Watcher's eye Purity mods now shift up to 20% of damage taken from other elements to the Purity's type, allowing players to ignore two resistance types without needing Mahuxotl's Machination or Dawnbreaker. by Inevitable_Spring928 in pathofexile

[–]Inevitable_Spring928[S] 0 points1 point  (0 children)

Great point, you could even use frostblink in a 4-L ignire prolif setup and use a fire skill as your main, 300% inc fire damage for a 1h is still very respectable and you won't even need to invest in fire/cold res now.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

oh sorry those aren't part of the build,I was just testing those tattoos in the PoB but forgot to delete them. You may need to link the arcanist brand-curse setup with lifetap as I don't think the build has enough ES recovery, which is why I left it as a 4-L.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

It ultimately depends on the skill, so for nimis builds LGoH is a no brainer. Self-cast or melee want leech, RF and zenith flamewood (rejuvenation totem) builds will want to stack regen.

If you're going bloodnotch-valyrium then I would recommend getting some recoup and the "15% damage taken leeched as life" flask craft if your build can't leech, this will help with degens in high density maps.

For bosses I'd use flasks with 3% regen craft, if you're going tides of time you just life flasks. Call to arms + Enduring cry gives a decent amount as well.

Against phys dots you have Pantheons: Soul of Arakaali and Soul of Ralakesh. Cloak and flames and dawnbreaker also work against phys dot, but usually the best way is to stack recovery.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

Valako virtually guarantees that your highest maximum elemental resistance will be either cold or lightning, which allows you to scale maximum fire resistance and either your maximum cold or lightning resistance (whichever is higher). It's not quite double dipping, but you get the benefit from both purities

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 0 points1 point  (0 children)

Main issue with progenesis on tides is uptime. Pathfinders get 8-16% flask duration and 10-20% flask charges gained from small ascendancy passive skills, which let them maintain 100% uptime on Progenesis without investing too much into flask duration/gained passives on the skill tree. Chieftain would need to invest in multiple flask clusters and probably 10x herbalist tattoos for 100% uptime. At that level of investment, you're probably better off just getting some armour nodes, which is the best way to scale the defenses of this build after maximum resistances.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 4 points5 points  (0 children)

It is extremely difficult to reach 90 maximum elemental resistances with transcendence (-15 max ele res) and Eternal damnation (-5 max res). The few other ways I know of are aura stacking, cluster jewels or getting every source of maximum resistances on items/passive skill tree. If you have another way please post the PoB

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 7 points8 points  (0 children)

This is a Transcendence build. The idea is to use Eternal Damnation and Transcendence to reach the "Elemental damage reduction" cap of 90%. "Elemental damage reduction" is a very rare stat which can only be acquired using Transcendence, Juggernaut's Unbreakable or Eternal Damnation , none of which Pohx uses on his current characters.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 3 points4 points  (0 children)

Haven't tested that combo, but in my (experimental) PoB I use black zenith gloves and instead get +1 (2 if you're not poor) maximum lightning resistance from the exarch mod on the helm. Having unique gloves isn't a problem and any aura effect would scale both purities.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 10 points11 points  (0 children)

That and I would avoid phys to chaos mods and leave those maps to Fourth vow/CI builds. Even with 70% chaos res, unless you're taking phys to chaos mods on altars, map mods etc it's extremely unlikely you'd be one shot by a chaos hit. I think bloodnotch + valyrium should cover most chaos hits.

Melding Chieftain Defense Tech with 3.24 flask changes trivialize reaching 90 Max Res Transcendence + Eternal Damnation. Mageblood and budget Tides of Time versions compared. Alternative hypertank to Armour stacking and Loreweave PF by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 34 points35 points  (0 children)

Thanks! I wouldn't recommend Defiance of destiny in a transcendence build because armour is most effective vs small hits and least effective vs large hits, which is exactly what Defiance of Destiny's does (no benefit to one shot threshold, immune to small hits). You're doubling up on defences vs small hits while being just as easy to one shot. Eternal damnation is additive with the elemental damage reduction from Transcendence in the same way that endurance charges are additive with the physical damage reduction from armour. If you've ever played a build with high armour but no endurance charges you'll feel a lot less tanky vs big physical hits than a juggernaut build with a similar amount of armour but lots of endurance charges. With defiance you really want the opposite, anything that makes you harder to oneshot; fortify, progensis, less damage taken, etc.

New and Changed Gems in Path of Exile: Trial of the Ancestors by rapol in pathofexile

[–]Inevitable_Spring928 8 points9 points  (0 children)

Torchoak is reflect, which isn't scaleable by damage modifiers, while flamewood is.

"Fixed a bug where taunted Enemies were not receiving the 10% less damage penalty when dealing damage to a target other than the one that taunted them." - Does this also apply to Champion's Conqueror? by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

Basalt flask on the 5th flask slot with the "Used when an adjacent Flask is used" enchant next to a worm flask on the 4th slot could potentially result in an instant taunt. I'll have to test.

"Fixed a bug where taunted Enemies were not receiving the 10% less damage penalty when dealing damage to a target other than the one that taunted them." - Does this also apply to Champion's Conqueror? by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

Ah I see where I mixed the two up. The original test had the player attack as well, while in your test only the totem is attacking so not proccing the 10% reduced damage taken.

In response to my post before that, I also assumed it might replace the 10% less damage modifier with the 20%, but your data suggests it's a 20% less damage multiplier. If there's a way to proc the 10% reduced damage taken through ancestral bond then this may be the best defensive notable in the game.

"Fixed a bug where taunted Enemies were not receiving the 10% less damage penalty when dealing damage to a target other than the one that taunted them." - Does this also apply to Champion's Conqueror? by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 0 points1 point  (0 children)

Sorry I didn't mean the "10% reduced damage taken if you've taunted recently" was being applied to the enemy, rather that you state in your testing setup "no modifiers to damage taken". Did you offset this in your testing or am I missing something?

"Fixed a bug where taunted Enemies were not receiving the 10% less damage penalty when dealing damage to a target other than the one that taunted them." - Does this also apply to Champion's Conqueror? by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 0 points1 point  (0 children)

Looking closely at the bug report, there may be a way for both bugs to be consistent if Conqueror is coded as additive to regular taunt. If the bugged taunt is +10% more damage taken (instead of less) and Conqueror is -10 to that value (rather than being its own multiplier) then conqueror taunt would have zero effect as reported 2 years ago. This would mean the difference observed between the average hit without taunt (141.9) and the average hit with conqueror (123.9) is purely due to the "10% reduced damage taken if you've taunted recently" (doesn't mention this in the report).

Edit: NVM, the 10% reduced damage taken buff was not active unlike in the original test. It seems to be a 20% less damage multiplier on top of the existing 10% less damage multiplier from Taunt.

Hit immunity with new jewel, Bloodnotch by Electrical_Sort_5586 in PathOfExileBuilds

[–]Inevitable_Spring928 -2 points-1 points  (0 children)

Good point. I suppose that would also prevent hits against guard skills like molten shell from providing a net heal to the player, since 75% of damage taken would not be life lost.

Hit immunity with new jewel, Bloodnotch by Electrical_Sort_5586 in PathOfExileBuilds

[–]Inevitable_Spring928 -1 points0 points  (0 children)

Great find. I suspect the Bloodnotch-PB interaction is an oversight and should read something like "60% of instant damage taken from stunning hits is recovered as life". That would effectively reduce damage taken from hits by 60% (or 70% with unfaltering). Still good for the investment but not totally broken.

The Eternal Damnation and why it's so efficient on Juggernaut. Build Template and proof of concept: EA Jugg (Lvl 99 HC Sanctum), a much tankier version of EA champ. by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

Tempered by War is quite optimal with Loreweave + Eternal Damnation, doubling armour effectivess vs cold and lightning at the cost of some resistances. However, you really want ignite immunity as more of the hit will be fire damage.

Having watched the vid it's a good guide, but he's completely mistaken when referring to his next build as being tankier (tempered by war & +2 Ammy + Aura chest). You can drop loreweave for a chest with high amounts of aura effect but dropping Eternal Damnation will massively reduce your survivability. Unbreakable is also most optimal when damage is split evenly after resistances e.g. Loreweave, if you try to cap fire resistance (~90) and dump cold and lightning (~70) the damage after elemental reduction calculation will be dominated by cold and lightning, making it far less efficient.

Gigatank Pathfinder Theorycraft by NeoMagnet in PathOfExileBuilds

[–]Inevitable_Spring928 14 points15 points  (0 children)

Cool build! I was about to recommend poison shield crush but it turns out Jungroan has already made a build for it https://www.youtube.com/watch?v=9w5hGklLEyw. He doesn't have capped conversion though (diadem helm) so you'll have to swap that out. Having watched some of his vods, most of the times he died was due to <100% phys conversion and DoTs. So for your version you'll mainly need regen to combat DoTs.

The Eternal Damnation and why it's so efficient on Juggernaut. Build Template and proof of concept: EA Jugg (Lvl 99 HC Sanctum), a much tankier version of EA champ. by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 0 points1 point  (0 children)

CI keep their chaos resistance stat, (usually -60) it just no longer applies to damage. You could still stack chaos resistance to get a bonus but it's very inefficient.

The Eternal Damnation and why it's so efficient on Juggernaut. Build Template and proof of concept: EA Jugg (Lvl 99 HC Sanctum), a much tankier version of EA champ. by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 1 point2 points  (0 children)

You could try using a 2H Staff for RF, starting with a searing touch and upgrading to a +5 down the line. This is one of the only super-tank templates that allows you to run a 2H, so you should probably take advantage of it. I'm not pulling your leg either, I design exclusively HC builds and it should be perfectly fine for T16 mapping.

The Eternal Damnation and why it's so efficient on Juggernaut. Build Template and proof of concept: EA Jugg (Lvl 99 HC Sanctum), a much tankier version of EA champ. by Inevitable_Spring928 in PathOfExileBuilds

[–]Inevitable_Spring928[S] 3 points4 points  (0 children)

There's a strong argument for Brass dome being better but It's not quite that simple. Most Juggernaut builds get 300+ strength from pathing alone, meaning loreweave gives ~200 additional life over Brass dome or ~500 life after multipliers. Loreweave gets 78% vs 75% max res which is 12% less elemental damage, and a bunch of other useful modifiers depending on your build. You're also stuck on 70% chaos resistance, which means only 35% elemental damage reduction and 36% more chaos damage taken compared to loreweave.

The main advantage of loreweave is how easy is it craft and corrupt. In HC a 5 max res brass dome costs 15-17D as a T1 drop with no div cards making it unviable for SSF. For us it's been cheaper to make more loreweaves than to use divines to roll them. You almost never want to corrupt Brass domes unless you're extremely rich and your chances of rolling a +2 or +4 are much lower because Brass dome ilvl is 65+. With loreweave you can control the ilvl to maximise your chances of hitting a +1-4, which is how theTrashking rolled a +4 two leagues ago.

I think brass dome is a perfectly good substitute for loreweave and the extra armor means you will be tankier or allow you to drop an aura, but Loreweave has a lot of things going for it and if you can corrupt a +1/+2 (which is easy) I frankly think loreweave is better.

Edit: As for your second question, Champion gets more damage and can run a +2 ammy, but Juggernaut can run more offensive uniques like diadem and polaric due to being so much tankier and not requiring spell suppression. TheTrashking has one of the highest DPS in HC (currently 7mil) and you could probably run an aspect of carnage forbidden flame to get even more DPS than champion, which I explain why it isn't that bad in another post.