PoB ArchivesPoB Archives
PoE builds

PoE 3.18·Sentinel·Inquisitor

[SSFHC viable] Critical Discharge Inquisitor 800K DPS with "Basic" Gear !

by xTazzyi4 years ago20

DPS
852.83K
Effective HP
29.46K
Life
4.65K
Level
78
Min budget

Overview

[SSFHC viable] Critical Discharge Inquisitor 800K DPS with "Basic" Gear ! is a Path of Exile Inquisitor build by xTazzyi, made for the Sentinel league (3.18). It is centered on Lightning Trap and plays as a trap, critical, intelligence, spell archetype. In Path of Building it reaches 852.83K DPS with 29.46K effective HP, 4.65K life, 1.14K energy shield. Suited for: Simulacrum, Bossing.

xTazzyi's Notes

Hello Exiles, I found a broken mechanic from Jungroan, traps can work with mines, so when you detonate a mine, you will launch trap if linked with a trap, but you will say "wtf why you talking about traps and mines with Discharge" ?

Let's me explain my idea, since you can generate frenzy/power charge with traps/mines from Charged Traps or Charged Mines support, I instantly thought about Discharge

So, what is the best way to scale Discharge when you can cast this spell each 2s ? The answer is Ignite or full Crit, the problem with Ignite is that you are be able to cast Discharge each 2s when Ignite is 4s, so you will refresh your Ignite each 2s for NOTHING

So I think Crit Discharge is the best if you can constantly cast the spell each 2s, so let's explain how I get that massive charge generation

First, you will generate 15 trap per ~0.56s since my Mine Throwing is 0.56s, but there are a hidden OP thing, Swift Assembly proc for Trap AND Mine, so basically you generate 5 mine with Minefield, you can generate 6, 7, 8 mine depend the Swift Assembly rolling.

Now the second hidden OP thing, you will generate 3 Trap per Mine with Cluster Traps, let's make some math.

Let's say the average mine generated is 6, you will generate 6*3 = 18 Trap per Mine detonate, each 0.56s

So in 1s, you will generate 32 Trap, each Trap have 30% chance to generate Power or Frenzy Charge

So you can generate Power or Frenzy Charge at each "roll" from Trap, one Trap can generate Power AND Frenzy in one "roll", so

((30/100) * 32) * 2 = 19.2 charge per Second, my build has 9 charge (5 Power and 4 Frenzy), so I can HIGHLY sustain that, that's like 38 charge per 2 Second in theory, let's say even "roll" are unlucky, I can generate easily those 9

So I have the charge generator and clear spell 6L (Trap Mine), and the bossing spell 6L (Discharge Crit)

Since you generate lots of Power Charge, you will easily reach 100% crit chance to be able to crit each cast, so Inquisitor is obviously the best since you will penetrate elemental resistance, so you can invest on defensive layer on your tree !

​

The build can have some ajustment, in general you can play this build in SSFHC but you will have to play with a Staff for the Crit for Spells nodes, in early you need Critical Strike support since you don't have 100% crit chance, near lvl 85/90~ you will be able to replace Critical Strike for other damage support, you can replace Concentrated Effect with other damage support for more AOE to be able to play in "long range" vs Boss, dont forget Discharge scale AOE with Charge

If you asking, I took Trap Trigger Area of Effect since that will help for Bossing because all Traps has to detonate !

The build is tanky, 160% life, 78% ES, perma Consecrated Ground for life/es regen, 20k Armor with M. Shell (I included trash stats in Custom Modifiers to simulate the gear, you can even use a Tabula and get those stats)

Tooltips is 800k~ DPS with Discharge (1M7 per Discharge each 2s) vs Boss setup, even without the Trap/Mine setup that will add probably 100/200k DPS since each Projectile hit for 15k

Hope you will enjoy that Build

https://pastebin.com/bBnDzwEz

Gear

Tap an item to open trade.

Spell Staff

Skills

Tap a skill to open trade.

  • Lightning TrapLightning Trap20WMain
  • Cluster TrapsCluster Traps20W
  • High-Impact MineHigh-Impact Mine20W
  • Charged TrapsCharged Traps20W
  • Swift AssemblySwift Assembly20W
  • MinefieldMinefield20W
  • DischargeDischarge20W
  • Increased Critical DamageIncreased Critical Damage20W
  • CrueltyCruelty20W
  • Concentrated EffectConcentrated Effect20W
  • HypothermiaHypothermia20W
  • Elemental FocusElemental Focus20W
  • DeterminationDetermination20W
  • Summon SkitterbotsSummon Skitterbots20W
  • Leap SlamLeap Slam20W
  • Faster AttacksFaster Attacks20W
  • Assassin's MarkAssassin's Mark20W
  • Flame DashFlame Dash20W
  • Arcane SurgeArcane Surge5W
  • Increased DurationIncreased Duration20W
  • Molten ShellMolten Shell18W
  • ClarityClarity20W
  • VitalityVitality20W
  • Cast when Damage TakenCast when Damage Taken15W

Passive Tree

Passive tree 3.18
scroll to zoom
Inquisitor
Inquisitor
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
78

Damage

Full DPS
852.83K
Combined DPS
27.69K
Hit DPS
27.69K
With Poison DPS
27.69K
With Ignite DPS
27.69K
With Bleed DPS
27.69K
Damage over Time
0
Culling DPS
0
Average Hit
15.39K

Attack & Crit

Attack/Cast Rate
1.8/s
Crit Chance
100%
Crit Multiplier
396%
Mana Cost
25
Life Cost
0

Defence

Effective Hit Pool
29.46K
Life
4.65K
Energy Shield
1.14K
Mana
175.1
Ward
0
Armour
17.92K
Evasion
17
Phys Damage Reduction
80%

Mitigation & Avoidance

Block
12%
Spell Block
12%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+35%)
Cold Resistance
75% (+35%)
Lightning Resistance
75% (+35%)
Chaos Resistance
-52%

Max Hit Taken

Physical
46.89K
Fire
37.51K
Cold
37.51K
Lightning
37.51K
Chaos
5.42K

Recovery

Life Regen
631.39/s
ES Regen
701.54/s
ES Recharge
1.14K/s
Mana Regen
239.3/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
433
Intelligence
523
Dexterity
74
Movement Speed
0%
Endurance Charges
3
Frenzy Charges
4
Power Charges
5
Devotion
0