I am really enjoying that build and would like to ask, if any of you has some ideas to min max my gear/tree etc.
I was going the block route, because unfortunately i haven't got my hands on a ES on Hit Wathcers Eye.
https://pastebin.com/iQNYZRzS
Something like this: https://pastebin.com/x1z9i4i9
You'll have more damage, especially when your flasks are up, and have capped spell block.
You might want to get an ass-mark-on-hit ring and replace the ass mark gem with tempest shield. Then you can anoint something more useful, like tranquility.
Thread of hope near the Instability notable is weak. You'll have more damage if you replace it with a rare jewel.
Prodigal Perfection looks weak, but I left it untouched.
Edit: I forgot the fact that you don't have ES on hit. The thread of hope near the instability might be worth it, since Light Eater is very strong if you don't have ES on hit.
Последняя редакция: N0esy. Время: 2 авг. 2020 г., 10:26:15
I am really enjoying that build and would like to ask, if any of you has some ideas to min max my gear/tree etc.
I was going the block route, because unfortunately i haven't got my hands on a ES on Hit Wathcers Eye.
https://pastebin.com/iQNYZRzS
Something like this: https://pastebin.com/x1z9i4i9
You'll have more damage, especially when your flasks are up, and have capped spell block.
You might want to get an ass-mark-on-hit ring and replace the ass mark gem with tempest shield. Then you can anoint something more useful, like tranquility.
Thread of hope near the Instability notable is weak. You'll have more damage if you replace it with a rare jewel.
Prodigal Perfection looks weak, but I left it untouched.
Edit: I forgot the fact that you don't have ES on hit. The thread of hope near the instability might be worth it, since Light Eater is very strong if you don't have ES on hit.
Thank you for the feedback.
I'll keep the Thread of Hope for the time being until i get the Wathcers Eye.
The Spelldamage Cluster is a good idea and i skipped Prodigal Perfection for it.
Ass Mark on hit was a nice add as well.
Hell of a fun build. I always wanted to do it SSF but thought, Mjölner was the only possibility.
Would you recommend the CI or the LL version of the build? Trying to sell my items now and if everything sells I should have about 50ex.
According to Poeninja, the majority of players are playing the CI version. The LL version might be less fun in Harvest because it uses a lot of uniques.
So guys in what should I invest now?
I'm sitting on ~30ex right now and really don't know where I can improve my gear to be more tanky or get a bit more damage
Sry I can't link my pob now since I'm posting from my phone
Последняя редакция: orslev. Время: 3 авг. 2020 г., 19:23:41
I've been following this build for a while now and it's kinda my first attempt at anything Cast on Crit, I hope you will forgive me for some of my choices in gear, I've been playing around with my gear. I was trying to use this build to farm t16 delirium and it's been going pretty well so far. That's why my belt is a bit eh because I was using HH in that spot.
I'm playing in Standard as I don't really play league, so I don't get all the new juicy Harvest crafts, so sorry about that.
I'll post my POB and just if you could give some suggestions of what I can work towards, whatever the suggestions I'll get to them eventually as I make some more currency.
Sorry if I have made a few mistakes, as I said first time making a build like this. My weapon is a bit funky because it's the only one I could find in Standard.
Thanks for all your help and thanks for the great build!
rafting process:
1. Deafening essence of zeal on a Karui Sceptre
2. Fracture suffix on the essence mod.
3. Lightning modifiers are more common seed craft until I got Esh's mod. This has a very low spawn weight.
4. Made all suffixes into non-caster, lightning mods.
5. Benchcraft lightning damage to attacks prefix.
6. There was 2 tactics that I used to get the lightning damage to spells mod. 1) remove caster, augment lightning 2) remove/add caster, nonlightning to lightning. This took about 20 tries. I would have also accepted +1 to lightning skills prefix.
7. Reroll item, keeping prefix mods seed.
8. Removed lightning attack prefix.
9. Augmented Chaos convertion placeholder prefix.
10. This part is tricky. I make it so that there are 3 prefix, 3 suffix. 1 suffix is the fracture. 1 suffix is benchcraft spell crit to block. 1 junk suffix. Then do "noncrit to crit" seed craft. Since there are 3 suffixes and crit can only be a suffix, the craft can't remove a prefix because then there would be no room for the new suffix.
11. I managed to get crit chance first and then did augment/remove crit until I got crit multi. It would have been safer to get crit multi first and then get crit chance with attack augments. I used around 10 crit augment seed crafts in total.
12. Targeted divine seed crafts for crit, then attack, then lightning, then caster.
13. Remove chaos conversion placeholder prefix.
14. Benchcraft "hits can't be evaded"
15. Hillock for 28% quality. Perfect fossil in the beginning could have been better.
16. Vorici for 3 white sockets.
17. Weapon enchant with elemental damage.
Beautiful sceptre, congrats! But I have to warn those who want to follow this procedure. In step 3, the chance of hitting the T1 lighnting is extremely low. Even if we assume that a increased lightning damage mod appear every time (which is not true), the chance of rolling the T1 mod is 0.64%. This means you'll need at least 157 trials on average.
Yesterday, I was thinking a similar crafting process to craft a gg sceptre. The outline of the procedure is the following:
1) Alt spam a sceptre until T1 increased spell or lightning damage rolls (or buy one from the market).
2) Fill 2 suffix slots with dummy mods and craft "cannot roll attack mod"
3) aug lightning and remove/add lightning until T1 added lightning damage to spells or +1 to lightning rolls.
4) Fill a prefix with a dummy mod and remove 2 dummy mods in suffix.
5) Augment attack and remove/add attack until T1 attack speed or T1 crit chance rolls.
6) Augment and remove/add crit or speed until the other mod rolls.
7. Crusader slam and remove/add influence until T1 increased damage per power charge rolls. You might want to try redeemer for "7% chance to deal double damage" instead.
I want to try this but what I don't understand is how you prevent the T1 lightning spell damage to get removed at step 3. So I have alt spammed a T1 lightning spell damage on my sceptre. I put some dummy suffixes on it so now it looks like this @ step 2:
Now you're telling me to augment lightning and then remove/add lightning but wouldn't this affect the T1 prefix? Is it only possible with T1 spell damage (instead of lightning spell damage) or am I missing something.
rafting process:
1. Deafening essence of zeal on a Karui Sceptre
2. Fracture suffix on the essence mod.
3. Lightning modifiers are more common seed craft until I got Esh's mod. This has a very low spawn weight.
4. Made all suffixes into non-caster, lightning mods.
5. Benchcraft lightning damage to attacks prefix.
6. There was 2 tactics that I used to get the lightning damage to spells mod. 1) remove caster, augment lightning 2) remove/add caster, nonlightning to lightning. This took about 20 tries. I would have also accepted +1 to lightning skills prefix.
7. Reroll item, keeping prefix mods seed.
8. Removed lightning attack prefix.
9. Augmented Chaos convertion placeholder prefix.
10. This part is tricky. I make it so that there are 3 prefix, 3 suffix. 1 suffix is the fracture. 1 suffix is benchcraft spell crit to block. 1 junk suffix. Then do "noncrit to crit" seed craft. Since there are 3 suffixes and crit can only be a suffix, the craft can't remove a prefix because then there would be no room for the new suffix.
11. I managed to get crit chance first and then did augment/remove crit until I got crit multi. It would have been safer to get crit multi first and then get crit chance with attack augments. I used around 10 crit augment seed crafts in total.
12. Targeted divine seed crafts for crit, then attack, then lightning, then caster.
13. Remove chaos conversion placeholder prefix.
14. Benchcraft "hits can't be evaded"
15. Hillock for 28% quality. Perfect fossil in the beginning could have been better.
16. Vorici for 3 white sockets.
17. Weapon enchant with elemental damage.
Beautiful sceptre, congrats! But I have to warn those who want to follow this procedure. In step 3, the chance of hitting the T1 lighnting is extremely low. Even if we assume that a increased lightning damage mod appear every time (which is not true), the chance of rolling the T1 mod is 0.64%. This means you'll need at least 157 trials on average.
Yesterday, I was thinking a similar crafting process to craft a gg sceptre. The outline of the procedure is the following:
1) Alt spam a sceptre until T1 increased spell or lightning damage rolls (or buy one from the market).
2) Fill 2 suffix slots with dummy mods and craft "cannot roll attack mod"
3) aug lightning and remove/add lightning until T1 added lightning damage to spells or +1 to lightning rolls.
4) Fill a prefix with a dummy mod and remove 2 dummy mods in suffix.
5) Augment attack and remove/add attack until T1 attack speed or T1 crit chance rolls.
6) Augment and remove/add crit or speed until the other mod rolls.
7. Crusader slam and remove/add influence until T1 increased damage per power charge rolls. You might want to try redeemer for "7% chance to deal double damage" instead.
I want to try this but what I don't understand is how you prevent the T1 lightning spell damage to get removed at step 3. So I have alt spammed a T1 lightning spell damage on my sceptre. I put some dummy suffixes on it so now it looks like this @ step 2:
Now you're telling me to augment lightning and then remove/add lightning but wouldn't this affect the T1 prefix? Is it only possible with T1 spell damage (instead of lightning spell damage) or am I missing something.
Oh... It was an oversight on my part.
Aug lightning can give you 3 possible outcomes: (a) +1 to lightning, (b) added lightning damage to spells, and (c) gain lightning damage as extra chaos. You can remove (b) by remove caster and (C) by remove chaos, so you can continue crafting your sceptre that way. You might want to use aug fire or cold to block (b) or (c) before you aug lightning, depending on what you want.
But the crafting process was easier if you have T1 spell damage, sry about that.
Oh... It was an oversight on my part.
Aug lightning can give you 3 possible outcomes: (a) +1 to lightning, (b) added lightning damage to spells, and (c) gain lightning damage as extra chaos. You can remove (b) by remove caster and (C) by remove chaos, so you can continue crafting your sceptre that way. You might want to use aug fire or cold to block (b) or (c) before you aug lightning, depending on what you want.
But the crafting process was easier if you have T1 spell damage, sry about that.
There is a much easier way if you are willing to sacrifice the 10% additive damage, which equates to far less then 1% dps loss.
After fracturing essence of zeal attack speed mod, hit it with defeaning essence of woes (spell damage) until you get a workable roll.
Ideally this will leave you with t0 ias and t1.5 spell damage.
The next step is a bit tedious, but worthwhile to save on crafts. Craft light res and aug lightning. If you miss +1 light spells or t1 light to spells, remove the craft, annul lightning and try again. It shouldn’t take too many to hit. This will be better than crafting cannot roll attack mods with add/remove light.
After hitting either of those mods, craft a non-attack prefix and add/remove attack until t1 crit. You then have a 50/50 to slam crit damage. Depending on how many crit mods you have saved up, this may be cheaper than going the cannot roll caster mod and going for crit damage first.
Craft hits can not be avoided and done.
Overall it’s slightly weaker in power level, but we are talking a few percent and can be obtained at a much cheaper cost.
Here is an example - still need to fix the crit damage.
Последняя редакция: BeerLeague. Время: 5 авг. 2020 г., 22:10:53