHP numbers. And as I expected the numbers look even better when you add in Rumi's Concoction.

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ok, instead of trying to maintain 1 POB, maybe it would be better to maintain two POB's, one for Guardian, for those who are leveling and or just want an ultra and tank, and then maintain one for Inquisitor for end game large damage increase after they get the amulet (and still decently tanky).

I am going to remove Static Blows from the Guardian Version.

Do you still feel level 95+ is when the switch can be made?
Last edited by AndyLovesHisBge#5265 on Dec 12, 2021, 12:16:47 PM
Is there anything stopping some one from following the crit build if they want even if they don't have the amulet yet? I know some people prefer to have more damage and don't mind dying every now and then.
I don't see why someone couldn't start as the crit version instead of switching to it later. Would just be slower leveling since you would have less ehp and less damage than any of the other versions until you're fully geared.

I agree that two POB's might he better. The "true tank" HC viable Guardian and the still tanky DPS King Inquisitor. :-)

I'm going to play around with the guardian pob some more when I get home because I might due HC next league. If I can maintain those ehp numbers while getting closer to the 5mil dps of the original 3.16 tree this will definitely be the one I try. As long as 3.17 doesn't throw nerfs this way.
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stoudtlr wrote:
I don't see why someone couldn't start as the crit version instead of switching to it later. Would just be slower leveling since you would have less ehp and less damage than any of the other versions until you're fully geared.

I agree that two POB's might he better. The "true tank" HC viable Guardian and the still tanky DPS King Inquisitor. :-)

I'm going to play around with the guardian pob some more when I get home because I might due HC next league. If I can maintain those ehp numbers while getting closer to the 5mil dps of the original 3.16 tree this will definitely be the one I try. As long as 3.17 doesn't throw nerfs this way.


fabulous. Please post anything you come up with.

Our Inquisitor build is in a decent state now. If we can get the Guardian build to a point where it passes a few reviews then we can post the two and wait for any feedback/patch notes to see what changes we have to deal with.
I made one more small change to the Inquisitor build to make it more achievable for league starters.

I removed the 5 points from the Divine Judgement wheel. I added 2 points back into Arcane Heroism

1) This allows the build to end at level 97 so saves 3 points

2) It gives 100% up time of Arcane Surge on bosses (something we don't get with out Arcane Heroism).

3) We lose a small amount of DPS but still stay over 10M boss damage

I also added in a bunch of notes in the Notes field


Incinerate Inquisitor 3.17 Craft:
https://pastebin.com/tUkhU7UC



Last edited by AndyLovesHisBge#5265 on Dec 12, 2021, 2:12:49 PM
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AndyLovesHisBge wrote:
I made one more small change to the Inquisitor build to make it more achievable for league starters.

I removed the 5 points from the Divine Judgement wheel. I added 2 points back into Arcane Heroism

1) This allows the build to end at level 97 so saves 3 points

2) It gives 100% up time of Arcane Surge on bosses (something we don't get with out Arcane Heroism).

3) We lose a small amount of DPS but still stay over 10M boss damage

I also added in a bunch of notes in the Notes field


Incinerate Inquisitor 3.17 Craft:
https://pastebin.com/tUkhU7UC





I don’t think we can drop divine judgement at all with the amulet, the increased effect of ailments is required.
Don’t we also get arcane surge with arcane adept after channeling for 1 second.

I think the only way to league start this is with the standard elemental overload inquisitor. This will underperform in comparison to the elementalist. You can switch to leaderships price once it is available and the passive tree is mapped out. That way you don’t need to keep trying to balance the stats. By mapping out I mean grabbing all the required stat nodes first. As soon as you equip leaderships you will be at 100% crit rate. Because the necklace isn’t available until around the first week, it’s not recommended to league start this.
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jeekudo92 wrote:
"
AndyLovesHisBge wrote:
I made one more small change to the Inquisitor build to make it more achievable for league starters.

I removed the 5 points from the Divine Judgement wheel. I added 2 points back into Arcane Heroism

1) This allows the build to end at level 97 so saves 3 points

2) It gives 100% up time of Arcane Surge on bosses (something we don't get with out Arcane Heroism).

3) We lose a small amount of DPS but still stay over 10M boss damage

I also added in a bunch of notes in the Notes field


Incinerate Inquisitor 3.17 Craft:
https://pastebin.com/tUkhU7UC





I don’t think we can drop divine judgement at all with the amulet, the increased effect of ailments is required.
Don’t we also get arcane surge with arcane adept after channeling for 1 second.



We do get Arcane Surge with Arcane Adept. But it goes away after 4 seconds. The only way to get it back is to stop channeling and start over again, losing a massive amount of DPS since we have to ramp back up again. Arcane Heroism allows us to not have to stop channeling against bosses and keep the 13% More damage up while fighting bosses. This was a feature that was added in 3.16 to this build and it worked nicely.

But then obviously if the mastery is required to make the necklace proc, then Arcane Heroism can be left off the table. I still need to understand why the mastery is needed for the necklace to function. I understand that the mastery would make the necklace more powerful but I am struggling to understand why the mastery is required to get the regular scorch/brittle/sap to proc. I will do some more research so I can better understand.
Last edited by AndyLovesHisBge#5265 on Dec 12, 2021, 5:07:14 PM
"
AndyLovesHisBge wrote:
"
jeekudo92 wrote:
"
AndyLovesHisBge wrote:
I made one more small change to the Inquisitor build to make it more achievable for league starters.

I removed the 5 points from the Divine Judgement wheel. I added 2 points back into Arcane Heroism

1) This allows the build to end at level 97 so saves 3 points

2) It gives 100% up time of Arcane Surge on bosses (something we don't get with out Arcane Heroism).

3) We lose a small amount of DPS but still stay over 10M boss damage

I also added in a bunch of notes in the Notes field


Incinerate Inquisitor 3.17 Craft:
https://pastebin.com/tUkhU7UC





I don’t think we can drop divine judgement at all with the amulet, the increased effect of ailments is required.
Don’t we also get arcane surge with arcane adept after channeling for 1 second.



We do get Arcane Surge with Arcane Adept. But it goes away after 4 seconds. The only way to get it back is to stop channeling and start over again, losing a massive amount of DPS since we have to ramp back up again. Arcane Heroism allows us to not have to stop channeling against bosses and keep the 13% More damage up while fighting bosses. This was a feature that was added in 3.16 to this build and it worked nicely.

But that obviously if the mastery is required to make the necklace proc, then Arcane Heroism can be left off the table. I still need to understand why the mastery is needed for the necklace to function. I understand that the mastery would make the necklace more powerful but I am struggling to understand why the mastery is required to get the regular scorch/brittle/sap to proc. I will do some more research so I can better understand.


My concern is that versus bosses we won’t reach max ailments. The 60% increased effect will increase our brittle, sap, and scorch. If we are able to hit max ailments without that node then it is not needed. I could be wrong here entirely but without actually testing it we can’t know for sure.

I also didn’t know about the arcane adept, I assumed it would override the buff as long you kept channeling.
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jeekudo92 wrote:


My concern is that versus bosses we won’t reach max ailments. The 60% increased effect will increase our brittle, sap, and scorch. If we are able to hit max ailments without that node then it is not needed. I could be wrong here entirely but without actually testing it we can’t know for sure.


I started a thread on reddit so that I can better understand the Math behind SAP because the wiki does not provide enough info. Here is the post I made:

=============

I am still trying to understand what Sap's Magnitude means.

Sap's magnitude is given by the formula: (100/3) * (Damage / ailment threshold)^0.4

Lets use a round number of 10m DPS for damage.

Ailment threshold of The Constrictor is 504% (just using him as a sample boss)

Sap's Magnitude = (100/3) * (10m/504%)^.4

Sap's Magnitude = 33.3 * 330 = 10,989

Assuming I did the math correctly, what does the 10,989 number mean in terms of making the boss do less damage?
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jeekudo92 wrote:

I also didn’t know about the arcane adept, I assumed it would override the buff as long you kept channeling.


Unfortunately no. It disappears after 4 seconds and then the only way to get it back is to stop channeling and start again.

You almost never notice this when mapping because you can kill everything in 4 seconds, but it is noticeable on higher health bosses, especially the ones we can just sit there and tank with out needing to move.

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