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New Lightpoacher + Disintegrator tech enabling autobombers

PoE 3.26 · Secrets of the AtlasElementalistBladefall of TrarthusMappingAbyss

1 year ago2.94K

by HolesHaveFeelingsToo

3.11M

DPS

129.02K

Effective HP

4.18K

Life

Overview

New Lightpoacher + Disintegrator tech enabling autobombers is a Path of Exile Elementalist build by HolesHaveFeelingsToo, made for the Secrets of the Atlas league (3.26). It is centered on Bladefall of Trarthus and plays as a critical, dexterity, spell, area archetype. In Path of Building it reaches 3.11M DPS with 129.02K effective HP, 4.18K life, 654 energy shield. Suited for: Mapping, Abyss. Key uniques include Blasphemer's Grasp, Disintegrator, Lightpoacher, Olesya's Delight, Impresence.

Build Video

HolesHaveFeelingsToo's Notes

Hey all, Surgeon General here.

One of my PoE white whales is the synergy between Lightpoacher and Disintegrator. For the uninitiated, this combination encourages stacking elder/shaper items and abyss jewels is very tempting because:

  • Disintegrator adds 350 base physical damage to spells via Battlemage
  • Disintegrator adds another 50-100 base physical damage via siphoning charges
  • Lightpoacher takes all that physical damage and grants 5% of physical damage as extra damage of each element per spirit charge (x10-15 on dedicated builds)
  • Disintegrator then grants 4% of non-chaos damage as extra chaos damage per siphoning charge

The synergy between Battlemage, phys as extra elemental, and non-chaos as extra chaos can multiply your base damage by a factor of 5-10 depending on your setup.

I’ve tried building around this interaction for a few years but it’s never been viable because of the downsides on Lightpoacher and Disintegrator.

The Problems:

Lightpoacher wastes spirit charges every time you use a skill and forces you to generate them on-kill (thus you need a worm flask and charge generation for bosses). There are workarounds for this on the wiki, but it’s a pain and has a high opportunity cost.

Disintegrator is even worse. You need the siphoning charges and they’re generated at a 25% rate whenever you use a skill. However, you also take a hefty physical degen if you’ve used a skill in the past 4 seconds. If you’re stacking elder/shaper items (as you should), you’ll be taking 750-1000 physical damage per second. This forces you to build generic PDR and taxes your recovery to offset the remainder of the degen.

Basically, it’s been non-viable to build around this in previous leagues.

However, there’s a work-around with the introduction of Mercenaries that completely circumvents these downsides.

The Tech:

Supreme Grandstanding is a timeless jewel keystone that makes you “share” charges with nearby allies (note the different wording compared to Conduit which does not work with mercenaries).  Functionally, taking this keystone on our character makes it so that whenever our mercenary generates a charge, we will also gain one.

Importantly, this behaviour extends to all charges, not just the standard 3.  We can give our mercenary a copy of Hale Negator which causes them (and therefore us) to passively generate one spirit charge per second.  We can also give the mercenary their own copy of Disintegrator. This will make them (and again us) have a chance to generate a siphoning charge whenever the mercenary uses a skill.

We’ve turned the mercenary into a charge generation machine.  But how does this prevent the downsides of Lightpoacher and Disintegrator?

Note that both negative effects proc “when you use a skill.”  We have already have hands-off charge generation taken care of so then as long as we never use a skill, we will never activate those negative effects.

The follow up question is “how do you deal damage without using a skill?”

Method A:

Triggering skills does not “count” as skill use. If all of our skills are triggered, those downsides will never proc. This suggests setting up a cast-when-stunned or cast-when-damage-taken character. Both are viable; neither of the uniques used for this tech compete with the required uniques for common CWS or CWDT builds.

CWS is already a very popular archetype. Additionally, all of the flat damage from Battlemage and abyss jewel stacking would help overcome the low gem level requirements for lvl1 CWDT and give you a quite fast trigger rate. 

In my opinion, this is the better (read: more damage) approach if you want to implement the tech.

Method B:

The second option takes advantage of a new skill gem with unique behaviour: Bladefall of Trarthus. Unlike almost all other skill gems, this skill has a % per second mana cost and deals hit damage around the character on timed intervals, continuously, forever. There is no duration on BFoT; you turn it on at the start of the map and it will stay up as long as you can afford the mana cost. Since its always on, you never need to use a skill and you won’t proc the downsides of the uniques.

The base damage on BFoT is pretty bad but is made viable by the flat / added damage from the above tech. I’ve managed to put together a zero-button (mandatory) ignite autobomber using this skill. It’s been very comfy for farming 8mod Toxic Sewers with Div Scarabs of the Cloister. Pay no attention to the phys max hit: this character is designed just for high density speed clearing 8mod T16s.

I’ve been wanting to build around this interaction for literally years and it hasn’t “made sense” until this league since we can now use a mercenary to get around the opportunity cost that you would otherwise need to pay to enable the mechanics. Thanks for coming to my TED Talk.

TLDR: Give a mercenary Hale Negator and Disintegrator and use them to generate siphoning and spirit charges for you via Supreme Grandstanding (on your own character). Stack up those charges to get a bunch of “damage gained as extra.”  The mechanics require an autobomber playstyle but those are fun and the archetypes already exist.

Gear

Disintegrator
Lightpoacher
Replica Shroud of the Lightless
Impresence
Rune Finger
Hypnotic Hold
Blasphemer's Grasp
Olesya's Delight
Legacy of Fury
Morbid Vision
Enthralling Sight
Enthralling Globe
Whispering Vision
Morbid Leer
Enthralling Prism
Whispering Glare
Ancient Orb
Watcher's Eye
Elegant Hubris
Grim Globe
Armageddon Hope
Dragon Creed
Foul Sight
The Blue Nightmare

Skills

Weapon 1

  • Bladefall of TrarthusBladefall of Trarthus20/20WMain
  • Awakened Swift AfflictionAwakened Swift Affliction5/20W
  • Awakened Deadly AilmentsAwakened Deadly Ailments5/20W
  • Awakened Unbound AilmentsAwakened Unbound Ailments5/20W
  • Awakened Burning DamageAwakened Burning Damage5/20W
  • CombustionCombustion21/20W

Gloves

  • Summon Flame GolemSummon Flame Golem20/20W
  • Summon Lightning GolemSummon Lightning Golem20/20W
  • Summon Stone GolemSummon Stone Golem20/20W
  • Summon Chaos GolemSummon Chaos Golem20/18W

Boots

  • ConvocationConvocation1/20W
  • Phase RunPhase Run20/20W
  • More DurationMore Duration20/20W

Helmet

  • FlammabilityFlammability20W
  • BlasphemyBlasphemy20W

Ring 2

  • Herald of PurityHerald of Purity20W

Ring 1

  • Purity of ElementsPurity of Elements20W

Helmet

  • Spirit Burst20W

Amulet

  • MalevolenceMalevolence23W

Passive Tree

Passive tree 3.26
scroll to zoom
Elementalist
Elementalist
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
95

Damage

Full DPS
0
Combined DPS
3.11M
Hit DPS
16.28K
With Poison DPS
16.28K
With Ignite DPS
3.11M
With Bleed DPS
16.28K
Damage over Time
3.1M
Ignite DPS
3.1M
Culling DPS
0
Reservation DPS
0
Average Hit
9.5K
Burst Damage
9.5K

Attack & Crit

Attack/Cast Rate
0/s
Hit Rate
1.71/s
Cooldown
0.33s
Hit Chance
100%
Crit Chance
16%
Crit Multiplier
100%
AoE Radius
3.7 m
Mana Cost
0
Life Cost
0

Defence

Effective Hit Pool
129.02K
Life
4.18K
Energy Shield
654
Mana
116
Ward
0
Armour
5.89K
Evasion
4.8K
Phys Damage Reduction
85%

Mitigation & Avoidance

Block
73%
Spell Block
78%
Spell Suppression
0%
Evade (Melee)
34%
Evade (Projectile)
34%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
76% (+35%)
Cold Resistance
76% (+40%)
Lightning Resistance
76% (+36%)
Chaos Resistance
75% (+52%)

Max Hit Taken

Physical
7.81K
Fire
22.37K
Cold
22.37K
Lightning
22.37K
Chaos
16.71K

Recovery

Life Regen
363.9/s
ES Regen
0/s
ES Recharge
654/s
Mana Regen
206.4/s
Life Leech
220.12/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
113
Intelligence
159
Dexterity
192
Movement Speed
159%
Endurance Charges
5
Frenzy Charges
5
Power Charges
3
Devotion
0