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PoE 3.27·Keepers of the Flame·Hierophant

Analysis of Hierophant vs Champion KF totems as a starter

by teddmagwell7 months ago664

DPS
464.6K
Effective HP
71.17K
Life
4.36K
Level
87
Min budget

Overview

Analysis of Hierophant vs Champion KF totems as a starter is a Path of Exile Hierophant build by teddmagwell, made for the Keepers of the Flame league (3.27). It is centered on Kinetic Fusillade and plays as a intelligence, attack, projectile, duration archetype. In Path of Building it reaches 464.6K DPS with 71.17K effective HP, 4.36K life, 2.46K energy shield. Suited for: Delve, Mapping.

Build Video

teddmagwell's Notes

tldr: Champ wins on mitigation, Hiero wins on speed and qol, damage similar. I will probably play Hiero cause no mana issues and don't need Wilma's on SSF (but need delve or farm beasts for bloodline which is fine for me).


I'm planning to start KF totems on SSF. Here are my findings so far on whether Champ or Hiero is better:

Sustain / recovery

Hiero has 9% life regen (pathing + ascendancy), and can take Divine Shield. If using Arm/ES variant - it's a bit problematic to recover ES - but Divine Shield helps a ton during mapping, another option is to take ZO.

Champ doesn't have much. Not only that, you also lose 25% life occasionally for the Adrenaline proc. However since it's easy to achieve 65/65 block - "5% life on block" shield will carry a lot. On bosses you have to rely on life flasks.

Mana

Hiero mana is solved - it has flat and increased regen from the ascendancy.

Champ has massive mana issues, you have to run some of these: mana flask, stack elreon rings, use inspiration, use lifetap, invest more in reservation. Perhaps you can get 1 lifetap via new gem corrupt system.

Avoidance / mitigation

Hiero has two major ways to build its defence:

  • One way is to go full Armour/ES - take Divine Shield and arm/es body armour mastery. Then take new Aul and run Determination/Anger. Tree example: https://pobb.in/7OeVUexin2ip (because of new belt you can anoint both Watchtowers and Surveillance without having to path bottom for +2 totems)
  • Another way is to go Armour/Evasion and path down to suppress. Tree example (tati pob) https://pobb.in/3P8yEy2Kf_l3
  • Block on Hiero is very problematic without losing a lot of damage. However you can go Glancing Blows and use life or es on block shield.
  • 4-5 permanent endurance charges (+1 min from ring)
  • Highly effective cwdt-molshell, and 30-50k armour (if Aul bloodline is used)

tldr: your phys mitigation is very good due to high armour and endu charges, but ele mitigation and ES recovery struggles.

Champ mitigation is where it shines, with not much effort you get:

  • perma Fortify
  • Suppress cap
  • 65/65 block
  • 3 endu charges during mapping (from Enduring Composure or Disciple of Unyielding)

Damage

Hiero gets:

  • +1 totem,
  • 5% damage per totem (which leads to 40% more damage),
  • 4 permanent power charges.
  • either Aul bloodline which allows you to use Anger at 150% effectiveness (this leads to 10-20% more damage), or Farrul bloodline for tigers (125% crit chance and 35% attack speed)
  • They added new accuracy clusters near Templar, which are very handy, but we don't know if that accuracy will be global or only to melee.

Champ ascendancy provides:

  • 15% increased damage taken
  • Hits can't be evaded (from taunted)
  • Auto intimidate (frees up glove implicit)
  • 100% damage and 25% attack speed (25% extra from Wilma) from Adrenaline (but you have to press a button).

Champ REALLY wants to use Wilma's helmet because Adrenaline and Onslaught both double-dip attack and cast speed. Wilma's gives you Ancestral Bond, 30% ele damage, 45% attack speed. And perma onslaught is super easy to get from cluster. However you get so much attack speed that you might go over KF threshold, which forces you to play reduced duration ring or amulet.

Totem placement speed

From patch notes:

Totem Placement speed now also scales the speed at which Totems emerge. Ranged Attack Totems now have a base placement speed of 0.5 seconds (previously 0.35).

We don't know if that is even a nerf. What we do know is that Hiero has 140% extra totem placement speed. Edit: tati released a video about placement speed https://www.youtube.com/watch?v=_NJqRJuKLsw

While Champ has to spend 5-6 points to get 75% placement speed and a 30% chance to place 2 totems instead of 1.

Because of that, generic mapping will likely be smoother/faster on Hiero.

Gear

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Skills

Tap a skill to open trade.

  • Kinetic FusilladeKinetic Fusillade20/20WMain
  • Ballista TotemBallista Totem20/20W
  • Less DurationLess Duration20/20W
  • Greater VolleyGreater Volley20/20W
  • Elemental Damage with AttacksElemental Damage with Attacks20/20W
  • Elemental PenetrationElemental Penetration20/20W
  • InspirationInspiration20/20W
  • Increased Critical DamageIncreased Critical Damage20/20W
  • Sniper's MarkSniper's Mark20/20W
  • Assassin's MarkAssassin's Mark20/20W
  • Mark On HitMark On Hit20/20W
  • Molten ShellMolten Shell1W
  • Cast when Damage TakenCast when Damage Taken1W
  • LifetapLifetap1W
  • PrecisionPrecision20/20W
  • ArroganceArrogance20/20W
  • AngerAnger20/20W
  • DeterminationDetermination20/20W

Passive Tree

Passive tree 3.27
scroll to zoom
Aul Bloodline
Aul Bloodline
Hierophant
Hierophant
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
87

Damage

Full DPS
0
Combined DPS
464.6K
Hit DPS
462.35K
With Poison DPS
462.35K
With Ignite DPS
464.6K
With Bleed DPS
462.35K
Damage over Time
2.25K
Ignite DPS
2.25K
Culling DPS
0
Reservation DPS
0
Average Damage
22.19K
Burst Damage
22.19K

Attack & Crit

Attack/Cast Rate
3.47/s
Hit Chance
99%
Accuracy
3.54K
Crit Chance
73%
Crit Multiplier
399%
AoE Radius
1.2 m
Totem Limit
8
Mana Cost
23
Life Cost
0

Defence

Effective Hit Pool
71.17K
Life
4.36K
Energy Shield
2.46K
Mana
75
Ward
0
Armour
25.05K
Evasion
24
Phys Damage Reduction
89%

Mitigation & Avoidance

Block
74%
Spell Block
76%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
76% (+209%)
Cold Resistance
76% (+185%)
Lightning Resistance
76% (+199%)
Chaos Resistance
75% (+185%)

Max Hit Taken

Physical
16.46K
Fire
43.2K
Cold
43.2K
Lightning
43.2K
Chaos
27.47K

Recovery

Life Regen
426.3/s
ES Regen
0/s
ES Recharge
2.46K/s
Mana Regen
92.6/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
216
Intelligence
196
Dexterity
180
Movement Speed
56%
Endurance Charges
5
Frenzy Charges
3
Power Charges
6
Devotion
0