For the endurance charge one, you can replace perfect hydra with perfect warlord (it will generate endurance charges), then replace endurance charge grand spectrum with minion crit multi grand spectrum, or good rare abyssal jewels. But there's not many option to compensate the defense lost for not using the max life grand spectrum, you can trade it with a damage jewel but you won't get the survivability back.
Can you please tell me how do you get your minioms to 47% chaos res. The annointed note is 27% where are the other 20%? Also which specters are you since I guess some will just die :)
Spectres: perfect guardian turtle, perfect hydra (I don't now if it works, need extra test, but it looks cool), spectre leader Clones have 20% base chaos res.
Clones use his bow. His bow has the rune enchantment 5% of max energy shield as cold damage. Minions have like 100k life that's converted to ES which translates to 5000 flat cold damage.
minions have 47% chaos res, so fleshcrafter converts 94% of minion life to es, talent tree + bone barrier gain 60% of minion life as extra es. So minion es = 94+60% = 154% minion life. Bow enchant adds 5% of es as extra cold dmg, so the added cold dmg is 154%*5% = 7.7% minion life.
for the final recomb: 4 total prefix means the result will have more likely 2 prefixes. why are you so sure that one of the prefixes wasn't going to be fire dmg/ignite?
8 use recombinator. \textbf{If mods are off} you need to craft new base for this step depends on the lost mods. Also this video is released b4 the new recomb guide, it's outdated.
@@prototypeb1256 i am leveling up and being sucess until now. Maybe i get half the damage with the sama tankness. But i am doing on budget. Vaal earthquake is extremely underrated
its doable, but to get a good chunk of armour youve probably gotta use energised armour jewel above Devotion and getting some points into Faith and Steel + Sanctum of Thoughts on tree, its about 140% inc armor Where you're gonna get the points for that, idk. prob gotta drop some damage. I like this combo because it also gives you 50% crit reduc, so you could buy a chest with the remaining 50% corrupted and become crit immune Edit: from my quick pob tests seems like youve gotta remove the medium cluster with fan the flames to fit this combo in, and maybe do ignite prolif support instead of woke ele dam to offset fan the flames
Tbh I don't really know how exactly the new recomb works. I just follow the recomb guide: www.reddit.com/r/pathofexile/comments/1exyavx/325_updated_guide_to_recombinators/ alt spam to get all the mods I need on 29q karui maul, then 1p+1p = 2p, 1s+1s= 2s, 2p+2s, add whatever misses to the process until finally getting 5 mods. Pretty sure I did it wrong at some steps though. It costs way more than it should.
@@prototypeb1256 So say you have t1 flat + t1 phys % (2p) and a seperate weapon with t1 dot multi + t1 att speed (2s) how do you smush hybrid phys % accuracy on, do you try put it on with the (2s) base? then block recomb with (2p)?
this was my league starter and build back in crucible. it is a cracking build that needs very little currency to get going. i have been annoyed with how ggg has nerfed totem builds over time. first with placement distance and now with the durability of the totems. i blame all the ice spear totem builds with 1 billion shaper dps for this.
poe.ninja has a bunch of ppl playing infernal blow ele, I'm sure it works without mageblood. You can even use the new belt for ward stacking + svalinn. That being said, the biggest problem of infernal blow is the clunckiness. Mageblood somehow solves it.
Died a lot when farming deli + beyond sanctuary, even after I changed the amulet to defiance of destiny. But in fortress it's fine. It would work but will be too weak.
Oh dang, glad to see someone else picked it up! Out of curiosity, why the pick for Swift Affliction on your main link? Does Cruelty not apply the %more DOT to the initial ignite? I did end up thinking of a way to improve elemental damage mitigation+cap suppression, but it's pretty high budget. Tempered by War+Purity of Fire Sublime Vision+Watcher's makes it so you only need fire/chaos res on your gear, and Mageblood fixes some dex requirements+lets you run a 19% suppression Quartz flask. With a Stranglegasp running Entrench+Inveterate, suppression on all armour pieces and an Untouchable+Enduring Composure Megalo, you can cap suppression there. From that point it's just making room for mana reservation and rare jewels with max res (or if you're insane, get +3 max res+either aura effect or phys taken as fire on an eldritch chest chest and get a 2+ mod synth karui maul and live in vivid vulture hell for explode+1 other good mod).
Thanks for the inspiration! I didn't think of PoF sublime vision. I went to divine flesh and modified the tree to the middle to cap suppression with mageblood, lost ~30% dmg.
Ralakesh + Olesya + replica badge of brotherhood + 100 supression + kaom body armour + blood magic + petrified blood can do easy tankiness and 20kk+ dot dps but less speed and only 1 aura + 2 auto exertion cry
Armour, endurance charges, and either Fortify or more raw physical damage reduction on your chest. His setup uses Brass Dome, but if you want an explode chest you'd smash them together>reforge depending on if you have a remaining open prefix (life if you want to gamba on a high life roll, more often than not this'll brick though, defense for slightly higher chance at a decent prefix that lets you use the life mastery for 15% inc), then either reforge phys or chaos to target chaos resist or physical damage reduction. Chaos res has a lower weighting, so I'd suggest just rolling that until it either hits reduction or suppression (or bricks).
The less suffixes, the higher chance you won't have full suffixes after recombinator and don't need to yolo annul. But usually there aren't that many bases with few suffixes on the market.
The new recombinator uses mod weights so I don't know the exact rule. The old recombinator, when there's only one mod in the suffix pool, has 2/3 chance to keep that mod. That's what happen when straight up recomb without crafted mods. When there're 3 mods in the suffix pool, 30% chance it will keep one mod, 50% chance it will keep two mods, 20% chance it will keep three mods. But since you can't have two multimod on one item, when it hits two or three mods, both multimod and dot multi will stay. When it hits one mod, still there's a chance dot multi will stay. Without involving the mod weight, that's 0.5*30%+70% = 85% chance to keep dot multi. My personal experience is that multimod has a way smaller weight than dot multi, dot multi always stays.