



Videos:



8-mod Shaped Underground Sea https://www.youtube.com/watch?v=Q6gqrsXHVFc

8-mod Shaped Toxic Sewers https://www.youtube.com/watch?v=gY_uxPzVmPg

I got a massive performance drop from OBS. My pc is having a really hard time holding it together, even with all the duct tape.

Pros & Cons: Pros: Excellent at map clearing

Uses arguably the best movement skill in the game: movement speed

Moves fast, up to 322%+ MS

Surprisingly safe

Runs every single map mod and combination. If you have trouble reading map mods, this build might be for you

Doesn't need a 6l, 4l is way enough. You do want a 6s though

Cheap to start off with

Permanent taunt from DD (this is hilariously busted on bosses)



Cons: Terrible at killing "cinematic" bosses

at killing "cinematic" bosses Requires constant feed of monster to keep up rampage

Not really SSF viable

Benefits from high pack size which is in short supply nowadays

[spoiler="Character:"]

[spoiler="Defences:"]

[spoiler="Without pots:"] [/spoiler]

[spoiler="With pots:"] [/spoiler]



With potions and vaal grace up, dodge and spell dodge are 68&62 respectively.

[/spoiler]

[spoiler="DPS:"]Check path of building link

Assuming 1k rampage stacks and no curse effect reduction, physical damage from two DD: 142976

[hr]Here's my math: https://pastebin.com/ynABRCJK [/spoiler]

[spoiler="Gear"] [hr]

On Flasks:

Try to get Chemist's prefix on all of the utility flasks. Coupled with Arcane Chemistry notable allows you to get at least three uses from all of the listed potions. Make sure to cover all of the above immunities. I prefer to have curse immunity on my stibnite to get the most potential uptime. The Writhing Jar with 20% reduced charges used allows you to use it a third time.



As the build is running Poacher's Mark curse, you should have 100% uptime on all utility flasks, with the exception of some boss fights.



[hr]

On Jewelry:

Minion movement speed is king for the Dancing Duo. I crafted both of my rings for ~30% minion ms. Having 2 of these is a huge quality of life and clear speed increase. Amulet I found as is. Bis one would be similar with the minion ms craft.



[hr]

[spoiler="Jewels:"]



The abyss jewels provide a huge chunk of the builds energy shield, and damage for DD. I bought ilvl 83 Ghastly Eye Jewels and rolled all of them myself. Alt spam until you get high phys roll or high ES roll with a beneficial suffix. Regal and hope you hit the missing prefix (phys or es.) Exalt if your jewel is really good. If you're new to crafting or just unsure of the rolls, use poeaffix as a resource.



Try to have at least one jewel with "Minions have x% chance to taunt on hit with attacks". Ever seen immortal wolf form Rigwald fight immortal dancing duos? I have, and it's damn right beautiful.

[/spoiler]

[/spoiler]

[spoiler="Bandits & Pantheon:"]Kill All.



Soul of Lunaris & Soul of Abberath.

Upgrade both all the way.

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[spoiler="Path of building link:"]https://pastebin.com/pVykEevJ



note: I'm using a custom flask to calculate rampage damage for dps.[/spoiler]

[/spoiler]

[spoiler="Gameplay:"]The beginning of the map before you have your first 15 kills for rampage is the spookiest time. I start off by popping all my utility pots, running into a pack (if it doesn't look too menacing,) cast convocation, pooping out srs and spamming my writhing jar for extra monster kills.



When you hit your 15 kills and the ball gets rolling, perpetually keep your utility flasks active and merrily run through the map, watching everything around you explode in a beautiful chaos explosion. At this point the build should basically play itself. It's good practise to keep Vaal Grace up constantly, especially if the map has dangerous enemies and multiple rippy mobs. If the map has enemies that deal high damage with attacks, constantly pop your stibnite to release smoke clouds, making you virtually unhitable with attacks.



Vaal Discipline is your "Oh-shit-button." Hit it when something chunks you or you take damage in a no-regen map.[/spoiler]

[spoiler="Curses:"]The build runs Vulnerability and Poacher's Mark as curses for the best clear speed and damage.

Vulnerability is pretty self-explanatory as the build scales physical damage. Poacher's however allows your DD to gain Frenzy Charges, which work a bit different on minions: A Frenzy charge provides minions with a whopping 15% increased attack speed, 5% increased movement speed, in addition to the typical 4% more damage per charge.



Poacher's Mark also reduces enemy evasion by 73%, assuming current build and no penalties to curse effectiveness.



Try to acquire level 21 curse gems. When socketed to Heretic's Veil they'll be level 22, increasing the curse base radius from 10 to 11. The quality bonus on both curse gems are pretty meh, so 21/q works just fine.



[spoiler="Where's Your Third Curse?"]The original plan with the build was to run three curses. Enabling the third curse, which would be Enfeeble or Despair, requires 2x level 4 Enlightens. Alternatively you can get Heretic's Veil with the reduced mana reservation enchant for either Discipline or Grace. Such helmet does not and has not existed on BHC poe.trade for the past couple of weeks. Bestiary league has plenty.



Personally I kind of dropped the idea of running a third curse. A third curse would only provide marginal damage, or just defences, and no-one cares about them defences, m'I right?



Running the third curse with 2x4 enlightens would also reserve 100% of your mana. You can play around with mana reservation calculations here: https://poe.mikelat.com/#ZBi-55/wB9dd.NLrp/tNrp.m



So far I've vaaled 8 level 3 Enlightens. All of them remained level 3.

[/spoiler]

[/spoiler]

[spoiler="Links and Minions:"]

[spoiler="On Links:"]To start off I want to mention that my links are not set in stone or necessarily even optimized, except on DD . The sockets on QOTF were rolled in preparation for running a third curse, (see "Curses" section above.)



I encourage you to experiment with your sockets, especially for spectres and srs. I very quickly just settled with the ones I have, as they don't really have an effect on dps or clear speed, other than getting rampage started.

[/spoiler]

[spoiler="Manifest Dancing Dervish:"]Information I provide here is mostly all anecdotal.

[hr]

The base damage and attack speed of manifest dancing dervish is the weapon damage and attack speed on The Dancing Duo. Try to acquire one with as good rolls as possible. Applying the 30% quality beastcrafting corruption on the sword adds 6,9 avg damage (from 20%q.)



To figure out if a certain support gem works with DD, socket it in and check details of "Manifest Dancing Dervish" on your character sheet to see if the skill details get updated or not.



DD has hands down the best and most aggressive minion AI in the game. They do not follow generic minion controls like casting on a certain spot. Instead they will seek out enemies in your characters line of sight, relentlessly hunting down everything. They also can go really far away from you, way off your screen. Convocation helps targeting specific enemies if you cast it while next to your target. You can also move about to adjust your line of sight so only the enemy that you want to be targeted is in your LOS.



3.2 also brought about this change affecting DD: [quote]The minion created by this unique can no longer cross unwalkable gaps.[/quote]

I can confirm with high certainty that this is NOT the case. DD will constantly just zoom over unpassable terrain (such as water,) provided that you still get line of sight to the other side. Also sometimes they decide fly over walls and such. They're not much for respecting the rules of physics.

[/spoiler]

[spoiler="Spectres:"]For spectres I chose Kitava's Heralds. These guys being the bruisers they are, are extremely tanky as is, require no maintenance, deal very high physical damage per hit, and most of their skills are aoe. They synergize well with your auras and curses. Grace let's them evade practically all of their own attacks in a phys reflect map. The only time I've come close to losing lvl84 Heralds is if I get them stuck in some nook with say a dozen of herald of obelisk ball lightning stuff for an extended period of time.



Try to get them from shaper's realm as soon as possible.



Feel free to experiment with different spectres and/or different support gems. For this build their only purpose is to not die and effectively get rampage going on their own.

[/spoiler]

[spoiler="SRS:"]There is not much to say about SRS, they really don't do much and are mostly there to just keep me company while the spectres do their thing. I ended up linking them with culling to have a slightly faster way of killing bosses on demand.



As with everything else, feel free to optimize your links for more effective srs.

[/spoiler]

[/spoiler]

[spoiler="Improving the Build Further:"]WRITINK GUIDE HARD WORK, WILL UPDATE LATER[/spoiler]

[spoiler="On Maps and Mapping:"]This build can run absolutely every map mod and combination, at least on t10-11. I alch & vaal every single map I run. Maps that get nothing but the corruption and the unid ones I run as is. 8-mod maps I usually run with two sextants, if I've got any. I forgo chiseling as it does nothing to pack size/experience gain, which is all I really care about at this point. If your map pool regresses, running the 8-mod maps with sextant that increase packsize/add mobs should give you a huge boost to map drops.

[/spoiler]

[spoiler="FAQ"]

N O - O N E H A S A S K E D A N Y T H I N G



"IS this build capable of leaving your friends to die versus bosses?"

- Yes.

[/spoiler]

[spoiler="Changelog"]

Apr 19, 2018 9:55:59 AM

Updated path of building link

Upgraded to a better DD

Changed Ruthless for Maim, it's just straight up better. Thanks to XeonioTheImmortal for pointing it out [hr]Apr 17, 2018 12:52:26 PM

Added sections for curses, links, and minions.

[/spoiler] Hello! I felt that this build is pretty alright, and hipster enough, so here: Last edited by dahack on Apr 20, 2018, 4:06:17 PM Last bumped on Oct 6, 2018, 10:35:17 AM