[3.27] Forbidden Rite of Soul Sacrifice CoC Occultist
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3.27 changes affecting the build
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- Whispers of Infinity ES nerfed from 200-400 to 50-100
- Removal of Mercenaries (no more free Determination Aura) Intro This FRoSS CoC outclasses Ivory Tower str+int stacking CoC due to new Whispers of Infinity amulet, better scaling and is less reliant on specific unique items and/or mechanics. Unlike Ivory Tower builds, it also has significant physical damage reduction. Unless you have enormous budget and want to str+int stack using Voices and The Adorned, I recommend to play FRoSS instead. Other guides about this build (not mine) - https://www.youtube.com/watch?v=uAMgDN1pMiw - https://docs.google.com/spreadsheets/d/e/2PACX-1vTpjc3dtROKVzxQUlnGpCGK_4JYSsjEQmU7lr_fwDAJJLZFQGi-ILrJzyBLKXuLYkHM1jJDhTpO7lLF/pubhtml This guide has been adapted from IcyBaron's guides above, mainly to provide additional explanations and multiple build variants. Overview Pros: - 5-digit ES - relatively cheap to start (only 3 uniques required: Aegis Aurora, Whispers of Infinity, Militant Faith) - tanky against all damage types - lazy playstyle (Cyclone) - very stable (no strong reliance on temporary buffs) - can do any red-tier map mod - Mageblood-compatible (no Coruscating Elixir, no Headhunter) Cons: - not a starter build (requires endgame uniques, doesn't work on low level) - some upgrades (especially jewels) can be very expensive Other/Neutral: - starting budget: Whispers of Infinity + Aegis Aurora + rares - ceiling budget: ~1 mirror - average clear and average single target - FPS: average (spammy CoC but the skill isn't particulary heavy) - crafting required: initially low but increases with more niche upgrades Build Description & Mechanics
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- Forbidden Rite is a skill that offers good scaling at the cost of damaging the user.
- A common workaround is to play FR on CI to avoid this damage (it's pure chaos). - Transfigured version offers even better scaling but costs life (which normally prevents combining it with CI). - It is still playable on CI thanks to new amulet from 3.26 - Whispers of Infinity which converts all costs into ES costs. - The build utilizes Aegis Aurora and some Armour to avoid common problem of no physical damage reduction on ES builds. Build variants
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This guide describes the CoC variant although self-cast is also possible (often combined with Headhunter-like Soul stacking from specific uniques).
Mageblood - Not required but a significant power boost - Not really a variant but "unlocks" Melding of the Flesh and Stormshroud Golem-based - Replace Crown of the Inward Eye with The Dark Monarch - use Forbidden Flesh/Flame for Liege of the Primordial - allocate Golem Commander passive - stack Large Cluster Jewels and/or Megalomaniac with Golem-related passives - annoint Tranquility Curse-based - often allocates Uholy Autohrity - often allocates Profane Bloom - combined with Balance of Terror - combined with Despair on Hit ring mod - combined with Witchfire Brew Supreme Ostentation - Replace Militant Faith with Elegant Hubris (roll for #% Damage/ES per Power Charge), place it near MoM - Use Impossible Escape to allocate lots of Notables around - use a ton of Tattoos Ralakesh's Impatience - Combined with Malachai's Loop - Combined with Sublime Vision - Combined with Graven's Secret - Combined with Precursor's Emblem (Power Charge mods) - This variant typically doesn't build Armour and is thus not recommended Bound by Destiny - Multiple unique items replaced with double-influence rares (Crusader/Warlord helmet with Power Charge and Crit Multi, Crusader/Shaper shield with Aurora-like mod, Shaper/Crusader rings, gloves pseudo 6-7L etc) - Very high ceiling but extremely expensive - not described in this guide Experimental Ideas - Forbidden Flesh/Flame for one of Occultist Notables + allocating Bloodline Ascendancy - Skyforth (reservation, Power Charge generation) - Foulborn Skyforth (reservation, Crit Multi per Power Charge) General gameplay and Configuration
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Tree
- In general, the "10% more Chaos Damage if enemy has ES" Chaos Mastery is a bait. Even with Runegraft of Treachery, enemies will have marginal amounts of ES (Discipline grants flat ES, not ES from % life like map mod), easily broken just by Cyclone damage. This passive is effective only against certain bosses which naturally have high ES. Don't take it unless you do specific bosses (then enable Enemy has ES in PoB). - Don't forget that you need Evasion mod to be present on both rings to enable 20% global ES from Evasion and ES Mastery. - Don't forget that you need ES+Armour base on Helmet, Gloves and Boots to enable 100% body ES from Armour and ES Mastery. - Don't forget to allocate Charge duration in Charge Mastery if you use Enduring Composure or Endurance Charge gain implicit on Body. - Zealoth's Oath is useful when you use Bottled Faith or Zealotry. - Divine Shield is not very useful unless you do really hard-hitting content like deep Delve or Valdo T17. https://poe.re/#/maps Red-tier map mods to avoid: Generally none but: - On no-aura maps: if you are playing with Purity of Ice, make sure you have capped Cold Resistance (with enough map mod effect it kills auras entirely). - On ele reflect maps: if you use Tempest Shield, disable it OR use lvl 1 OR link it with Void Manipulation - On ele reflect maps: if you use elemental movement skill (e.g. Frostblink, Flame Dash) make sure it is level 1 Purple-tier map mods to avoid: - Block (significantly lowers damage, consider replacing Void Manipulation with Block Chance Reduction) - Less Defences (hard, you will have approx half ES and Armour) - Drowning Orbs/Petrification Statues (very annoying on Cyclone) - Volatile Cores (managable) - Tentacle Fiends (managable) - Less Cooldown Recovery Rate/Monster Life/Reduced Crit Damage/Every 10s deal no Damage for 3s (slow but managable) - Targeted by Meteor/-Max Res (easy after Melding of the Flesh) Expedition mods to avoid: - Chaos Immunity (just can't) - Hits can not be Critical Strikes (just can't) - block (likewise, consider support gem swap) Bandit Take +1 point or help Alira (+15% to all Resists). Pantheon and Ailments This is a CI build so Poison is not an issue. Freeze: use Brine King. Once you reach Mageblood+Stormshroud setup, change to Lunaris or Solaris. Bleed: use Ralakesh. Once you obtain anti-Corrupted Blood Jewel Corruption implicit, you can switch to Abberath (no Mageblood+Stormshroud) or Gruthkul. Leech: allocate instant Leech Mastery from Ethereal Feast. Path of Building - Skill: Forbidden Rite of Soul Sacrifice - All Primary Projectiles - Do you use Power Charges - Yes - Do you use Endurance Charges - Yes if you have Endurance Charge generation on Body or Enduring Composure - Do you have Tailwind - Yes if you have Tailwind influence mod on Boots - Is the Enemy on Consecrated Ground - Yes if you use Bottled Faith or Zealotry - Is the Enemy on Profane Ground - Yes if you use Rational Doctrine - Is the Enemy Unnerved - Yes if you have Unnerve Exarch implicit on Gloves Equipment and other gear
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Weapon
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Imperial Skean (best base for CoC) with the following mods (in order of priority): - (crafted prefix) Hits can't be evaded OR empty prefix - #% increased Attack Speed (local) - #% increased Critical Strike Chance (local) - #% increased Spell/Chaos Damage - #% increased Spell Critical Strike Chance - +#% to Global Critical Strike Multiplier Crafted mod is necessary as this build does not stack any Accuracy Rating. It's relatively cheap (3 ex). You can search for compatible weapons using COUNT = 1 condition with this mod and "# empty prefix" = 1 in the same group (that is, search for items that have this mod already crafted or have at least 1 empty prefix). Don't be fooled by weapons with +1 to all Chaos skills mod. FRoSS scales primarily with ES, not levels. This mod provides marginal benefit. Harvest enchants: - Attack Speed (recommended) - Weapon Range - much better than AoE enchant but you need Quality on Cyclone for it to work (upgrades Cyclone radius from 19 to 21) Shield
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Aegis Aurora is the backbone of this build. It is THE item that grants its survivability. Note that you need to have some armour (20-50k) for it to work. When buying, focus on the ES/Armour roll as well as Base Defence Percentile roll (or use Sacred Orb later). Elemental damage roll doesn't matter. Best corrupt: +4-5% Block. There is also Foulborn Aegis Aurora with "Damage cannot be Reflected" which can be treated as reservation upgrade (frees Void Manipulation link on Tempest Shield). Another option is to use rare ES Shield with Shaper or Crusader suffix mod "Recover (3–5)% of Energy Shield when you Block" although in such case you lose a ton of Armour and max Cold Resistance (this one can be reobtained as +(1-2)% on Base Jewels). IMO not really an upgrade. Body
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There are no special requirements here. Focus on obtaining as high ES as possible as the body piece is additionally scaled by Armour and Energy Shield Mastery. For suffix mods focus on resists and attributes. Exarch/Eater influence is preferred over Shaper/Elder/Conqueror. Because the build requires 4G2B (3G3B is also possible but suboptimal in late game), it is recommended to first craft colors using the Crafting Bench (force 3G, then apply 4/3 sockets until 4G is hit, then apply 6 sockets, then link with Bench or manually). If you already have it linked, force 3G throuh bench and hope it hits additional green socket randomly. Best Enchant (Tailoring Orb): 6%/8% increased Explicit Defence Modifier magnitudes. If 8%, best penalty mod is no red sockets. 200% increased Attribute Requirements is too much (879 int on Twilight Regalia). Note: the orb can break links and sockets. Note: undesirable enchants can be removed on Crafting Bench. Exarch implicit mod: - +(20–31)% to Critical Strike Multiplier for Spell Damage (recommended) - (15–30)% increased Chaos Damage - Flesh and Stone has (15–32)% increased Area of Effect - Tempest Shield has (15–32)% increased Buff Effect - (9–20)% increased effect of Non-Curse Auras from your Skills - Flasks applied to you have (6–17)% increased Effect - +(1-2)% to all maximum Resistances (2% on T5) - +(1-3)% to maximum Fire/Cold/Lightning/Chaos Resistance (3% on T5) - Gain an Endurance Charge every (15-10) seconds (requires duration from Charge Mastery) Eater implicit mod: - (10-12)% of Physical Damage from Hits taken as Chaos damage (12% on T5) (recommended) - (5-10)% Chance to Block Attack/Spell Damage - (6–17)% increased maximum Energy Shield - Zealotry/Determination/Discipline/Purity of <Element> has (19–36)% increased Aura Effect Expensive late game mods: - (suffix from Essence of Loathing): (9–10)% increased Mana Reservation Efficiency of Skills - (Redeemer suffix) 10% chance to gain a Frenzy Charge on Hit - (Crusader suffix) 15% chance to gain a Power Charge on Critical Strike - (Shaper suffix) +(1.1–1.5)% to Spell Critical Strike Chance - (Hunter suffix) +(1.1–1.5)% to Spell Critical Strike Chance Expensive Grasping Mail mods (requires Recombination): - 50% increased Global Defences - Armour is increased by Overcapped Fire Resistance - Critical Strike Chance is increased by Overcapped Lightning Resistance Helmet
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Crown of the Inward Eye - gives huge amount of ES (it has both local and global mods) - gives huge damage increase thanks to Transfiguration of Soul - has Armour to satisfy Armour and ES Mastery Best corrupt: +1 max Power Charge There are alternatives for specific build variants: - Dark Monarch (Golems) - Rare ES helmet with +1 max Power Charge Warlord prefix (Bound by Destiny) - Eber's Unification (-20% Chaos Resist debuff) When not using Crown, change annointment to Tranquility. Gloves
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Use Hybrid ES/Armour base for Mastery. Mods to search for: prefix: ES, attack speed suffix: resists, attributes Like with Body, Exarch/Eater influence is preferred (unless you go Bound by Destiny). Exarch mods: - (15-40)% chance to Unnerve Enemies for 4 seconds on Hit (recommended) - (8-13)% increased Attack Speed (use when lacking Attack Speed prefix) - +(1-2)% to maximum Cold Resistance (2% on T5) (when using Melding of the Flesh AND not using (Mageblood OR Aurora)) Eater mods: - (6–17)% increased Effect of your Marks (recommended) - Withered you Inflict expires (10–24)% slower - (3-4)% increased Damage per 100 Intelligence (4% on T5) (only when stacking int) Boots
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Early Exarch/Eater rare with ES, movement speed and resists. Should be Hybrid ES/Armour base for Mastery. Exarch: - (5-10)% increased Movement Speed (recommended) - (4-6)% increased Action Speed (6% on T5) (recommended if you lack Attack Speed) - +(13–24)% to Fire/Cold/Lightning Resistance - (33–50)% chance to Avoid being Shocked (only if not using any of: Charge Mastery (Shock), Tempest Shield, Mageblood) Eater: - (33–50)% increased Armour from Equipped Helmet and Gloves (recommended) - (5-10)% increased Cooldown Recovery Rate (useful only if you lack levels on Awakened CoC) - (15–32)% chance to Avoid Elemental Ailments Late (after Mageblood) Double-influence: - prefix: ES and Movement Speed - Shaper/Crusader Elevated suffix: Cooldown recovery (necessary for 3rd CoC threshold, min 18% roll) - Hunter suffix: "You have Tailwind if you have dealt a Critical Strike Recently" Amulet
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The build-enabling unique: Whispers of Infinity (drops from Uber Incarnation of Dread). Only ES roll matters. Best corrupt: plenty of options, see https://poedb.tw/us/Amulets#VaalOrbCorruptedImplicit Annoint: - Force of Darkness (when using Crown of the Inward Eye) - Tranquility (otherwise) Rings
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Prefix: - +#ES (bench/natural) or %ES (Crusader) - +# Evasion (for Evasion and ES Mastery, highly recommended) - #% Damage (bench) Suffix: - resists - attributes - #% Global Crit Multi (Essence of Scorn/Elder/Warlord) Best bases: - Two-Stone (Fire/Lightning - avoid Cold due to Purity of Ice) - +1 max Power Charge (Synthesis) - Heist Bases for stronger suffixes Optional Uniques: - Kalandra's Touch (to duplicate very good rare) - Double-Foulborn Le Heup of All (#% Global Defences instead of #% Damage and #% Crit Multi instead of #% IIR) (good and cheap alternative) Belt
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Early - base: Stygian Vise, Crystal Belt - prefix: ES, Armour - suffix: strength, resists Late - Mageblood - Foulborn Mageblood (practically equivalent) Headhunter is not an option because the randomness of its buffs will destabilize CoC triggers. In most cases, attributes roll will be more important than resists. Corrupt (if you really fancy vaaling MB): - #% to Critical Strike Multiplier during any Flask Effect - #% increased Intelligence Cluster Jewels
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Large - Early
2x 8-passive Large with Chaos damage, with 3 notables from: - (prefix) Unwaveringly Evil (30% increased Chaos Damage) - (prefix) Touch of Cruelty (10% Hinder Chance, Hindered enemies take 10% increased Damage) - (prefix) Wicked Pall (30% increased Chaos Damage) - (suffix) Unholy Grace (30% increased Chaos Damage, 10% increased Attack and Cast Speed) - (suffix) Unspeakable Gifts (10% chance to Explode as 25% Chaos) Allocate all notables. Unholy Grace can be used or avoided depending on CoC timing setup. Large - Late 2x 12-passive Large with Chaos damage, with: - (prefix, ilvl 84) Added Small Passive Skills have 35% increased Effect (mandatory) - (prefix) Added Small Passive Skills also grant: +(10–12) to Maximum Energy Shield (mandatory) - (suffix) Added Small Passive Skills also grant: +(2–8) to Intelligence - (suffix) Added Small Passive Skills also grant: +(2-4) to All Attributes - (suffix) Added Small Passive Skills also grant: +(2–7)% to Fire/Cold/Lightning Resistance - (suffix) Added Small Passive Skills also grant: +(2-4)% to all Elemental Resistances Try to get 35% mod effect + highest tier of flat ES + any beneficial suffix. If you got +10 or +11 ES it is worth divining because at 12, increased mod effect grants additional point (11 * 1.35 => 14, 12 * 1.35 => 16). Allocate as many points as you can. With both prefixes and at least 1 good suffix, these are one of the most efficient points spent in the entire build. Optional clusters 0-2x 4/5-passive Medium with Critical Strike Chance, with 2 notables from: - (prefix) Pressure Points (5% chance to deal Double Damage, 30% increased Crit Chance) - (prefix) Basics of Pain (20% increased Damage, 30% increased Crit Chance) - (prefix) Precise Retaliation (60% increased Crit Chance if not blocked recently, +30% Crit Multi if blocked recently) - (prefix) Quick Getaway (5% Attack and Cast Speed, 25% increased Crit Chance, 5% Movement Speed) - (prefix) Skullbreaker (+15% Crit Multi) 0-2x 4/5-passive Medium with Projectile Damage, with 2 notables from: - (prefix) Shrieking Bolts (35% Projectile Damage) - (prefix) Eye to Eye (60% Projectile Damage) - (prefix) Repeater (30% Projectile Damage, 8% Attack and Cast Speed) 0-1x 2-passive Small with Armour with notable Enduring Composure (gain Endurance Charge each second if hit recently). If you use this one then also allocate Charge duration in Charge Mastery. Base Jewels
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Best corrupt on any jewel: Corrupted Blood can not be inflicted on you.
Militant Faith (Dominus) (mandatory) Place it near Instability (Witch's Power Charge). Before buying, check in PoB that it does not break Instability Notable. Ideal bonuses (you will have 65 Devotion): - +2% to all Elemental Resistances per 10 Devotion - 1% increased effect of Non-Curse Auras per 10 Devotion Forbidden Flesh/Flame (optional) There is only 1 strong passive: Liege of the Primordial (usually very expensive). See Golem-based variant description. Alternatively, for some experimental builds, any of desirable Occulist's Notables to reallocate 2 Ascendancy Points to new Bloodline Ascendancy. Watcher's Eye (optional) Nothing is particularly strong in this build. I never felt the need to buy ES gain on hit (perhaps due to instant Leech Leech Mastery). I would recommend not to buy it except when upgrading from Glancing Blows to real Block, having both Block mods. Useful mods: - +(600-1000) to Armour while affected by Determination - +(5-8)% Chance to Block Attack Damage while affected by Determination - (5-8)% additional Physical Damage Reduction while affected by Determination - +(5-8)% Chance to Block Spell Damage while affected by Discipline - (best defence mod) Gain (20-30) Energy Shield per Enemy Hit while affected by Discipline - Regenerate (1.50-2.50)% of Energy Shield per Second while affected by Discipline - (10-15)% increased Attack Speed while affected by Precision - +(20-30)% to Critical Strike Multiplier while affected by Precision - (with Melding of the Flesh) (6-10)% of Physical Damage from Hits taken as Cold Damage while affected by Purity of Ice - Consecrated Ground you create while affected by Zealotry causes enemies to take (8-10)% increased Damage - (100-120)% increased Critical Strike Chance against Enemies on Consecrated Ground while affected by Zealotry Rational Doctrine (optional) Useful when combined with Bottled Faith and/or Zealotry and/or Curse investment. Balance of Terror (optional) Only if going for 2 curses. Take 2 mods from: - Inflict Withered for 2 seconds on Hit if you've cast Despair in the past 10 seconds - Take no Extra Damage from Critical Strikes if you've cast Enfeeble in the past 10 seconds - +(30-40)% to Critical Strike Multiplier if you've cast Enfeeble in the past 10 seconds - (20-25)% increased Cooldown Recovery Rate if you've cast Temporal Chains in the past 10 seconds Sublime Vision (optional) Discipline variant (+1 max Power Charge). Usually played on Ralakesh's Impatience variant. Note: you can still use non-Aura buffs like Tempest Shield and Arctic Armour (this one doesn't work well with Cyclone though). Flesh and Stone unfotunately has an Aura tag. Thread of Hope (Large Radius) (optional) Saves 4 points to reach Glancing Blows at the cost of resistances and Jewel socket. Additionally offers Light of Divinity and Sovereignty and 1 small reservation passive. Unntural Instinct (optional) Generally not useful but I saw some people placing it near Scion Start (Skittering Runes or True Strike) and then combining it with nearby The Light of Meaning (their radiuses overlap). The Light of Meaning (optional) One of: - 6% increased Chaos Damage - 3% increased Energy Shield Put it near Overcharge. This Jewel is effective only when allocating Glancing Blows manually. Impossible Escape (optional) Good for: - capping Block - allocating Notables when using Elegant Hubris (Supreme Ostentation variant) Typical spots: - MoM (for Elegant Hubris) - Blood Magic (3 points: +20% Attack Block, +3% max Attack Block) - Glancing Blows (3 points: +7%/7% Blocks, +6% all Resist) - Glancing Blows (5 points: +10%/10% Blocks, +6% all Resist) - Runebinder (2 points: +14% Spell Block) - Runebinder (3 points: +16% Spell Block, +8% all Resist) - Runebinder (4 points: +20% Spell Block, +8% all Resist) - Runebinder (5 points: +23% Spell Block, +8% all Resist) Replica Reckless Defence (optional) Efficient Block Capping. Non-replica is good too but has a much worse downside (enemy crit instead of ailments, which is a free mod on Mageblood). Split Personality (optional) +5 int, +5 ES. Put on the left side of the tree, near Resolute Technique (26-30 distance, depending on Large Cluster used). IMO not worth it - this build does not stack attributes. Grand Spectrum (optional, 3 or none) There is no other useful combo than: - +3 minimum Endurance Charges - +3 minimum Frenzy Charges - 75% increased Critical Strike Chance Typically very expensive and because there is no efficient third Spectrum, I do not recommend it. Megalomaniac (not recommended) Medium Cluster Jewels are usually just better: -1 Notable but +1 Jewel socket. Could be useful if you are playing Golem and/or Curse variant and want to stack specific Notables that are not obtainable together on the same base. Notables
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Offence - Chaos
Unholy Grace 30% increased Chaos Damage 10% increased Attack and Cast Speed Repeater 30% increased Projectile Damage 8% increased Attack and Cast Speed Eye to Eye 25% increased Projectile Damage Projectiles deal 35% increased Damage with Hits against nearby Enemies Shrieking Bolts 35% increased Projectile Damage 10% chance to Taunt Enemies on Projectile Hit Unwaveringly Evil 30% increased Chaos Damage Chaos Skills ignore interruption from Stuns Wicked Pall 30% increased Chaos Damage 5% increased Skill Effect Duration Force Multiplier 25% increased Physical Damage 5% chance to deal Double Damage Touch of Cruelty Chaos Spells have 10% chance to Hinder Enemies on Hit Enemies Hindered by you take 10% increased Chaos Damage Evil Eye Enemies you Curse take 6% increased Damage Eternal Suffering 25% increased Chaos Damage 50% chance to inflict Withered for two seconds on Hit if there are 5 or fewer Withered Debuffs on Enemy Conjured Wall 25% increased Spell Damage +8% Chance to Block Spell Damage if you've Cast a Spell Recently Thaumophage 0.6% of Spell Damage Leeched as Energy Shield 25% increased Spell Damage while on Full Energy Shield 10% chance to Hinder Enemies on Hit with Spells Sap Psyche 20% increased Spell Damage 30% increased Mana Regeneration Rate Regenerate 1% of Energy Shield per second if you've Cursed an Enemy Recently Eldritch Inspiration 20% increased Chaos Damage 16% increased maximum Mana 20% increased Mana Regeneration Rate Practiced Caster 20% increased Spell Damage 5% increased Cast Speed 35% chance to Ignore Stuns while Casting Offence - Crit Pressure Points 30% increased Critical Strike Chance Your Critical Strikes have a 5% chance to deal Double Damage Basics of Pain 20% increased Damage 30% increased Critical Strike Chance Precise Focus 30% increased Critical Strike Chance while Channelling +20% to Critical Strike Multiplier if you've been Channelling for at least 1 second Precise Retalation +30% to Critical Strike Multiplier if you have Blocked Recently 60% increased Critical Strike Chance if you haven't Blocked Recently Quick Gateway 5% increased Attack and Cast Speed 25% increased Critical Strike Chance 5% increased Movement Speed if you've dealt a Critical Strike Recently Skullbreaker +15% to Critical Strike Multiplier 8% reduced Enemy Stun Threshold Eye of the Storm 40% increased Critical Strike Chance +10% to Damage over Time Multiplier for Ignite from Critical Strikes 20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes Haemorrhage 30% increased Critical Strike Chance +10% to Damage over Time Multiplier for Ailments from Critical Strikes Thunderstruck 20% increased Lightning Damage 30% increased Critical Strike Chance Your Critical Strikes Knock Back Shocked Enemies Utility Unspeakable Gifts Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage Primordial Bond 10% increased Damage per Summoned Golem 40% increased Effect of Buffs granted by your Golems Golems have 25% increased Maximum Life Veteran Defender +15 to all Attributes 60% increased Defences from Equipped Shield +15% Elemental Resistances while holding a Shield Introspection Auras from your Skills have 10% increased Effect on you Reservation Pure Guile +20 to Dexterity Purity of Ice has 80% increased Mana Reservation Efficiency 5% chance to Blind Enemies on Hit Righteous Path Zealotry has 50% increased Mana Reservation Efficiency 10% increased Effect of Consecrated Ground you create Uncompromising Determination has 50% increased Mana Reservation Efficiency 20% increased Stun Threshold Self-Control Discipline has 80% increased Mana Reservation Efficiency 25% increased Mana Regeneration Rate Block Powerful Ward 20% chance to gain a Power Charge when you Block +10% Chance to Block Spell Damage while at Maximum Power Charges Enduring Ward 20% chance to gain an Endurance Charge when you Block +10% Chance to Block Attack Damage while at Maximum Endurance Charges Second Skin +4% Chance to Block Attack Damage 4% Chance to Block Spell Damage 30% increased Armour Flexible Sentry +4% Chance to Block Attack Damage 4% Chance to Block Spell Damage 25% reduced Elemental Ailment Duration on you 25% reduced Effect of Chill and Shock on you Prodigious Defence +4% Chance to Block Attack Damage 4% Chance to Block Spell Damage 30% increased Attack Damage while holding a Shield Stoic Focus Channelling Skills deal 25% increased Damage +5% Chance to Block Attack Damage while Channelling +5% Chance to Block Spell Damage while Channelling One with the Shield Recover 50 Life when you Block 50% increased Defences from Equipped Shield +6% Chance to Block Attack Damage while holding a Shield Vicious Guard +6% Chance to Block Attack Damage Regenerate 1.5% of Life per second 0.4% of Attack Damage Leeched as Life Mage Hunter 20% increased Spell Damage 6% Chance to Block Spell Damage 20% chance to gain a Power Charge when you Block Rote Reinforcement +20 to maximum Life +6% Chance to Block Attack Damage 20% chance to gain an Endurance Charge when you Block Mystical Ward 6% Chance to Block Spell Damage Regenerate 1.5% of Energy Shield per second 0.3% of Spell Damage Leeched as Energy Shield Enduring Composure 30% increased Armour Gain 1 Endurance Charge every second if you've been Hit Recently Defence - ES Energy from Naught +70 to maximum Energy Shield 15% increased Energy Shield Recharge Rate Conservation of Energy 10% increased maximum Energy Shield 0.3% of Spell Damage Leeched as Energy Shield Savour the Moment 10% increased maximum Energy Shield Regenerate 3.00% of Energy Shield per second while stationary Spring Back 10% increased maximum Energy Shield 5% faster start of Energy Shield Recharge Sublime Sensation 8% increased maximum Life 10% increased maximum Energy Shield Rare Cobalt Jewel (optional, any amount) prefixes: - (14–16)% increased Spell Damage while holding a Shield - (9–13)% increased Chaos Damage - (4–6)% increased Attack Speed while holding a Shield - (6–8)% increased maximum Energy Shield (best prefix) - +(2–3)% Chance to Block Attack Damage while holding a Shield - +(2–3)% Chance to Block Spell Damage while holding a Shield - (2–3)% increased Mana Reservation Efficiency of Skills (usually not needed) suffixes: - (10–12)% increased Projectile Damage - (10–12)% increased Spell Damage - (8–10)% increased Damage - (10–12)% increased Area Damage - (3–5)% increased Attack Speed - (2–4)% increased Attack and Cast Speed - +(12-16) to <1 attribute> - +(8-10) to <2 attributes> - +(6-8) to all Attributes - +(9–12)% to Global Critical Strike Multiplier - +(12–15)% to Critical Strike Multiplier for Spell Damage - +(12-15)% to <1 resist> - +(10-12)% to <2 resists> - +(8–10)% to all Elemental Resistances Rare Abyss Jewel (optional, any amount) prefixes: - +(181–250) to Armour - +(36–40) to maximum Energy Shield - (2-3)% increased Cooldown Recovery Rate (only if going for 3rd CoC threshold) suffixes: - +(12-16) to <1 Attribute> - +(8-10) to <2 Attributes> - +(6–8) to all Attributes - +(12–15)% to <1 Resistance> - +(10–12)% to <2 Resistances> - +(8–10)% to all Elemental Resistances - (8–12)% increased Global Critical Strike Chance (weak mod) - +(9–12)% to Global Critical Strike Multiplier - Adds (14–16) to (18–22) Chaos Damage to Spells (weak mod) - (15–20)% increased Damage if you've Killed Recently - +(8–14)% to Critical Strike Multiplier if you've Killed Recently - (6–8)% increased Attack Speed if you've dealt a Critical Strike Recently Stormshroud (after Mageblood) Completely removes ailment problems (thanks to MB-boosted Flask suffix). Allows to change Pantheon from Brine King to Lunaris or Solaris. Melding of the Flesh (after Mageblood) Significantly increases effective health against elemental damage. Though it can be used before Mageblood, its penalty is so severe that it makes no sense to use it earlier. Focus on perfect max resist roll. Will fit ideally (-4% + 9% from Flask + 4% Purity of Ice + 1% Aura effect + 5% Aurora => +15%). Required Aura effect is easily obtainable - just allocate Sovereignty and Influence. Flasks
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Before Mageblood No strong opinions here - pick what you like. I used the following: - Basalt - Granite - Diamond - Quicksilver - Bottled Faith All magic preferably with "charge on crit" prefix. All magic with "used when charges reach full" enchant. Any unique with "used when hitting a rare or unique enemy" enchant. After Mageblood 4 of the following flask bases (mod effect counted in): - Sapphire: +97% to Cold Resistance +9% to maximum Cold resistance - Diamond: 195% increased Global Critical Strike Chance - Silver: Onslaught (granting 39% increased Attack, Cast and Movement Speed) - Basalt: 39% more Armour - Granite: +2925 to Armour - Quicksilver: 78% increased Movement Speed Recommended: - Sapphire (necessary if going Melding of the Flesh + Aegis Aurora) - Silver (necessary if going 3rd CoC threshold, otherwise take Basalt/Granite) - Quicksilver (not necessary but very desirable in practice) - Diamond (more offence) or Basalt/Granite (more defence, check in PoB which grants more Armour) 4 of the following flask suffixes (mod effect counted in): - of the Rainbow: +39% to all Elemental Resistances during Effect - of Bog Moss: 107% chance to Avoid being Shocked - of Incision: 107% increased Critical Strike Chance - of the Armadillo: 117% increased Armour - of the Curlew/Kakapo/Owl: 126% reduced Effect of Curses on you during Effect - of the Iguana: Immunity to Bleeding and Corrupted Blood - of the Cheetah: 27% increased Movement Speed Recommended: - of the Rainbow (if going Melding of the Flesh) - of Bog Moss (if going Stormshroud) (min 52% roll to achieve 100% with mod effect) - of the Curlew/Kakapo/Owl (min 52% roll to achieve 100% with mod effect) - of the Armadillo - of Incision (only if not using Diamond base) Note: it is much better to use Diamond base + Armour suffix than Granite/Basalt base + Crit suffix. 1 of the following Unique: - Bottled Faith (all rolls matter) (synergy with Rational Doctrine) - Dying Sun (synergy with ES on hit Watcher's Eye) Grafts
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IMO the skill doesn't matter (except Jolt, which I dislike due to increased damage taken penalty). Best mods (can have only 1 of these on each Graft): - (3–16)% increased maximum Energy Shield - +(9–18)% to Global Critical Strike Multiplier - (5–55)% increased Spell Damage Gems and Links
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Damage - 6L (Body Armour)
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- Cyclone OR Cyclone of Tumult (as you like)
- (Awakened) Cast on Crit - Forbidden Rite of Soul Sacrifice - Greater Volley - Power Charge on Critical - (Awakened) Void Manipulation OR (in early game) Increased Critical Strikes/Damage Cyclone is by far the best skill for triggering CoC: - has built-in mobility - has built-in huge attack speed multiplier - low mana cost (not relevant for this build) - hits multiple targets Cyclone has constant attack rate. Cyclone of Tumult brings back old Ramping stages mechanic and can reach better rate than normal Cyclone but is not as stable and sacrifices a lot of triggers on targets with short damage windows. Lancing Steel of Spraying can be used in place of Cyclone. Instead of a huge attack speed multiplier, it relies on a large number of projectiles. Viable alternative with different playstyle. Greater Volley has identical behavior to Greater Multiple Projectiles - in both cases projectiles have homing behavior (gem overrides) but Greater Volley has lower damage penalty. Awakened GMP grants +5 projectiles but wiki says "The projectiles appear to have an expanding ring-based hit distribution, and it is recommended not to get more than +4 additional projectiles from various sources due to the tendency for projectiles to miss on smaller single targets.". PCoC is necessary because Forbidden Power will not grant Power Charges (no mana is spent). In the early stages of the build Void Manipulation can be replaced with Increased Critical Strikes or Increased Critical Damage. They offer almost as good damage increase and simplify body colors from 4G2B to 3G3B. Movement - 2-3L (Weapon/Gloves)
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Setup 1
- Frostblink of Wintry Blast (keep on level 1 to avoid reflect) - Faster Casting Setup 2 - Shield Charge - Faster Attacks - Momentum Setup 3 - Mageblood - Silver Flask - Quicksilver Flask - just run (will also occasionally trigger Withering Step) Note: Flame Dash is not an option because it shares its cooldown with Withering Step. Offence - 2-3L (Weapon/Gloves) - Assassin's Mark - Mark on Hit - (optional) Enhance - (optional) Precision (to fill remaining mana or just to enable Watcher's Eye) Defence - 3L (Shield) - Summon Stone Golem - Meat Shield - CWDT Note: this is the best Golem setup you can have without Forbidden Flesh/Flame. It's still on CWDT because the Golem will die very often. Buffs - 4L (Boots) - Automation - Molten Shell - Withering Step - More Duration Note: Molten Shell deals Reflected Damage, thus it itself can not be reflected and can be safely leveled. Reservation
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None of the setups contain Zealotry because I think it has too small benefit (I use Bottled Faith) while Determination is pretty much mandatory to reach sensible amount of Armour (or for Watcher's Eye). Maybe on Mageblood you could drop Determination if you invested into some Armour on the tree.
Setup 1 - early/low budget Passives: Sovereignty, Influence (+36% total) Helmet: Discipline, Determination, Tempest Shield, Flesh and Stone (135% total) Gloves/Weapon: (optional) Precision Setup 2 - endgame Passives: Sovereignty, Influence, Runegraft of Treachery (+51% total) Helmet: Discipline, Determination, Flesh and Stone (110% total) Gloves/Weapon: Tempest Shield + Void Manipulation (32.5%), Precision Setup 3 - Mageblood Passives: Sovereignty, Influence, Runegraft of Treachery (+51% total) Helmet: Discipline, Determination, Purity of Ice, Enlighten 3 (120% reduced to 110.4%) Gloves/Weapon: Tempest Shield + Void Manipulation (32.5%), Precision Note: quality on Purity skills grants additional resistances Block Setups
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In all cases, Spell Block is more important than Attack Block due to Vile Bastion passive.
Glancing Blows (recommended for start) - allocate Glancing Blows, manually or with Thread of Hope (Large Radius). If using the jewel, you can also allocate Light of Divinity and Sovereignty and 1 adjacent reservation passive. - allocate Arcane Guarding (shorter path) + its Shield Mastery (1% Block per 5% Block on Shield) + (optionally) small 4% Spell Block passive - Use Tempest Shield buff (preferably lvl 21, quality doesn't matter) This should put you at: 75% (76%) Attack Block (32% Shield, 6% Mastery) 75% (80%) Spell Block (26% Tempest Shield, 10% Arcane Guarding, 4% small passive) Real Block (recommended upgrade) - allocate entire As The Mountain with Impossible Escape (Blood Magic) (note: is also raises the Attack Block cap by +3%) - allocate Arcane Guarding (longer path) + its Shield Mastery (1% Block per 5% Block on Shield) - allocate Arcane Sanctuary (longer path) - 4-5% Block Corrupt implicit on Aegis Aurora - Watcher's Eye with Block on Determination (5-8%) and Spell Block on Discipline (5-8%) - Replica Reckless Defence (6% Attack Block, 6% Spell Block) - Rare Cobalt Jewel with +3% Spell Block - (optional) Tattoo of the Valako Shieldbearer (changes 10 str into 1% Attack Block) This should put you at: 74-78% Attack Block (20% As The Mountain, 36-37% Shield, 7% Mastery, 6% Replica, 5-8% Watcher's) 72-75% Spell Block (26% Tempest Shield, 18% Arcane Guarding, 14% Arcane Sanctuary, 6% Replica, 5-8% Watcher's, 3% Cobalt) Real Block without Tempest Shield Like above but allocate Safeguard and its Block Mastery (1% Spell Block per 5% Attack Block) and replace Tempest Shield with Flesh and Stone. You can then also refund Arcane Sanctuary and/or Arcane Guarding and/or Replica Reckless Defence. This subvariant lets you use Flesh and Stone instead but reaching Safeguard takes additional points. Many people in this scenario swap Witch's starting intelligence passives to the left in order to obtain Base Jewel socket near MoM. CoC Setups
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- threshold 1 (165ms, 6.06 cap): <14% cooldown recovery
- threshold 2 (132ms, 7.576 cap): (14-51)% cooldown recovery - threshold 3 (99ms, 10.10 cap): >=52% cooldown recovery Awakened CoC grants: - lvl 1: 10% - lvl 2: 13% - lvl 3: 16% - lvl 4: 19% - lvl 5: 22% - lvl 6: 25% - lvl 7: 28% - lvl 8: 31% - lvl 9: 34% Additional Graphic for trigger rate: https://imgur.com/9X6l7eK Ways to reach 14%: - Awakened CoC level 3 - Awakened CoC level 1 + Critical Mastery (+3 to Critical Supports) - Belt Shaper or Crusader suffix (>=14% roll) - Belt Bench craft (9-12%) + Eater implicit on Boots (5%) Reaching 3rd threshold is quite hard and generally recommended only after obtaining Mageblood. Otherwise you would lose too much stats on other items and still not be able to fully utilize higher attacks cap - there are very few sources of Attack Speed on this build and nothing is as powerful as MB-boosted Silver Flask. Ways to reach 52%: - Awakened CoC lvl 5 + Critical Mastery (31%) + Elevated mod on Boots (18-20%) + Abyss Jewel (2-3%) - Awakened CoC lvl 5 + Runegraft of Gemcraft + Critical Mastery (34%) + Elevated mod on Boots (>=18%) - Awakened CoC lvl 6 (Corrupted) + Critical Mastery (34%) + Elevated mod on Boots (>=18%) Additionally, there is Graft Corruption implicit "2% increased Cooldown Recovery Rate for each Green Skill Gem you have socketed", if you are willing to build around it and trade additional gem sockets (drop the Golem or any CWDT setup). Precision, Purity of Ice, Cyclone and Withering Step are already a good start. 2 such Grafts could relatively easy replace Elevated Boots. IGN: Free_hugging I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit Last edited by Xeverous#1533 on Nov 28, 2025, 7:24:11 PM Last bumped on Nov 29, 2025, 2:06:10 PM
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IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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reserved
IGN: Free_hugging
I am usually online at GMT+1 evening times. Generate filters using poe.ninja data using my item filter tool: https://github.com/Xeverous/filter_spirit |
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