[3.5] Indigon PP Crit LL VD Hierophant - still 10M dps meta after nerf
My_QwNR_Builds
SICKPAW IQ150 Hierophant https://www.pathofexile.com/forum/view-thread/2302750 3.5 BROTEMS brand-totem hybrid Hierophant https://www.pathofexile.com/forum/view-thread/2300354 3.5 4x recovery VD PP Occultist https://www.pathofexile.com/forum/view-thread/2290698 3.5 Archetype Cold DoT Occultist https://www.pathofexile.com/forum/view-thread/2274340 3.5 Indigon PP Crit LL VD Hierophant https://www.pathofexile.com/forum/view-thread/2255866 3.4 NO SOCKET miner-PF Ascendant https://www.pathofexile.com/forum/view-thread/2247804 3.4 Pugilist/Rigwald unarmed Consecrated Path Trickster https://www.pathofexile.com/forum/view-thread/2242641
History
This build is developed from the 3.2 build https://www.pathofexile.com/forum/view-thread/2129235/page/1 after 2 leagues of intensive playing with numerous adjustments. After 3 leagues being the core chase unique of the hidden meta, Indigon finally faces a major mechanic nerf in 3.5 " The author of the original build went mad and deleted his build for all, but I see it a waste and decided to preserve it, not just because of good old time, but to demonstrate with adaptation it's still the meta it always is. The original noncrit LL version of GG gear Posted by Scrilian https://www.pathofexile.com/forum/view-thread/2129235/page/12 The adapted crit LL version, i.e., this build DPS = 50k per orb * 4 with enchant * 5 aps = 10m single target or aoe non legacy DPS = 10m * 25%/60% = 4.2m I don't see why it can't qualify a meta Video Legacy Uber Elder Deathless https://www.youtube.com/watch?v=ftfkMjaMx0A POB https://pastebin.com/Y1BLA3Hj Build Theory
WhyIndigon
Indigon turns mana into increased spell damage. Standing at current cap of 2000%, this quantity is one magnitude larger than all other item and half if not all of the passive tree. In other words, you don't need any other increased damage on any of the other gear or anywhere on tree. Instead, invest in mana/mana regen until reaching 2000%, and all the rest goes to survivability. It turns out, this unique synergy is still one of the strongest in the game
WhyPoet'sPen
Poet's Pen seems like a 3 link + Empower, but the unique trigger mechanism brings it to 6 link level of power. Attacks in general have lower mana cost and attack time than spells. There are also much more passives and item affixes to increase attack speed, multiplied by the local attack speed on weapon, so mana can be reserved for offensive auras, effectively linking Spell Echo and Added X Damage to the Pen to become a 6 link. If you'd like you can dual wield 6 linked standalone spells (in fact Unearth can kill so you can't run lv 20 in Phys reflect map)
WhyIndigon+PP
Indigon or Poet's Pen by itself is strong enough to support a decent build. PP builds are indeed everywhere but their ceiling is rather low. Indigon self cast is pretty awkawrd when reaching high cost,stutter like a cripple, unless using DoT spell like Essence Drain Combining two uniques, firstly assuming attacks or spells have the same damage per mana cost, PP uses less and gets more damage; secondly when mana is used up you can still do default attack and trigger spell, this translates to Insufficient Mana doesn't prevent your Spell Casts. Clearly this thing went out of control for both builds
WhyHierophant
Hierophant Ascendancy grants ES from mana, so the offensive stats translate to defense, two birds with one stone. Back in the days when Indigon had no cap, the full investment on mana resulted in 12k mana 12k ES But now with a cap easily reached by original 60% version, just about any Ascendancy can do plus one most expensive stat Watcher's Eye
WhyCrit
There are 4 ways to increase DPS from gear and passives that can be summarized by a Daft Punk song - Harder (crit) Better (mechanism) Faster (attack/casting) Stronger (penetration). They are separate from the real "increase (spell/elemental/area/dot etc) damage" so each serves as a more multiplier. Since gear mods and passives are generally balanced, it's wise to spread investment before marginal effect on one aspect diminishes. In our case of Indigon and Poet's Pen, cast speed is capped by trigger cooldown. Previously after capping attack speed according to this, all the passives were spent on mana/mana regen for highest possible increased spell damage from Indigon, and investment on crit was one point on Elemental Overload. But now increased spell damage is capped by Indigon nerf, so the extra passives after capping mana need will go to crit. It turned out with a Diamond flask the average damage is even higher than before
CalculateIndigonDamageIncrease
Consider after sufficient time (relaxation time) the system reaches steady state, all the mana gained = ( regen + leech ) * recovery * 4 = mana spent recently = 200n, damage increase = 60%n (or 25%n) Previously damage increase has no cap, so the higher the regen and leech coupled with mana recovery from Watcher's Eye or Shaper belt, the higher the damage which can go as high as 7200% in noncrit GG version, and even higher with Trickster's 70% recovery rate But now, with 2000% cap we only need to invest so much mana/mana regen to reach this value, and then invest in other stats Gear Breakdown There are only 3 relevant corruptions. Penetration is the best and of course most expensive; AoE is what you don't get on gear as a normal mod and very few on the tree, but no effect against boss; Attack Speed helps with filling cooldown a little bit. The rest including power charge on crit and local damage are as negligible as 15% increased spell damage
TriggerAndAttackSpeed
Here is the detailed information on how to cap attack speed with Poet's Pen including Still finding time and earning my way to finish this build. Everything in POB should explain but you are still welcome to post questions. Last edited by Arthur606 on Jan 8, 2019, 1:07:53 AM Last bumped on Dec 21, 2018, 3:01:50 PM
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Amazing :)
I'm def going to give this a try. Last edited by Rixxth on Dec 12, 2018, 8:31:44 PM
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Trying this build out atm
here is my POB https://pastebin.com/k8iF926H | |
" Sigh. Crazy rich at this early of the league There's a shortcut above Pain Attunement to connect so you don't need to go above Ele Overload. Also the jewel socket below Pain Attunement doesn't work until you have the life/ES nodes, so better put it above Witch and get the life/mana nodes around it. And MoM doesn't work with ES and the nodes behind it are worse than 2 Witch mana nodes which give regen at the same time | |
" Thanks for the tip i replaced some nodes on my tree | |
So, just to confirm it's same DPS and ~3000-4000 less ES? If so this is not good. This build needs close to 10k ES to feel nice and not get destroyed :/. In this uber elder clip are you using the 18% mana gained as es jewel? thanks.
Edit: just to make sure you understand me correctly. I am not shitting on your build, I really want this build to be back in it's former self as I played it last league and it was perfect. Just not sure if this is what we have here as having so much less energy shield is pretty big.. Last edited by chancer on Dec 18, 2018, 5:08:24 AM
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" Yes with half mana comes half ES and there's only abyssal jewels having space to increase it giving armor is fixed. However I used 5k ES non Clarity Watcher's to cruise through Delve 500 until Aul. The major weakness is phys reduction so I end up using Rumi and potentially Grace Basalt Stibnite | |
Hello. I'm currently playing with bodyswap while mapping since I really enjoy the build, but the damage of it doesnt feel that impressive, neither does the survivability.
https://pastebin.com/WmDReZYM I'm currently level 94, still missing Vaal Righteous Fire, Wise Oak and my links on frenzy is still piss poor. Primary due to me being to lazy to acquire these things yet. I am having trouble with survivability as soon as I do not have my flasks up. I do not have trouble with one-shots, but the leech feels very unimpressive. PoB says I should be leeching 10k per hit, but how much I actually am able to leech per second, I dont know. Feels way less than 1000 though. Got any tips? Also, for some reason, PoB refuses to calculate PP dps properly. It adds +6 levels to the gem, rather than 3? Did the same in your PoB link, making the damage much higher than it actually is. | |
" The survivability with ES is always squishy against phys damage and everything we can do is from flasks, Rumi and even Stibnite/Basalt. You still get to lv 94 which is my highest char but it's pretty strange if it's from leech. Usually most builds have way over leech cap damage no matter what, are you sure you're not running 60% less recovery maps? A Watcher's ES gain on hit works very well in this case if you can get along with Clarity mods POB did PP +3 lv right last league and when I tried to load my POB link just now it changed to +6. The 580k per hit in the screenshot is still valid. But it's from legacy 60% Indigon and with the same mana recovery the nerfed Indigon will give you 25/60 of that damage. I thought that would still be enough but I'm still far from the quantity of currency I need for the build this league to try it out personally | |
" This is my third character this league, but was hoping to get this one to 100 solo. I just feel like the random 1 shots will make that quite hard. Went deathless from arond 85 to 94, then as soon as I hit 94 I just started dying constantly, have no idea why. Do you think utilizing molten shell, phys to X element or so is worth it? |