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

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Chubbypuppy wrote:
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Can we simulate this in POB to see how much damage we lose?


Sure, just disable wave of conviction. It's around a 38% loss for my hobo-ized POB.


Does our ascendency add 25% to 0 exposure or do we need to at least apply 1 exposure for the ascendency to kick in?

Assuming the ascendency does nothing when WOC is not working, I lose plenty of damage too, but when comparing apples to apples, it is still a TON more damage than I had in 3.15, even at full strength in 3.15.

I think for now, I probably won't reroll EE until I experiment with it.
Some one on reddit mentioned this:

One of the maps on the Scourge teaser page has the modifier "players cannot inflict exposure";


They think that will be the new mod that will replace the old "Players have EE".

It does not change the conversation but I wanted to mention it any way.
Can some one help me understand Ignite in terms of our build because clicking "is enemy ignited" adds a ton of damage?

I want to make sure our ignite chance is high enough to support having this mod turned on.

If I understand this correctly, I think we pick up "damage" in two ways when an enemy is ignited

1) Cinderswallow gives damage against Ignited enemies

2) Combust will lower an enemies Fire resistance if the skill its linked to ignites the enemy, which is our case is WOC.


I see in POB that our WOC has a 53% chance to Ignite which seems decent (every other WOC should ignite and it has a decent AOE coverage as well).

I can't find what Incinerate's chance to ignite is in POB. Does it have a built in chance to Ignite or does that come from other items? I would think at worst it would be at 10% chance to ignite from Holy Dominion on tree.

I might just be missing the Ignite chance in POB for Incinerate.
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Does our ascendency add 25% to 0 exposure or do we need to at least apply 1 exposure for the ascendency to kick in?


Our ascendency says "Exposure you inflict applies an extra -25% to the affected resistance. Regenrate 1% of mana per second if you've inflicted exposure recently."

So we have to inflict an exposure first.

Btw, reminder for all, I tested CWDT/wave of conviction and it counts as us inflicting the exposure. You can repeat the test by going into some act and stand there to get beat up, see WOC trigger, and see the mana regen on the character sheet go up. We should probably verify again once 3.16 goes live.
Last edited by Chubbypuppy on Oct 21, 2021, 2:45:33 PM
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I can't find what Incinerate's chance to ignite is in POB.


This is because we are using elemental focus. If you disable that, elemental ailments and ignite stats show up in the Calcs pages
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Chubbypuppy wrote:
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I can't find what Incinerate's chance to ignite is in POB.


This is because we are using elemental focus. If you disable that, elemental ailments and ignite stats show up in the Calcs pages


ah!! Ok so we can only ignite via WOC then. Thanks!
I took another look at the new skin of lords nodes and it's not as great as I thought it would be. So the biggest bonus is still the +2 gems.

>>> Iron Will - strength damage bonus applies to spells as well.

This adds like 3% damage for my POB

>>> Lethe Shade - take 50% less damage over time if you've started taking DOT in past second. 100% more duration of ailments on you

This is useful

>>> Divine Shield - 3% of Total Physical Damage prevented from Hits Recently to be Regenerated as Energy Shield per second, but you cannot recover Energy Shield to above your Armour value.

We already get this from the tree, so save 1 point

>>> Magebane - dexterity provide no inherent bonus to evasion rating. +1% chance to suppress spell damage per 15 dex

It's like 6% suppression for my POB, so 3% less spell damage taken on average?

>>> Ghost Dance - cannot recover ES above evasion rating, gain shroud every 2 seconds, when hit shroud -> recover ES = 3% of evasion rating

This is actually bad. In my POB my evasion rating is less than max ES, so this actually caps my max ES to evasion rating? The recover is only like 100 as well.

>>> Solipsism - intelligence provide no inherent bonus to ES, 2% reduced duration of elemental ailments on you per 15 int. -2% damage

This was like -2% damage

>>> Versatile Combatant - -25% to block attack and spell damage, +2% chance to block spell damage per 1% overcapped chance to block attack damage

Not 100% sure about this, but doesn't sound helpful to us.

Last edited by Chubbypuppy on Oct 21, 2021, 7:06:31 PM
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Chubbypuppy wrote:
I took another look at the new skin of lords nodes and it's not as great as I thought it would be. So the biggest bonus is still the +2 gems.

>>> Iron Will - strength damage bonus applies to spells as well.

This adds like 3% damage for my POB

>>> Lethe Shade - take 50% less damage over time if you've started taking DOT in past second. 100% more duration of ailments on you

This is useful

>>> Divine Shield - 3% of Total Physical Damage prevented from Hits Recently to be Regenerated as Energy Shield per second, but you cannot recover Energy Shield to above your Armour value.

We already get this from the tree, so save 1 point

>>> Magebane - dexterity provide no inherent bonus to evasion rating. +1% chance to suppress spell damage per 15 dex

It's like 6% suppression for my POB, so 3% less spell damage taken on average?

>>> Ghost Dance - cannot recover ES above evasion rating, gain shroud every 2 seconds, when hit shroud -> recover ES = 3% of evasion rating

This is actually bad. In my POB my evasion rating is less than max ES, so this actually caps my max ES to evasion rating? The recover is only like 100 as well.

>>> Solipsism - intelligence provide no inherent bonus to ES, 2% reduced duration of elemental ailments on you per 15 int. -2% damage

This was like -2% damage

>>> Versatile Combatant - -25% to block attack and spell damage, +2% chance to block spell damage per 1% overcapped chance to block attack damage

Not 100% sure about this, but doesn't sound helpful to us.



Nice break down!

I think Versatile Combatant would be bad because we are not over capped on attack block so that is a straight up massive nerf to us.

That keystone looks like it is meant for players who have stacked a ton of block damage and little spell damage.
Last edited by AndyLovesHisBge on Oct 25, 2021, 1:55:04 PM
We might as well look at all of the keystones and see what is useful and what isn't. I wills skip the definitions of the ones we use since you already know them.

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The Agnostic - Maximum Energy Shield is 0
While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life

Build Breaking. Do Not Use

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Ancestral Bonds - You can't deal Damage with Skills yourself
+1 to maximum number of Summoned Totems

Build Breaking. Do not use

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Zealots Oath - Life Regeneration is applied to Energy Shield instead

Not meant for a hybrid character. Would leave us very vulnerable to chaos DOT. Do Not Use

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Elemental Overload - Save's a tree point

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Glancing Blows - Save's a tree point

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Resolute Technique - Your hits can't be Evaded
Never deal Critical Strikes

Build Breaking since it shuts down Elemental Overload. Do not use

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Eternal Youth - 50% less Life Regeneration Rate
50% less maximum Total Recovery per Second from Life Leech
Energy Shield Recharge instead applies to Life

Not meant for a hybrid character. Do Not Use

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Avatar of Fire - 50% of Physical, Cold and Lightning Damage Converted to Fire Damage
Deal no Non-Fire Damage

I am not really sure what this will do to Tempest Shield....I would lean towards not using. At best it does nothing for us.


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Blood Magic - Removes all mana
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana
Spend Life instead of Mana for effects of Skills

Build breaking. Do Not Use

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Mortal Conviction - You can only have one Permanent Non-Banner Aura on you from your Skills
Your Non-Banner Skills that create Permanent Auras on you do not Reserve Mana

Build Breaking. Do Not Use

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Call To Arms - Using Warcries is Instant
Warcries share their Cooldown

Very nice QOL for the build. Would be worth grabbing

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Imbalanced Guard -
100% chance to Defend with Double Armour
Maximum Damage Reduction for any Damage Type is 50%

Very bad for our build. Do Not Use


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The Impaler - When your Hits Impale Enemies, also Impale other Enemies near them
Inflict 4 additional Impales on Enemies you Impale

Build neutral - does not hurt or help us

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Crimson Dance - You can inflict Bleeding on an Enemy up to 8 times
Your Bleeding does not deal extra Damage while the Enemy is moving
50% less Damage with Bleeding

Build neutral - does not hurt or help us

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Iron Reflexes - Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating

Buff to our armor. Well worth taking.

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Point Blank - Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther.

Build neutral - does not hurt or help us

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Vaal Pact - Total Recovery per second from Life Leech is doubled
Maximum total Life Recovery per second from Leech is doubled
Life Regeneration has no effect

I do not like losing all life regen in terms of protecting us against DOT. I would not take


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Arrow Dancing - 40% more chance to Evade Projectile Attacks
20% less chance to Evade Melee Attacks

We don't have much evasion in general so probably build neutral.

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Elemental Equilibrium - We already discussed this and we don't want it

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Acrobatics - We don't have much evasion in general so probably build neutral.

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Supreme Ego - Can only have one aura

Very bad for our build. Do Not Use

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Iron Grip - Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage

Build neutral - does not hurt or help us


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Conduit - Share Endurance, Frenzy and Power Charges with nearby party members

If you play in a party its great else it is build neutral.


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Necromatic Aegies - All bonuses from an Equipped Shield apply to your Minions instead of you

Even though we have no minions, I assume this would be very bad. Do not use

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Perfect Agony - Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value
30% less Damage with Hits

30% less damage with hits is crushing. Do not use.

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Ghost Reaver - Leech Energy Shield instead of Life
Maximum total Energy Shield Recovery per second from Leech is doubled
50% less Energy Shield Recharge Rate

Since we are a hybrid character I like having leech and regen recovery on both halves of our pool. I would not use this

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Pain Attunement - Saves a tree point

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Chaos Inoculation - Do not use. Not for hybrid builds obviously

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Eldritch Battery - Spend Es before Mana for skills

Does not make sense with our build. Do Not Use


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Wicked Ward - Energy Shield Recharge is not interrupted by Damage if
Recharge began Recently
50% less Energy Shield Regeneration Rate
50% less Maximum total Recovery per Second from Energy Shield Leech

This is a hard one to gauge. I am leaning towards no but it is not build breaking.

Any comments on this one?


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Minion Instability - Build neutral - does not hurt or help us

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Doomsday - Your Hex Curse Spells create a Hexed Area for 1 second if you Cast them yourself
Enemies in the Hexed Area are Hexed, and the Hex does not expire while in the Hexed Area
Hexes applied this way do not gain Doom over time
Hexes in the Hexed Area gain up to maximum Doom when the Hexed Area ends

Build neutral - does not hurt or help us

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Mind over Matter - 30% of Damage is taken from Mana before Life

No good. We stay on the hairy edge of maintaining mana. Do Not Use








Last edited by AndyLovesHisBge on Oct 22, 2021, 9:45:07 AM
I think what I just learned from Chubby's post and my own is that finding a good Skin of the Lords keystone is going to be REALLY hard.

I think if we can at least find one that is build neutral, I would jump on it assuming we have the funds.

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