



Those of you who follow the build of the week series will likely remember the most recent addition, the RAT nuke build, which took advantage of the Eye of Innocence unique to damage enemies continually with a sort of "counter-attack" effect.







Well, this build aims to take advantage of that while also bridging the gap over into really high tier content. Its worked out decently well so far, as I've been able to tackle everything but the phoenix and the shaper himself - still working on getting a forge map.



Lets get into the nitty gritty, though. The concept behind the build, for those of you unaware of it's predecessor, is bound up mainly within the line "you take 100 fire damage when you ignite an enemy" which, curiously enough, applies to your totems as well. Add to that the warchief ascendancies which make your totems immune to fire damage and causes them to reflect a percentage of their max health when hit, and they will be spraying damage around themselves every time they ignite. This means that the faster you ignite, the faster you damage everything around your totems, so attacking quickly is a must. The original build accomplished this with Barrage and a Quill Rain, which gives the highest attack speed of any weapon in the game - however, I intend to sacrifice slightly in the attack speed area to gain massively in survivability, thus allowing us to tackle some of the toughest stuff in the game.



Switching to Ancestral Warchief instead of Ranged Attack Totem saves us a skill gem, as we don't need both our totem skill and the skill it supports, instead using something already bound up as a totem. On top of this, it allows us to run maps with status ailment reductions/immunitites, as the warchiefs do some sizable damage without the aid of the eye of innocence mechanic. Add to that the leech we get from them due to the ascendancy tree, the fact that we can use a shield instead of a quiver for block chance and defensive stats, giving us access to shield charge + fortify, and already the defensive benefits are pretty notable. Lets get into it.



Items:



Spoiler







Devoto's is used for a few reasons. This build requires a solid amount of dexterity from itemization, as high attack speed one-handers are very dex intensive. Devoto's gives us a huge boost in that regard, and the reduction to physical damage is not something we particularly care about. Add to that a bit of movespeed and attack speed and it fits our needs perfectly.







This is the crux of the build. Try to get one with a corruption implicit thats useful if you don't need the dex - movement speed could be nice.







Belly of the beast allows me to break 6K life, but is not absolutely necessary. Before this I used this six link chest I got for about 50c, and it served just fine. Spoiler







This diamond ring is the dissapointing child of my ring slots. I'm currently searching for an opal or coral ring to replace it, as this build uses resolute technique and the crit chance does nothing for me. However, the rest of the stats on the ring are perfect for the build, so its a fine placeholder until I can find that perfect ring.







This ring is admirably performing the duty of bandage, both to my resists and stats. As I said, getting dex in itemization is important, and one of your jewelry slots will likely need a 30+ roll, in addition to the devoto's.







While the base is not ideal (leather belt would be best) - this belt was a steal at 5c, and has everything else I need. Look for WED and lots of life, as well as whatever resists you need.







The gloves slot is interesting. The inspiration for this build uses Empire's Grasp to reverse knockback, allowing the totems to suck enemies into range for the Eye of Innocence damage. However, this is not strictly necessary with this build, as with good totem placement you get a lot more value out of gloves with some life, attack speed, and added fire damage. Still searching for an ideal pair, as this base isn't great, but these will do for now.







Nothin special here. Life, resists, movespeed. As much of each as you can cram in.





And for weaponry:









As mentioned earlier, attack speed is critical. This foil has the max possible attack speed outside of essence crafting at 2.03, as well as what I believe is a T2 fire damage roll. Any other elemental damage rolls are nice to have, and a WED roll is great if you can get it. This shouldn't cost you much more than a few dozen chaos, at most - unless you're looking for perfection. I'm looking for alternative one handers, since the crit multi implicit doesn't help the build, and any suggestions are much appreciated. Attack speed needs to be at least 2, though (and yes I've already tried brightbeak.)









Chernobog's Pillar is not a standard pick for a shield slot, as the lack of a life roll is dissapointing. However, the phys to fire conversion is extremely helpful for reducing the penalty from Devoto's, and with how frequently we attack this shield essentially guarantees enfeebled bosses. Add to that a flat fire damage roll, which is hugely valuable for our build, and a 25% block chance, and it starts to look pretty good! And all that for the low low price of just a few fusings.



Lets go from the head down to the toes. Since this build aims for huge attack speed and is already doing some fire damage, I decided to commit to the elemental route and have scaled as much fire damage/WED/attack speed as possible throughout the gear and tree. My gear setup is as follows:Devoto's is used for a few reasons. This build requires a solid amount of dexterity from itemization, as high attack speed one-handers are very dex intensive. Devoto's gives us a huge boost in that regard, and the reduction to physical damage is not something we particularly care about. Add to that a bit of movespeed and attack speed and it fits our needs perfectly.This is the crux of the build. Try to get one with a corruption implicit thats useful if you don't need the dex - movement speed could be nice.Belly of the beast allows me to break 6K life, but is not absolutely necessary. Before this I used this six link chest I got for about 50c, and it served just fine.This diamond ring is the dissapointing child of my ring slots. I'm currently searching for an opal or coral ring to replace it, as this build uses resolute technique and the crit chance does nothing for me. However, the rest of the stats on the ring are perfect for the build, so its a fine placeholder until I can find that perfect ring.This ring is admirably performing the duty of bandage, both to my resists and stats. As I said, getting dex in itemization is important, and one of your jewelry slots will likely need a 30+ roll, in addition to the devoto's.While the base is not ideal (leather belt would be best) - this belt was a steal at 5c, and has everything else I need. Look for WED and lots of life, as well as whatever resists you need.The gloves slot is interesting. The inspiration for this build uses Empire's Grasp to reverse knockback, allowing the totems to suck enemies into range for the Eye of Innocence damage. However, this is not strictly necessary with this build, as with good totem placement you get a lot more value out of gloves with some life, attack speed, and added fire damage. Still searching for an ideal pair, as this base isn't great, but these will do for now.Nothin special here. Life, resists, movespeed. As much of each as you can cram in.And for weaponry:As mentioned earlier, attack speed is critical. This foil has the max possible attack speed outside of essence crafting at 2.03, as well as what I believe is a T2 fire damage roll. Any other elemental damage rolls are nice to have, and a WED roll is great if you can get it. This shouldn't cost you much more than a few dozen chaos, at most - unless you're looking for perfection. I'm looking for alternative one handers, since the crit multi implicit doesn't help the build, and any suggestions are much appreciated. Attack speed needs to be at least 2, though (and yes I've already tried brightbeak.)Chernobog's Pillar is not a standard pick for a shield slot, as the lack of a life roll is dissapointing. However, the phys to fire conversion is extremely helpful for reducing the penalty from Devoto's, and with how frequently we attack this shield essentially guarantees enfeebled bosses. Add to that a flat fire damage roll, which is hugely valuable for our build, and a 25% block chance, and it starts to look pretty good! And all that for the low low price of just a few fusings.





Gems!:



Spoiler

The Warchief Setup



Skill gems for the main setup are, in order of importance -



Ancestral Warchief



Faster Attacks



Fire Penetration



Weapon Elemental Damage



Chance to Ignite



Blind/Added Cold



I would highly suggest prioritizing a five linked or six linked setup for this build, as the first four support gems are all nearly as impactful as one another and are very difficult to do without. As far as the sixth link goes, I use blind for bosses that are attack happy, such as Uber Izaro or the Dark Forest boss, and added cold in fights where spells reign supreme. Carry around the skill gem to swap in an alternate weapon setup to save inventory space.



First four link - Mobility:



Shield Charge



Faster Attacks



Fortify



Culling Strike



I find having some method of culling tanky endgame bosses is invaluable in this build, since I would say the main weakness is that the damage output is not on par with some of the string one builds out there. We certainly aren't starved for space in terms of sockets, so putting our mobility in a four link to accomplish that doesn't hurt. Other than that, try to fortify whenever its safe to charge in to do so.



Second Four Link - CWDT



Cast When Damage Taken



Immortal Call



Summon Lightning Golem



(Not linked) Vaal Haste



Alternatively, sub out the lightning golem for an increased duration, which would support both the vaal haste and the immortal call.



Third Four Link - Auras



Haste



Anger



Enduring Cry



Enlighten (LVL 3 min)



This setup is a perfectly viable option, as would be Haste and Blasphemy linked to Flammability. However, since we're using a curse already through chernobog's pillar, I prefer Anger for some extra on hit fire damage.



First Three Link - Tempest Shield



Tempest Shield



Faster Casting/Blind



Increased Duration



Only link blind here if you aren't using a six link, as otherwise you can just slot it into your warchief, and faster casting is really nice QOL.



Two Link - CWDT



Cast When Damage Taken



Temporal Chains



Another nice defensive buffer. Honestly running out of things to do with my sockets.



1 Socket - Blood Rage



I like being able to decide when this is active, so I don't have it in the CWDT setup. Thats certainly an option, though. Only run this once you've beaten uber lab and taken your last two points, giving you leech to ensure its never a liability.







Passive Tree:



Spoiler

This is the tree you want by level 90:



Spoiler https://www.pathofexile.com/passive-skill-tree/AAAABAEDAAHcBg4Gwwn2EMwRgRQgFSAWCxZvFy8XjBiRGbQaOCKvI_YnCycvJ-0qEy2DMgk1kjboOFM6UjrYOuE8LT38R35Nkk3jUEdV1lb6WGNYr1jlWfNaK18_YVJjp2TnZU1mVGaeZ5tsRm87cg9ybHKpdud343gNeWh7IHuzfNl9dYCkgpuDX4O2hNmFe4ZghtGMz419kFWaO6IAo4qj8qZXpqOpbqyqrj618rl-vJ-9Nr6nwBrBBMQVxPbGBMauxtjPZ9N-1HzYvd1G4XPjauRR7DjuDu8O707vevJF9kj2o_cy-JP60v4K_of-j_66



Life, Fire/Elemental penetration and attack speed are our highest priorities. After that, Totem life, Reservation reduction and fire damage are all very nice for us. Totem life is great because it scales the counter-attack damage from eye of innocence - which brings me to the ascendancies. This build can only be played as a chieftan, and the reason why is the interaction described earlier between Eye of Innocence and Tokuhama, War's Herald.



You'll want to path to Tokuhama as quickly as possible, which means taking Arohongui, Moon's Presence in normal lab, and Tokuhama, War's Herald in cruel. Even without access to the interaction between this and your amulet, you should still get some solid benefits while leveling out of these passives.



In merciless lab you'll want to pick up Ngamahu, Flame's Advance, as ignite chance is super valuable for our build (at the moment I'm sitting at 76% ignite chance) and enemies should basically always be burning, so we'll get a very large damage boost here. Finally, in uber lab (which I was able to solo around level 75) you'll want Hinekora, Death's Fury for the leech, fire pen, and even extra fire from phys, though we won't benefit too much there without a lot of phys damage in the first place.



As a last point on the skill tree, make sure that at least one jewel socket (preferably the one in the templar area of the tree, near ancestral bond) is socketed with Spire of Stone. The other sockets should be used for jewels with high life, attack speed, and totem life rolls.



This is the tree you want by level 90:Life, Fire/Elemental penetration and attack speed are our highest priorities. After that, Totem life, Reservation reduction and fire damage are all very nice for us. Totem life is great because it scales the counter-attack damage from eye of innocence - which brings me to the ascendancies. This build can only be played as a chieftan, and the reason why is the interaction described earlier between Eye of Innocence and Tokuhama, War's Herald.You'll want to path to Tokuhama as quickly as possible, which means taking Arohongui, Moon's Presence in normal lab, and Tokuhama, War's Herald in cruel. Even without access to the interaction between this and your amulet, you should still get some solid benefits while leveling out of these passives.In merciless lab you'll want to pick up Ngamahu, Flame's Advance, as ignite chance is super valuable for our build (at the moment I'm sitting at 76% ignite chance) and enemies should basically always be burning, so we'll get a very large damage boost here. Finally, in uber lab (which I was able to solo around level 75) you'll want Hinekora, Death's Fury for the leech, fire pen, and even extra fire from phys, though we won't benefit too much there without a lot of phys damage in the first place.As a last point on the skill tree, make sure that at least one jewel socket (preferably the one in the templar area of the tree, near ancestral bond) is socketed with Spire of Stone. The other sockets should be used for jewels with high life, attack speed, and totem life rolls.



I'm still working on perfecting everything, but the build has been a ton of fun so far. I've got a video here of a T15 clear for those interested, and am working on editing together some more footage that I can have up in the next few days.



Videos:



Spoiler



Overgrown Ruin (T15) Overgrown Ruin (T15) https://www.youtube.com/watch?v=Q9N96ayrU1g&feature=youtu.be Good morning, afternoon, evening or night - whatever it happens to be wherever you happen to be! My name is Octavian, and I've got an interesting build to bring your way.Those of you who follow the build of the week series will likely remember the most recent addition, the RAT nuke build, which took advantage of the Eye of Innocence unique to damage enemies continually with a sort of "counter-attack" effect.Well, this build aims to take advantage of that while also bridging the gap over into really high tier content. Its worked out decently well so far, as I've been able to tackle everything but the phoenix and the shaper himself - still working on getting a forge map.Lets get into the nitty gritty, though. The concept behind the build, for those of you unaware of it's predecessor, is bound up mainly within the line "you take 100 fire damage when you ignite an enemy" which, curiously enough, applies to your totems as well. Add to that the warchief ascendancies which make your totems immune to fire damage and causes them to reflect a percentage of their max health when hit, and they will be spraying damage around themselves every time they ignite. This means that the faster you ignite, the faster you damage everything around your totems, so attacking quickly is a must. The original build accomplished this with Barrage and a Quill Rain, which gives the highest attack speed of any weapon in the game - however, I intend to sacrifice slightly in the attack speed area to gain massively in survivability, thus allowing us to tackle some of the toughest stuff in the game.Switching to Ancestral Warchief instead of Ranged Attack Totem saves us a skill gem, as we don't need both our totem skill and the skill it supports, instead using something already bound up as a totem. On top of this, it allows us to run maps with status ailment reductions/immunitites, as the warchiefs do some sizable damage without the aid of the eye of innocence mechanic. Add to that the leech we get from them due to the ascendancy tree, the fact that we can use a shield instead of a quiver for block chance and defensive stats, giving us access to shield charge + fortify, and already the defensive benefits are pretty notable. Lets get into it.Items:Gems!:Passive Tree:I'm still working on perfecting everything, but the build has been a ton of fun so far. I've got a video here of a T15 clear for those interested, and am working on editing together some more footage that I can have up in the next few days.Videos: Last edited by Octavian0 on Nov 7, 2016, 3:39:09 PM Last bumped on Nov 7, 2016, 5:47:59 PM