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PoE 3.23·Affliction·Juggernaut

Build concept of mine hit a wall, any ideas?

by _Katu2 years ago6

DPS
185.38K
Effective HP
27.44K
Life
4.36K
Level
84
Min budget

Overview

Build concept of mine hit a wall, any ideas? is a Path of Exile Juggernaut build by _Katu, made for the Affliction league (3.23). It is centered on Righteous Fire and plays as a intelligence, spell, area, fire archetype. In Path of Building it reaches 185.38K DPS with 27.44K effective HP, 4.36K life, 314 energy shield. Suited for: Mapping, Simulacrum, Delirium, Essence. Key uniques include Arn's Anguish, Replica Atziri's Foible, Kalandra's Touch, Bloodplay, Asenath's Gentle Touch.

_Katu's Notes

https://pobb.in/kkx6eF4X5Oby

It's the part of the league where I sell all my stuff and try out weird ideas. I have the beginning of a build and I am at a wall, or crossroads more like. on how to progress and i would like to hear you guys opinion.
The core concept i wanted to try out is:

  1. ralakesh boots with+1 endurance corruption , Arn's Anguish, x2 synth endurance rings (got downgraded to just one +1 endurance precursors and a ring of kalandra due to budget) , a +2 endurance charge staff, and charms which give % life regen rate and, most crucially, 6% inc aoe per endurance charge

  2. Be jugg, another 6% aoe per endurance charge making it 30 (well 24 atm, build cant kill KITM)
    and some more life regen rate.

  3. ?? That's it. My first idea was RF, but so many items just dont give HP or RF damage as well as the near-double hit damage from all those brutal charges is completely wasted.
    As of right now I slapped some RF +fire trap and some DOT scaling on the build but it already looks bad damage-wise.

  4. Problems: Clear speed is still under-utilised I think. With all this insane AOE scaling I assume explody is the way to go, but because of ralakesh being the core I lost Maven boots. Asenath is kinda working, since i hit everything with leap slam so they explode, but the explosion damage is low, and also no scaling other than the beginning of phys to fire+ignite chance. I think maybe an elevated explody chest can help , but I dont know how that would look defense wise. Currently I'm using a doppelgangers (really just slapped it on for defenses)

  5. Damage. Rf is around 180k right now, and with all the items being fixed in place I dont see it getting much higher, except with investment. Also since I need the staff for +2 charges I lose the shield slot for defenses. (That staff is really not good , just a proof of concept and its missing fire DOT multi cause i filled up the suffixes with the wk orb. Some other items are just put on cause I have nothing better.

  6. Better fittign skills (more like builds?) for the concept exist.
    For example a fully charged PB of Dissipation is 9 meters radius currently, and there is nothing much dictating I should go fire daamge anyway. So a lightning hit-based build could maybe be and option, either with phys explode (asenaths+explody chest) or a regular gloves with inpulsa+shock spread.
    At this point I should mention that I am running t2-3 beast essence deli until I figure out what to do. But even for these t2 white maps my damage is bad. The skill layout is bad (i dotn think purity of fire+elements is the way to go lmao)

  7. Some other, failed ideas: blade vortex (doesnt scale with aoe wtf), any melee build (would need different weapon so no +2 charges), any other ascendancy with frenzy charges and replica BOTB (would probably fuck my defenses tbh, but it could use the affliction charge belt for DOT damage at least, although I dont know how to set up that char tbh), Ashes of the Stars (really , an amulet that literally only gives my RF base radius and has less damage then almost anything else? no thanks lol)

  8. I want to keep the endurance charges, since they are great in large quantity against physical DOT damage (played too much pathfinder this league and getting shrekt by KITM and the agony thing that sometimes spawn in the wildwood) and the large AOE but otherwise I dont care anymore what I play , which means the build probably doesnt have to do ubers but its an upside if it can. Ideally I'd go blue altar MFing since that is what i did for most of the league but this build is VERY farm from that.

  9. I also plan on ditching the Balbala timeless jewel that I currently only use for perma quicksilver and ruby flask, and put something better on. I think probably Xibaqua (divine flesh) is the way to go since I have good resistances on every front. but I dont know how a good flask setup would look like then.
    Another possible thing is a determination sublime vision(for the 14th charge), that would require me to use Determ and nothing else, probably nuking my damage. Could get into someting like MOM though, and use determ with eternal blessing + spectre auras

Anyway, sorry for the long wall of text. that was my idea and I would like to hear you guys opinion, is it bad idea, or can it be saved? I think there is a lot of room for improvement, for example bloodnotch+progenesis (i have those), although I dont know how I will get to pathfinder levels of flask effect, probably impossible.

Gear

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Rapture Mast
Pandemonium Ward
Doppelganger Guise
Replica Atziri's Foible
Precursor's Emblem
Kalandra's Touch
Asenath's Gentle Touch
Arn's Anguish
Ralakesh's Impatience
Foul Globe
Juggernaut's Ursine Charm of the Juggernaut
That Which Was Taken
Pandemonium Stone
Brutal Restraint
Juggernaut's Ursine Charm of the Juggernaut
Kraken Joy

Skills

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Weapon 1

  • Righteous FireRighteous Fire20/23WMain
  • Swift AfflictionSwift Affliction19W
  • Elemental FocusElemental Focus19W
  • Burning DamageBurning Damage20W
  • LifetapLifetap20W
  • Concentrated EffectConcentrated Effect19W

Body Armour

  • Fire TrapFire Trap21/20W
  • CombustionCombustion19W
  • LifetapLifetap19W
  • CrueltyCruelty19W
  • Concentrated EffectConcentrated Effect19W
  • Trap and Mine DamageTrap and Mine Damage19W

Boots

  • Leap SlamLeap Slam20W
  • Enduring CryEnduring Cry20W
  • Faster AttacksFaster Attacks19W
  • LifetapLifetap1W

Gloves

  • Purity of ElementsPurity of Elements19W
  • MalevolenceMalevolence19W
  • Purity of FirePurity of Fire19W
  • EnlightenEnlighten3W

Helmet

  • EnhanceEnhance2/11W

Body Armour

  • Unhinge20W

Gloves

  • Temporal ChainsTemporal Chains1W

Passive Tree

Passive tree 3.23
scroll to zoom
Juggernaut
Juggernaut
Wildwood Primalist
Wildwood Primalist
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
84

Damage

Full DPS
0
Combined DPS
185.38K
Hit DPS
0
With Poison DPS
0
With Ignite DPS
0
With Bleed DPS
0
Damage over Time
185.38K
Culling DPS
0
Reservation DPS
0
Average Hit
0
Burst Damage
0

Attack & Crit

Attack/Cast Rate
0/s
Cooldown
0.33s
Hit Chance
100%
Crit Chance
0%
Crit Multiplier
100%
AoE Radius
4.6 m
Mana Cost
0
Life Cost
0

Defence

Effective Hit Pool
27.44K
Life
4.36K
Energy Shield
314
Mana
97
Ward
0
Armour
1.96K
Evasion
862
Phys Damage Reduction
86%

Mitigation & Avoidance

Block
26%
Spell Block
0%
Spell Suppression
11%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
82% (+169%)
Cold Resistance
77% (+23%)
Lightning Resistance
77% (+49%)
Chaos Resistance
34%

Max Hit Taken

Physical
28.66K
Fire
30.23K
Cold
19.53K
Lightning
19.53K
Chaos
11.01K

Recovery

Life Regen
2.5K/s
Net Life Regen
1.96K/s
ES Regen
0/s
ES Recharge
314/s
Mana Regen
12.3/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s
Total Degen
548.73/s

Attributes & Utility

Strength
312
Intelligence
134
Dexterity
87
Movement Speed
81%
Endurance Charges
13
Frenzy Charges
3
Power Charges
4
Devotion
0