[3.25] neoCrown's Int/Mana Hierophant Kinetic Bolt Totems - 7 Totems/90 million Guardian DPS

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baguz wrote:
Hi neoCrown, I was immediately intrigued by the build and wanted to try it.
I tried to follow the POB to the letter but I think I have big damage problems especially in relation to how much I spent.
can you give me a hand? I'll also leave you my pob thank you very much!!!

POB : https://pobb.in/FCWChdLzi0sZ


I can't see your boots in the POB.

Few things you could improve for damage. If you are running Anaethema's ring - you can switch to the four curse setup with arcanist brand which I am not running at the moment because I haven't purchased a good Arcanist brand. Even if you do not want to swap to the four curse setup - even running one curse (Sniper's Mark) will boost your damage by a significant amount (Roughly 20% more damage).

Secondly, this is a crit based build so we want to maximise our critical strike chance. You can do this by putting more points in the critical strike chance node in the tree - ie, 60% increased crit chance when you summon a totem, etc. You can also try to make your diamond flask more permanent.

You are also using the Mageblood tree which is relying on permanent flask uptime. I would remove Magebane node as you only have 30 spell suppression without Mageblood and is not worth getting until you acquire the belt. I would instead run a Balbala timeless jewel setup which will give you almost permanent flask uptime. I do not even press my flasks during mapping as they are all automated with the instilling orbs and get automatically used and refilled with Balbala Jewel and the Traitor keystone allocated.

You are actually doing higher damage because in POB, we need to change Power Siphon of the Archmage count to 7 because we summon 7 totems in total. Enemies will be shocked because of the %mana applying to shock effect node, and they will be exposed to lightning from awakenend lightning penetration. If you are not running four curses, I would drop the Anaethaema's ring for now and get an intimidate on hit implicit ring which would give even more damage. Just need to craft some intelligence with Essence of Spite and hopefully roll some good resistances.

The other way to make the build feel good is trying to get onslaught in the build. Again, without Mageblood, we don't have onslaught setup. We need to get onslaught via the Sleepless Sentries node in the medium cluster jewel. This makes us get onslaught every time we summon totems which gives us attack speed/movement speed/cast speed.

That way, you could open up your belt for a better roll with intelligence on it too.

Last thing, if mana regen is the problem, you could take some mana nodes that give % damage recouped as mana, or chance to recover mana when we summon totems. You are also missing a Watcher's eye which could help with mana recovery if you buy one with increased mana recovery rate while affected by clarity modifier.

We are not meant to keep summoning totems until the cost is astronomically high, we only need to drop totems on the run and arcane cloak will automatically boost the damage. We only drop them as a setup for bosses.



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RottynKottyn wrote:
What the best way to deal with bleed?

Loving the build so far - and bleed is the only thing that ever seems to get me.


I have fully upgraded the bleed Pantheon. So our flat regen from summoning totems keeps me alive when affected by bleeds, especially when I'm farming Ultimatum.

This is only a temporary measure until I get a jewel with corrupted bleed immunity and Mageblood with a flask giving %life regen. Best jewel to get it in is an abyss jewel as it is the cheapest. Alternatively, if you have currency, a corrupted bleed implicit on unnatural instinct would be nice but very expensive.
Hey!

I've been running the build and doing more testing. It’s really coming along and feels pretty great to use. I still have some deaths, but that’s likely because I’m running quite juiced maps.

I’d like to ask you two things:

1) Since I’m running Harbingers, I feel like I’m getting “stunned” a lot, or something close to it. My character keeps staggering and is unable to cast spells. After switching my Pantheon to Brine King, it feels much better. Is there anything I can do within the build to use Lunaris and avoid being “stunned”?
Edit. I think we can use the Balbala jewel as you mentioned before, but I hadn’t noticed it. Is a 60% chance to avoid being stunned good enough?

2) I was wondering what my next upgrade priority should be. There’s Mageblood, of course, but I’m nowhere close to affording it. I was considering a better Watcher’s Eye with a chance to recover Mana, although I no longer have issues with Mana, even after unspecing the Mana Mastery.
Last edited by GiMNiK on Aug 20, 2024, 6:21:48 AM
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GiMNiK wrote:
Hey!

I've been running the build and doing more testing. It’s really coming along and feels pretty great to use. I still have some deaths, but that’s likely because I’m running quite juiced maps.

I’d like to ask you two things:

1) Since I’m running Harbingers, I feel like I’m getting “stunned” a lot, or something close to it. My character keeps staggering and is unable to cast spells. After switching my Pantheon to Brine King, it feels much better. Is there anything I can do within the build to use Lunaris and avoid being “stunned”?
Edit. I think we can use the Balbala jewel as you mentioned before, but I hadn’t noticed it. Is a 60% chance to avoid being stunned good enough?

2) I was wondering what my next upgrade priority should be. There’s Mageblood, of course, but I’m nowhere close to affording it. I was considering a better Watcher’s Eye with a chance to recover Mana, although I no longer have issues with Mana, even after unspecing the Mana Mastery.


Yup, 60% is good enough, and we can get the rest from flask modifier or abyss jewel mod, though 50% is more than enough as we inherently get 50% chance to avoid stuns when we have Energy Shield up (Though it does not stack with the other stun avoidance mods). With Mageblood, this becomes 100% with flask effect.
Would a spell damage cluster jewel with energy leech node and other spell damage nodes provide more dps than a lightning damage cluster jewel?
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RottynKottyn wrote:
Would a spell damage cluster jewel with energy leech node and other spell damage nodes provide more dps than a lightning damage cluster jewel?
Leech by default is going to go to the totem, not you. Spell damage is perfectly fine, but the large cluster gives a lot of mana and blind effect. Blind is very decent if you have moderate or more evasion.

Not sure who will believe it, but I legit dropped a Mageblood at level 93 in a T16 map. It massively boosts this build offensively and defensively, spoiling me to be honest.

Is there a realistic way to craft a wand for this build? The weighting of those Int mods is incredibly low.

Even before Mageblood this build was quite fun, would occasionally fall over from Chaos damage.
I'm at the point of being able to afford the Mageblood. However, when I entered it in the PoB and flasks too. I don't see any change in terms of damage, am I missing something or mageblood doesn't give that much in terms of damage?
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GiMNiK wrote:
I'm at the point of being able to afford the Mageblood. However, when I entered it in the PoB and flasks too. I don't see any change in terms of damage, am I missing something or mageblood doesn't give that much in terms of damage?


You will need to change the flasks for the Mageblood setup. The flasks will max out the crit chance/resistances/spell suppression/stun immunity/onslaught. Then we can drop the points in the tree that give us crit chance and allocate more jewel sockets as no longer need them. We can convert the boots to abyssal socket boots as the Mageblood caps out our resistances, giving us more mods in boots and other gear for damage or more intelligence.

Don't forget to also change the wand enchant to the Haunted/Tormented spirit modifier via Kingsmarch Runecraft which will give attack speed/movement speed for more damage.

For what type of flasks to look out for, basically any combination of flasks that have increased effect via enkindling and also the appropriate suffix/prefix modifiers. You can look at my other characters with Mageblood to see what flasks to look out for. If not, I can post a few examples.
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Covenant wrote:
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RottynKottyn wrote:
Would a spell damage cluster jewel with energy leech node and other spell damage nodes provide more dps than a lightning damage cluster jewel?
Leech by default is going to go to the totem, not you. Spell damage is perfectly fine, but the large cluster gives a lot of mana and blind effect. Blind is very decent if you have moderate or more evasion.

Not sure who will believe it, but I legit dropped a Mageblood at level 93 in a T16 map. It massively boosts this build offensively and defensively, spoiling me to be honest.

Is there a realistic way to craft a wand for this build? The weighting of those Int mods is incredibly low.

Even before Mageblood this build was quite fun, would occasionally fall over from Chaos damage.


Congrats on the Mageblood!

There are a ton of videos for crafting the wand as all the intelligence stackers are also using the same wand. Honestly, if you are not looking for +maximum mana on the wand, crafting it is pretty easy as it involves just using awakening orb the 2 mods that we want 'lightning damage per 10 int' and 'spell damage per 16 int' on an imbued wand base. If we have an open suffix after, it is pretty easy to then craft suffixes cannot be changed and then multimod or use veiled orb to roll crit chance or attack speed. If it doesnt have an open suffix then we may need to annul it for a 33% chance to remove the unwanted mod.

There are several wands on the market previously but the price has gone up for the bases as a lot of people are transitioning to int stacking now.
Hey neo,

could you pls give your feedback on how indigon + arcane cloak interaction works in this build? I guess some of us dont really understand how indigon works, I myself didnt until I watched some videos.

Sofar I understand it right: indigon checks every 4 seconds how much mana was spend and then it applies a buff. Arcane cloak uses 65% of your mana, if u have 10k mana then it uses 6500 and indigon buffs your spell dmg by 812,5 % for the next 4 seconds. Your wand skill gem then transforms is buff into attack dmg increase with 150% multi.

Therefore it is crucial to cloak proc every 4 seconds, so indigon buffs your damage every 4 seconds. Default cloak proc time is 7 seconds (3 seconds effect + 4 seconds cooldown), so the indigon buff only occurs every second timeframe. If u are able to shrink the cloak proctime under 4 seconds, the indigon buff will occur every timeframe, not only every second one.

Is this right? Can the proctime be made under 4 sec via less duration support + increased cooldown reduction?

Thanks.

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