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PoE 3.19·Kalandra·Inquisitor

CWC VD Inquisitor - Might do well in the Roguelites

by Necrospunk3 years ago92

DPS
253.68
Effective HP
1.18K
Life
799
Level
33
Min budget

Overview

CWC VD Inquisitor - Might do well in the Roguelites is a Path of Exile Inquisitor build by Necrospunk, made for the Kalandra league (3.19). It is centered on Wintertide Brand and plays as a intelligence, spell, area, cold archetype. In Path of Building it reaches 253.68 DPS with 1.18K effective HP, 799 life. Suited for: Harvest, Essence, Abyss.

Build Video

Necrospunk's Notes

So you wanna enjoy generating fireballs outta corpses and admirin those 12 autotargeting bigg boys seek and destroy everything on their path? This might just be a build for you. Note: You could also just go with POHX's famed RF Inquisitor until level 86 or so, but that'll require more regret orbs in the end. ------------------------- Configuration notes: On leveling uncheck almost everything. On RF transition you can assume you and the boss are on consecrated ground. On VD Transition you can check consecrated ground, power charges (assassin's mark WITH QUALITY), enemy unnerved (glove implicit, happy rolling), crit recently, always low life, always moving and you've consumed a corpse (VD) recently. On Mid-Budget you can on top of all of that assume you have endurance charges and that the enemy is covered in ash (wrapped in flame notable). ------------------------ Low levels 33 -> Our low level target is to thrive and survive and blast through the acts as fast as possible. For this we're using wintertide brand, as it's proven to be pretty nifty until we get to Cruel Lab. Arguably you can use any skill you like, but I like Wintertide Brand due to the easy access to runebinder and runesmith. As you might've noticed, we're lacking a couple points of strength in the tree in order to use all our skills, so pick up a heavy belt of any kind on your way and we'll be fine. Gearingwise just pick up any ol' trash you find on the ground. +% elemental damage, %damage over time, %cold damage over time and so on. If you wish to transition to Armageddon Brand before the transition to RF, that is your right and choice. You SHOULD pick up any decent fire%, firedotmulti% and other pieces on the way if you encounter them. While questing and blasting, try to pick up gems for Righteous Fire. Your links might be scuffed, colors might be off but can adapt. For RF I reckon: Righteous Fire (duh) Inc. Burning Damage Efficacy Increased AoE and for Fire Trap: Fire Trap Trap & Mine Damage Burning Damage Controlled Destruction Try to level some of those gems on weapon swaps and free slots if you can, especially the main skill gems. If Dex becomes and issue, either pick up a node on the tree or grab an amulet / ring / whatever piece with some Dex. Resistances have wiggle room because we're using Purity of Elements anyways. Also level up a Petrified Blood gem. Levels 55 -> Ok, you're a big long necked man now and should start thinking about that sweet transition to Righteous Fire. You gotta spec out of the brand stuff since we don't need that anymore, but you have those points from side quests. I hope you've picked up a couple 4-links on the way with suitable colors, if not, it's not the end of the world, we'll find em eventually. On the RF transition it's quite imperative that we hit our dex requirement for fire trap (at the latest) and trap and mine damage support gem. There isn't much to this phase in my view, you're an RF inquisitor with a semi-scuffed tree blasting through the acts. Early Mapping -> Ok, so we're mapping as an RF inquisitor. We're picking up some more life, some more res. efficiency to prepare us for the future. You might've noticed that we've got a hefty 25% mana pool to spare. You have options for that. A boring and defensive one is Defiance Banner. Try to keep an eye for gear that'll support our transition to VD CWC in a few levels. A hefty resistance and life stygian vise, a nifty abyssal jewel, rings with life and resistance. This stage is also the stage where you'll be saving for the following MANDATORY CORE ITEMS: MARTYR OF INNOCENCE, HIGHBORN STAFF: This staff will carry your damage quite a long way. It'll let you blast T16 red maps and defeat precursor squidward and fire guy. The Annihilating Light will be a huge DPS increase, but before we have our resistances wayyyy over all the caps, this will do. THE STAMPEDE, ASSASSIN BOOTS: This is what we need to move smoothly. Without this you'll feel like a slug. It will also lower the cooldown of our frostblink significantly, so even if you're not blinking into mobs, it's not too big of an issue. These boots will last us forever. RARE HELMET WITH "Volatile Dead Consumes up to 1 additional corpse": A helmet with this enchant is quite imperative, because it enables us to raise all of our fireballs (12). You *could* already craft one of these with an Essence of Loathing if you have them, but it's not mandatory yet. Slap one with Greed Essences or Harvest Life rerolls till you get decent life% and life regen, altho the regen isn't wholly necessary Doryani's Glorious Vanity: A huge defense increase. Works wonders with an inquisitor. Might be expensive at league start so you MIGHT have to itemize more ES in your gear at the start. Awakened Cast while Channelling & Awakened Spell Cascade: The past few leagues these have been a bit under a divine at league start, sometimes even less. Getting these is however mandatory for the build to function well. Awakened CWC gives us stun immunity while channelling, which is quite imperative if you want to stay alive being a hybrid character with low life and petrified blood and all. Awakened Spell Cascade in conjuction with our helmet allows us to summon our maximum (12) corpses AND explode those into fireballs. Theoretically when mapping awakened spell cascade will let you summon up to 18 fireballs, but 12 will almost always be the amount hitting targets that matter (pinnacle bosses and such). 6-link chest piece: Our main skill is incredibly socket heavy, because we're rocking three actives and three supports. 5 link *can* work but it will feel significantly worse than a 6-link. Find one with the right colours (3G-3B) and you can compensate on the other stats, f. ex. resistances elsewhere. Reservation cluster with Righteous Path: This will let us run our auras when we transition to VD. 2x Normal Jewels with 3% res efficiency: Need these for auras. -mana cost craft: You need to slapp this on one ring. Get it from betrayal. VD Transition: Ok we got the shopping list done, we're rocking a few regret orbs that we've gotten from our mapping progression and from converting CHANCE ORBS -> SCOURING ORBS -> REGRET ORBS. We also got a bunch of regret points left (hopefully) from running through the acts. Now we can start Orbin' like no Saruman's Orbed before. Take time to get in love with the play style. You have immense room to maneuver and the VD Orbs autotarget surprisingly far away. During this phase you'll be looking to farm the build to the MID-INVESTMENT stage. That'll require two large clusters and depending on the price of forbidden flame / flesh Conviction of Power: Either a couple megalomaniacs or two medium clusters and a small cluster with enduring composure. On the mid-investment phase we'll be upgrading almost every piece of our gear which will take quite a bunch of currency. Mid-investment: If you get to this stage, you can message me on Discord on in-game.

Loadouts

Gear

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New Item

Skills

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  • Wintertide BrandWintertide Brand6WMain
  • EfficacyEfficacy8W
  • Controlled DestructionControlled Destruction5W
  • ClarityClarity7W
  • DeterminationDetermination4W
  • VitalityVitality5W
  • Purity of ElementsPurity of Elements4W
  • Petrified BloodPetrified Blood20W
  • Frost BombFrost Bomb9W

Passive Tree

Passive tree 3.19
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Inquisitor
Inquisitor
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Arakaali, Soul of Ralakesh

Character Stats

Level
33

Damage

Full DPS
0
Combined DPS
253.68
Hit DPS
0
With Poison DPS
0
With Ignite DPS
0
With Bleed DPS
0
Damage over Time
253.68
Culling DPS
0
Average Hit
0

Attack & Crit

Attack/Cast Rate
1.91/s
Hit Rate
5.36/s
Crit Chance
0%
Crit Multiplier
150%
Mana Cost
16
Life Cost
0

Defence

Effective Hit Pool
1.18K
Life
799
Energy Shield
0
Mana
38
Ward
0
Armour
508
Evasion
16
Phys Damage Reduction
66%

Mitigation & Avoidance

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

Resistances

Fire Resistance
-6%
Cold Resistance
-6%
Lightning Resistance
-6%
Chaos Resistance
-22%

Max Hit Taken

Physical
1.18K
Fire
376.89
Cold
376.89
Lightning
376.89
Chaos
327.46

Recovery

Life Regen
81.16/s
ES Regen
0/s
ES Recharge
0/s
Mana Regen
30/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
53
Intelligence
173
Dexterity
24
Movement Speed
0%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0