A few weeks ago, I had seen a wonderful build like this one, which cleverly used Olroth's Resolve to establish a permanent ward. Like some of my other experimental builds, I wanted to run with this to an extreme (how much permanent Ward can I get? and how much can I tank/kill with it?) and see what it was capable of.
The build idea isn't really about Forbidden Rite—you can substitute other damaging skills or mechanics, such as Heartbound Loop, as I saw in a different post recently—but Forbidden Rite appealed to me because of Ward's unique strength: it basically acts as a flat damage reduction to each individual hit applied right before your Energy Shield/Life. Meaning if we trigger Forbidden Rite a million times per second, with any other non-CI build, we would die, since even 1 damage per cast would turn into a million accumulated damage; but Ward would reduce each hit to 0, allowing us to scale Forbidden Rite's casts as high as possible without fear of hurting ourselves, while also allowing us to utilize their higher scaling value off of Life.
As such, initially, I intended to go for a cast on critical strike version to maximize the number of casts I could make, but the initial ramp-up cost proved very, very expensive. I only had a few exalt to my name, so I went with a self-cast Forbidden Rite build instead.
Before I get into how the build works, I'll review its strengths and weaknesses.
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Build Strengths
Build Weaknesses
Build Design
The design of the build has two elements: the engine (Olroth's Resolve, Iron Flask + flask passives/The Traitor keystone) and the car it propels (Forbidden Rite + max charges + high Hit damage mitigation). Like any other car, you have to start the engine—in this case, you have to click Olroth's Resolve once you enter a map. Then the flask will perpetually be active, self-activating when it reaches the end of its duration. You can do something similar for Doedre's Elixir for permanent max charges.
Once the engine's running, the rest of the build works well. Forbidden Rite doesn't lose us any health, but it does count as damage taken (since our Ward took it), so it turns into Life via our 30% Life Recoup. If we get the expensive Divergent Void Manipulation support gem, we also get Life Leech off of that damage, making us quite tanky against smaller DoTs.
From there, as long as we keep the engine going, we can even face full screens of monsters, taking no damage at all... as long as none of the monsters have big slams, big buffs, or big DoTs.
Path of Building
Current PoB: https://pastebin.com/Wvmnhze0
- Cleared A8 Sirus, facetanking all but DoTs and debuff beam and big maze slam.
- Rare deaths in red maps; mostly due to DoT or boss slam.
3ex level 70 starter build PoB: https://pastebin.com/a1geZt12
- Mostly invincible till you hit harder hitting mobs in maps; never had cleaner Acts clearing than from the moment I switched to this
I had a higher level PoB, but I accidentally overwrote it. The main differences were: increased Intelligence, Life, and "increased Damage for each 16 Intelligence" mods on amulet/rings, increased Ward/Abyss jewel slot for increased Life/Intelligence for gloves and boots, and a T1 attribute belt + maybe Life/Intelligence instead of T2 attribute belt. If we get our Intelligence up to 1200+, we have around 5mil Sirus DPS once we stack Withering for a few seconds (Withering Step gets us halfway there), along with around 2800 permanent Ward, for much more consistent tankiness against everything but the most absurd slams and DoTs.
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Conclusion
Ultimately, I am posting the build now instead of a full video showcase showing me killing Uber Shaper, The Feared, Maven, and so on, because I don't want to grind for the many, many exalted orbs I would need to scale the damage that high. I'm still fairly new to PoE, so I don't have the super currency skills to get rich fast, nor have I ever fought those bosses before, and I am too happy with my day job and other hobbies to divert too much additional time to PoE, so I doubt I can really do this build justice at a higher level yet. But even at that higher level, I could see that it would be underwhelming compared to how other builds scale—stuff like Flicker Strike and int wander surpass this far quicker and cheaper.
But the build idea is really, really cool. And when you first adopt it, being able to just afk with a whole screen full of enemies, taking 0 damage, is a really awesome feeling! If any of the following buffs are given to the build in future leagues (something I will certainly be keeping an eye on!), then this build has the potential to become incredible:
But for now, the build is more of a meme/novelty build, unless one scales back the Ward investment, which opens up a lot more builds. The conditional 'invincibility' the build offers can only be realized at great cost to a lot else, which greatly limits the content the build can do without massive investment. Overall, I consider the build experiment a success, since it does have endgame content it can clear well. It just isn't universally applicable to all content, nor is it particularly strong. It's really just a cool and fun niche build.
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